Re: [hlcoders] Variable Memory Location
Those addresses are probably based in the CLIENT.DLL so you will have to get the base address of the client DLL for them to work for all users; even then next time steam updates the client.dll the locations of the addresses would have changed. And that's assuming that they arent dynamic. On 15 Aug 2006 at 13:56, Justin Krenz wrote: > I already have that part all worked. I just wanted to customize the > configuration panel. I found what I was looking for on my own. I found > a program called "TSearch" that lets you watch for changes in memory and > search for specific variables and was able to easily find the locations > I was looking for. > > Adam "amckern" Mckern wrote: > > You might want to read config.cfg in the cfg folder, > > and then apply a bind command in the code IE: > > > > if (pPlayer isCommander) > > { > > cvar->FindVar("bind q")->SetValue(cc_dropmedpack); > > } > > > > When the users exits what ever it is - i spose it a > > command console - you execute a backup copy of > > config.cfg > > > > if (pPlyaer isGrunt) > > { > > cvar->FindVar("exec")->SetValue(cfg/backup.cfg); > > > > Or if they exit the game while still in the console, > > execute the backup copy on the game shutdown. > > > > Adam > > > > --- Justin Krenz <[EMAIL PROTECTED]> wrote: > > > >> I'm assigning multiple commands to the same key. I > >> just want the > >> keyboard options panel to show that multiple > >> commands are bound to the > >> same key. I'm overwriting whatever the user is > >> doing in the keyboard > >> panel since the panel tries to keep only one key > >> bound to a command. > >> > >> Andrew Forsberg wrote: > >>> Tool tips is my guess. > >>> > >>> Or, are you dynamically changing a player's key > >> bindings? If not, the > >>> key bindings will be constants on the client, > >> right? > >>> On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart > >> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Given that plugins are server sided usually, what > >> do you plan to accomplish > if you can hack that? It isn't just a single > >> variable you need access to > most likely. > > On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> > >> wrote: > > Specifically, I want to be able to access the > >> GameUI's key bind list > > displayed in the keyboard options panel, to > >> manually tell it what key to > > show as bound to a command. All I need to do is > >> find the memory > > location where the panel stores the char for > >> each command in the list. > >>> > >>> > >>> ___ > >>> To unsubscribe, edit your list preferences, or > >> view the list archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >> ___ > >> To unsubscribe, edit your list preferences, or view > >> the list archives, please visit: > >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > > > > > > > Nigredo Studios http://www.nigredostudios.com > > > > __ > > Do You Yahoo!? > > Tired of spam? Yahoo! Mail has the best spam protection around > > http://mail.yahoo.com > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
I already have that part all worked. I just wanted to customize the configuration panel. I found what I was looking for on my own. I found a program called "TSearch" that lets you watch for changes in memory and search for specific variables and was able to easily find the locations I was looking for. Adam "amckern" Mckern wrote: You might want to read config.cfg in the cfg folder, and then apply a bind command in the code IE: if (pPlayer isCommander) { cvar->FindVar("bind q")->SetValue(cc_dropmedpack); } When the users exits what ever it is - i spose it a command console - you execute a backup copy of config.cfg if (pPlyaer isGrunt) { cvar->FindVar("exec")->SetValue(cfg/backup.cfg); Or if they exit the game while still in the console, execute the backup copy on the game shutdown. Adam --- Justin Krenz <[EMAIL PROTECTED]> wrote: I'm assigning multiple commands to the same key. I just want the keyboard options panel to show that multiple commands are bound to the same key. I'm overwriting whatever the user is doing in the keyboard panel since the panel tries to keep only one key bound to a command. Andrew Forsberg wrote: Tool tips is my guess. Or, are you dynamically changing a player's key bindings? If not, the key bindings will be constants on the client, right? On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
You might want to read config.cfg in the cfg folder, and then apply a bind command in the code IE: if (pPlayer isCommander) { cvar->FindVar("bind q")->SetValue(cc_dropmedpack); } When the users exits what ever it is - i spose it a command console - you execute a backup copy of config.cfg if (pPlyaer isGrunt) { cvar->FindVar("exec")->SetValue(cfg/backup.cfg); Or if they exit the game while still in the console, execute the backup copy on the game shutdown. Adam --- Justin Krenz <[EMAIL PROTECTED]> wrote: > I'm assigning multiple commands to the same key. I > just want the > keyboard options panel to show that multiple > commands are bound to the > same key. I'm overwriting whatever the user is > doing in the keyboard > panel since the panel tries to keep only one key > bound to a command. > > Andrew Forsberg wrote: > > Tool tips is my guess. > > > > Or, are you dynamically changing a player's key > bindings? If not, the > > key bindings will be constants on the client, > right? > > > > On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart > wrote: > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> Given that plugins are server sided usually, what > do you plan to accomplish > >> if you can hack that? It isn't just a single > variable you need access to > >> most likely. > >> > >> On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> > wrote: > >>> Specifically, I want to be able to access the > GameUI's key bind list > >>> displayed in the keyboard options panel, to > manually tell it what key to > >>> show as bound to a command. All I need to do is > find the memory > >>> location where the panel stores the char for > each command in the list. > >>> > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or > view the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
I'm assigning multiple commands to the same key. I just want the keyboard options panel to show that multiple commands are bound to the same key. I'm overwriting whatever the user is doing in the keyboard panel since the panel tries to keep only one key bound to a command. Andrew Forsberg wrote: Tool tips is my guess. Or, are you dynamically changing a player's key bindings? If not, the key bindings will be constants on the client, right? On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
I'm not writing a plug-in. I have a normal mod. I'm accomplishing the ability to bind the same key to multiple commands from within the config panel. Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's some way in Visual Studio to take a snapshot of a certain memory range and compare changes once you've indirectly changed the hidden variable, or does it have to be done in a more advanced debugger? Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
Tool tips is my guess. Or, are you dynamically changing a player's key bindings? If not, the key bindings will be constants on the client, right? On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote: > -- > [ Picked text/plain from multipart/alternative ] > Given that plugins are server sided usually, what do you plan to accomplish > if you can hack that? It isn't just a single variable you need access to > most likely. > > On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: > > Specifically, I want to be able to access the GameUI's key bind list > > displayed in the keyboard options panel, to manually tell it what key to > > show as bound to a command. All I need to do is find the memory > > location where the panel stores the char for each command in the list. > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
-- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: > > I know plug-in writers can help me on this one. How do you go about > finding the memory location of a variable you don't have access to? I > assume there's some way in Visual Studio to take a snapshot of a certain > memory range and compare changes once you've indirectly changed the > hidden variable, or does it have to be done in a more advanced debugger? > Specifically, I want to be able to access the GameUI's key bind list > displayed in the keyboard options panel, to manually tell it what key to > show as bound to a command. All I need to do is find the memory > location where the panel stores the char for each command in the list. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Variable Memory Location
I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's some way in Visual Studio to take a snapshot of a certain memory range and compare changes once you've indirectly changed the hidden variable, or does it have to be done in a more advanced debugger? Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders