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QUERY: wall hack trainer...

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andrewwan1980
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QUERY: wall hack trainer...

Post by andrewwan1980 »

Anyone know console settings that will do a wall hack on weapons & items only. I just want a trainer-like thing so I can pick up 100% weapons, ammo & health/items, etc. in each level... and useful for learning a level for multiplayer.

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Smirftsch
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Re: QUERY: wall hack trainer...

Post by Smirftsch »

I guess best suggestion here is to use UED ;)
Last edited by Smirftsch on Sat Jan 24, 2009 11:38 am, edited 1 time in total.
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GreatEmerald
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Re: QUERY: wall hack trainer...

Post by GreatEmerald »

Yes, or use the Ghost command.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: QUERY: wall hack trainer...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

In Unreal it's different, in Quake you could fall out of the closed space, in the void, and you would just fall eternally. In Unreal, if there's a BSP hole, you die when you get there.

Try:
1. Open UEd (duh!)
2. Substract a room
3. Add a small 'Solid' Cube in the middle
4. Set its top surface 'Invisible = True'
5. Put a light
6. Put a PlayerStart
7. Enter the map in playing mode
You'll notice that there is no light, and when you walk on that surface you get fubar'd.

EDIT: Still, in beta, if you ghost into a wall and then 'Walk', you'll just fall eternally. A change in the engine, perhaps?
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Sat Jan 24, 2009 4:10 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: QUERY: wall hack trainer...

Post by []KAOS[]Casey »

a change in event fell out of world most likely.. :p
Pravin

Re: QUERY: wall hack trainer...

Post by Pravin »

Wall hack = ability to see items through walls..

The "easiest" way to do this would be to make a new console that looks for nearby items each tick, and proceeds to drawActor() them to canvas, if they're not already in the player's view. Wireframe rendering would also make the item more easily seen. Of course, this would only work offline, due to replication.
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Buster
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Re: QUERY: wall hack trainer...

Post by Buster »

Using a "wall hack" for the purposes of learning a map is silly. Just smells abit fishy. God mode and all ammo, with ghost moments now and then should be more than enough of an edge. Opening the map in the Editor is even better. But the need for a "see through the walls" hack I don't understand.

But that's just me, and I'm nuts. Seriously. Just ask my shrink.

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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: QUERY: wall hack trainer...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

If you want to see all actors (not through wall tho), just type 'showall'.

But, a command could be made that acts like 'showall', but no matter whether an object is in camera's view or not. Of course, limited by a radius... :D
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gp
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Re: QUERY: wall hack trainer...

Post by gp »

[url=http://www.hellscrag.net/phpBB2/viewtopic.php?t=3606]Here's a list of hidden things in the stock maps[/url] that will help you collect all the items/weapons/ammo in Unreal.
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スマイル・ドラゴン
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Re: QUERY: wall hack trainer...

Post by スマイル・ドラゴン »

Wall hacks do NOT handle gracefully in Unreal Engine, those sort of things are suitable for other engines... Atleast in my experience.


I have a visibility hack in my console that let's me see bHidden objects as wireframe representations, the drawback is I can't tell what weapon someone has out.
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