View Full Version : Weapons mod poll
Knuckles
08-24-2009, 06:05 PM
My question to all is this...
Is the C4 community willing to accept a weapons mod avalible to all?
What it would be is to replace those useless Hellfires with AIM-9 Sidewinders. This way, you would only be allowed 14 max. The server would have the option to allow them or not in the hosts options.
Because of the hot-guns issue, i would not recomend 30MM cannons.
Your thoughts?
Bluetiereign
08-24-2009, 08:04 PM
lol... 15 views and not one vote. I kinda hate to lose the 'useless' hellfires just to get something else.
Knuckles
08-24-2009, 08:52 PM
maybe useless was a bad word...
they are not very usefull in a TDM / DM match.
of course the mod would come with a way to roll back to to stock loadout.
*Update for clarification*
I do NOT encourge the use of any modded weapons
unless aproved by the C4 community as a whole.
I am more than willing to give server operators the
need files to render these modded weapons useless,
If they do not wish to have them used in their servers.
Reaper
08-24-2009, 11:56 PM
The poll does not give enough information to vote.
What weapons are modded and how does the weapon mod work ?.
What files does the player and server need?.
How does the mod effect other mods the player may have?.
How many rounds do you get?.
how does it effect players with out the files?.
Does the mod create lag ?
If there are files for servers now and have been, that block players from running weapons hacks, why has no one released them earlier?.
Knuckles
08-25-2009, 06:55 AM
The poll does not give enough information to vote.
What weapons are modded and how does the weapon mod work ?.
What files does the player and server need?.
How does the mod effect other mods the player may have?.
How many rounds do you get?.
how does it effect players with out the files?.
Does the mod create lag ?
If there are files for servers now and have been, that block players from running weapons hacks, why has no one released them earlier?.
In order that you asked....
*Read the first post again.
*1 .def file and 1 .bin file, server does not require any files.
*It does not affect other mods (except your 1H mod).
*Read the first post again.
*It will not affect players without it.
*Not if you have a pc from this century.
I never once said it will "block" a player from running them.
They may try, but the weapon whould be duds.
GarretJax
08-25-2009, 07:38 AM
Could you go into the specs of the AIM9 sidewinder...I was a grunt while I was in and Im sure its nothing like the M16....:cowboy:
to answer your question though.......heck ya! :icon_super.gif:
Santa AkA SoDam
08-25-2009, 05:45 PM
Hey Knuckles
If you don’t mind…. I would like to know a bit more about the sidewinders.
Ummmmmm excuse me for being stupid, but I have to ask these questions.
Like:
How do the sidewinders compare to stingers?
Can you load more of them?
How many of them do you need to fire, to take down another Comanche?
Can you passive shoot with them?
If so……. do they have a wider or smaller locking on range?
Can they lock on to a target (get tone) further away?
Questions like that??
And finally of course, Reaper needs to know if sidewinders could be used in his rebuild of C4? or if not, could they be used potentiality as a cheat in odyssey?
Knuckles
08-25-2009, 06:23 PM
The sidewinder can turn harder than a stinger
It also does more damage than a stinger.
But it still takes 3 direct hits to kill another player.
You can still shoot passive, and they will track better.
Their heat detection is still the same as a stinger.
14 should be enough, given the advantages over the stinger.
If you are to use them, it will be probable, that you may need to stop the fast repeat rates and revert back to 1 pull 1 shot to be most effective and efficient.
I re-read Reapers post on his mod, I decided to change tactics with mine so it will not interfer with his. From what I understand he is revamping the stinger. Mine should be compatible from the clients end with his no problems.
But the question still remains.....
Is the C4 community ready for such a mod?
Yes?
No?
Why?
Rotor6
08-25-2009, 08:54 PM
Our position is this.. if the weapons... being cheated in the servers now, are provided to all who "CHOOSE" to use them, then we will reconsider. Until then, they are hacks/cheats. If the active populace of C4, having been duly informed and considered, gives a positive response, we will follow that majority.
But all of us need to know what they do, how they are used, and how to make them work without.. WITHOUT...modifying files or showing off something else in the process. If you allow one, someone will find two.. once theres two.. then there are many. That is what we have already discussed. If you read MasterX's comments, he's regretful that he ever told anyone about his findings..
So, here we go again... How much is too much, How many is too many, How much knowledge (in the wrong hands) is going to be "regretable", when we find we have all let the Genie out of the box...
Reaper
08-25-2009, 09:42 PM
The sidewinder can turn harder than a stinger
It also does more damage than a stinger.
But it still takes 3 direct hits to kill another player.
You can still shoot passive, and they will track better.
Their heat detection is still the same as a stinger.
14 should be enough, given the advantages over the stinger.
If you are to use them, it will be probable, that you may need to stop the fast repeat rates and revert back to 1 pull 1 shot to be most effective and efficient.
I re-read Reapers post on his mod, I decided to change tactics with mine so it will not interfer with his. From what I understand he is revamping the stinger. Mine should be compatible from the clients end with his no problems.
But the question still remains.....
Is the C4 community ready for such a mod?
Yes?
No?
Why?
The OD mod should not be effected as it will have it's own .exe and other files, not that a player could not change files but as is, it will not interact with other versions of C4.
Knuckles
08-26-2009, 06:52 AM
Our position is this.. if the weapons... being cheated in the servers now, are provided to all who "CHOOSE" to use them, then we will reconsider. Until then, they are hacks/cheats. If the active populace of C4, having been duly informed and considered, gives a positive response, we will follow that majority.
But all of us need to know what they do, how they are used, and how to make them work without.. WITHOUT...modifying files or showing off something else in the process. If you allow one, someone will find two.. once theres two.. then there are many. That is what we have already discussed. If you read MasterX's comments, he's regretful that he ever told anyone about his findings..
So, here we go again... How much is too much, How many is too many, How much knowledge (in the wrong hands) is going to be "regretable", when we find we have all let the Genie out of the box...
You are correct Rotor,
But in all fairness, MasterX had nothing to with this mod. Until he had mentioned it, I never knew he had done something similar.
Like you said, if the majority is behind it, that's ok.
If not, then it should be considered a cheat.
That is why I posted here, because this is the C4 hotspot everyone can have the chance to voice their opinions.
On another note, here is the main differances between the Stinger & Sidewinder...
Stinger missle-
Grey smoke trails
Red tip
KZ damage 32
Impact damage 128
Boresight 5
Sidewinder missle-
Black smoke trails
Blood red tip
KZ damage 64
Impact damage 192
Boresight 15
MasterX(BKC)
08-26-2009, 05:13 PM
actually, i originally found the code which defines the weapons for each slot in the exe when i decompiled it for my research in the C4 Game Enhancement Stuff. And regretfully i shared it with a group of people, and someone posted it publicly, now lots of people know how to do the simple edits to the binary to change the weapons.
You are using a hex editor to change the weapons designations. You are doing what i pioneered all the way back in 2004. I closed the book on that one hoping that it would be forgotten, but alas someone i gave it to posted it publicly....
I simply recommend all servers disable hellfires, Guns, and Hydras from the ingame server settings which blocks all of this and stops there butts cold Unless their using a trainer. The modified EXEs cant get past those settings changes.
If you dont disable the guns you are leaving it wide open!!!
I'm not sure what to think. I have a hard enough time trying to stay alive in C4. This weapon sounds like it will be impossible to counter. If its readily available to all I would be for it....Reluctantly.
Nothin but luv for ya.
Knuckles
08-26-2009, 07:46 PM
actually, i originally found the code which defines the weapons for each slot in the exe when i decompiled it for my research in the C4 Game Enhancement Stuff. And regretfully i shared it with a group of people, and someone posted it publicly, now lots of people know how to do the simple edits to the binary to change the weapons.
You are using a hex editor to change the weapons designations. You are doing what i pioneered all the way back in 2004. I closed the book on that one hoping that it would be forgotten, but alas someone i gave it to posted it publicly....
I simply recommend all servers disable hellfires, Guns, and Hydras from the ingame server settings which blocks all of this and stops there butts cold Unless their using a trainer. The modified EXEs cant get past those settings changes.
If you dont disable the guns you are leaving it wide open!!!
No MX, my mod was not created with anything you had done in the past or with any info you may have given to a "group" of people.
MasterX(BKC)
08-26-2009, 11:01 PM
the .def files are not where weapon slots are defined.
i see you editted your post too.
it said originally
No, i was doing it with the .def files....
you realized your original post was not even possible after the fact tho.
Me avenger and bane tore C4 apart over the course of 2-3 months and learned quite a bit.
The only way to change what weapons you fire from the helo is by using my code, it just isnt in the defs. ive been through them all. every missile is in the defs, but it is the EXE itself, or the AI config file for the particular bot vehicle which defines the weapon it fires. The def files have no control over that except to tweak the missiles the comanche already has from Nova.
Somethings fishy here! Your un-editted statement is impossible, and yet it was stated.
Not to start a flamewar but something isnt right with what this guy is trying to tell us...
or maybe he is just confused.
Bluetiereign
08-27-2009, 05:49 AM
It is in his 3rd post when he answered Reaper.
MasterX(BKC)
08-27-2009, 12:55 PM
look for yourself bt, the bin and def files dont define the weapons on the comanche.
I just remade the edits from memory 4 nights ago and showed cookie the 500 stinger cheat in a private server AND showed him how to tell from afar if someone is really using it so he could police his server better.
I did not share any code or info on how to do it of course, for obvious reasons.
Knuckles
08-27-2009, 05:25 PM
LOL Sounds like I'm being called a liar!
It can and has been done.
Knuckles
08-27-2009, 05:30 PM
....look at the poll results, it problay wont matter, so do be too upset.
MasterX(BKC)
08-27-2009, 06:30 PM
LOL Sounds like I'm being called a liar!
it wouldnt have taken Sherlock Holmes to understand that. :boxe:
Knuckles
08-27-2009, 07:24 PM
Im am sorry you feel this way,
but I do not appreciate being called liar and a theif.
I dont know what you done in the past, who you do it for, nor do I care.
It was obviously done before I even started playing this game.
Why you come here saying I am using something "you" created is beyond my understanding.
Is it you are the only one capable of doing this?
Arrogance?
Or rectal/crainal inversion?
Reaper
08-28-2009, 12:22 AM
....look at the poll results, it problay wont matter, so do be too upset.
The problem is poll or not a number of servers who do not want weapon mods will now wonder who has the files.
Not taking a shot but this is how it looks to the players that don't want to play against other players running the weapons mod:
1. Server doesn't need the files, means this is done player side and as such can be used anywhere.
2. You said there are files the server can have to make the mod fire duds if the server doesn't want them used in the server. Since this is out in the open it would only be fair to make those files available to the servers anyway. Off er the file to CPD to host and give server the option to download them if they want to.
I am not picking a fight here and mean no dis-respect to anyone. However I always thought .def weapons settings are controled server side. weapons slots are assigned via the .exe.
As an example my 1 hit mod runs server side, in order for those weapons to work as one hit the server had to host the file, didn't matter if the players had the file or not. If the server was running as 1 hit the players played as 1 hit.
Knuckles
08-28-2009, 04:00 AM
Reaper,
I am trying to go about this without giving out too many details on how its done.
To answer #1, players can only use it in servers that allow hellfires. The admin of the server has the option in game to allow them or not. So even if a player had the mod, the server will be the one who is in control of its use.
#2 Making them duds is no secret. EFA server is proof of this. You can go there now and blast a gas tank until your blue in face with sidewinders and see they are all duds. They have nerfed them in the same style as you would when you create a 1 hit server. Im guessing this is how they have theirs.
Impact Damage 0
KZ_damage 0
Someone at Nova wrote at the top of one of the files, "Until its cleaned up, don't change the order or add new slots" If you ignore him, thats when the magic happens.
The exe does assign weapon slots. It gives you 20MM, Hydras, Stingers, and Hellfires. If you look at the def files, it is in this order (basicaly) too.
MasterX(BKC)
08-28-2009, 05:20 AM
Reaper you hit the nail on the head as usual.
on a sidenote, My BF2 Comanche mod uses punkbuster anticheats.
and the type of client editting done in c4 wont work in bf2
projectiles, tracking, deviation, ammo counts, are all managed serverside.
the client has no say on them.
and the few bf2 aimbots in existence dont work in vehicles with locked camera positions like my flightmodel. they only work on foot or in items with freeelook enabled. after i release the mod i will post for download everything you need to make maps and even import new maya or 3dsmax models for your maps. making the maps is drag and drop simple, but with advanced features that blow c4med away.
The Zar
08-28-2009, 04:40 PM
Hi all, i say all ... time is came ... fruit is mature.
I want to say something me too without any fighting against anyone.
As i always declared from many years about illegal weapons, only the server decide what you can do.
For example if you manage the data that declare how a sting as to works, this will be null for others pilots.
You can increase the speed, the damage made by a sting, the kill zone, the heat range search ... but you will see these mods only in your client display and the real control will be made only by the server.
The mod sting that you fire will be controlled like the server stinger declared !! This is the first point.
Nice stingers ... long search stingers ... are only a BS exclamation by pilot that doesn' t understand the game.
This has been prooved and you can test it if you are able to modify the file. If you are not able to do that, try the use of 1 Hit server and you will get the answer.
Other problem, for example, is the use of sidewinder or 30mm cannon that is more powerfull than stingers or 20mm cannon.
For this problem, the right way to disable the damages made by illegal weapons is to modify the server file and set them null.
Some servers running mod file to avoid this problem. Other way is the use of an Host Manager checking for illegal weapons.
But you can move stingers in 20mm cannon baydoors and in this way you have 500 stingers and 28 20mm cannon. This is a cheat and the mod file server can' t do nothing. So the mod file server is not enough good. The only solution is to use an Host Manager checking for illegal weapons and the correct use of baydoors. Have to say to Knuckles that if you set impact_damage 0 and kz_damage 0 you will get a sysdump, then that' s not the right way.
Can say also to MasterX(BKC) that the use of illegal weapons and the baydoors selection can be done by myself with the modification of a file without changing any EXE data in C4.EXE or any others BIN file.
A little explanation to Knuckles ... you need 3 direct hit with a stingers to kill and only 2 direct hit with Sidewinder.
Because you come in the game with 300 life in advanced mode, direct hit damage of a stinger is 128 and sidewinder is 192.
So 3 X 128 = 384 > than 300 and you die ... 192 X 2 = 384 > 300 and you die. In easy mode you come with 900 life.
Stinger kill zone is between 1 and 13. m with 32 damage and sidewinder kill zone is between 1 and 10 m. with 64 damage ... the double !!! with a minimum difference ray.
p.s. Like MasterX(BKC) ... regretfully i shared it with 2 american pilots ... one is not flying any more ... and the other come back few weeks ago after long time and i hope that he losts the mods.
Have a nice day
The Zar „CCCP„
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