tsanford01 Posted November 25, 2012 Share Posted November 25, 2012 (edited) Just curious as to what extent these files can be changed..I have done a fair amount of byte swapping for class trees and other such mods. How about adding to existing functions such as other conditionals? will the size change of adding bytecode int the middle screw it all up? On a side note the eAbility_Aim is in game and I added it to sniper and assault rifles but doesn't seem to work..Anyone else try this? Edited November 25, 2012 by tsanford01 Link to comment Share on other sites More sharing options...
Drakous79 Posted November 25, 2012 Share Posted November 25, 2012 I think adding into the middle will screw it. But nobody tells you shouldn't try! For aim check The flamer's "Torch" and other "new" abilities, number 2. in the first post. Link to comment Share on other sites More sharing options...
dreadylein Posted November 26, 2012 Share Posted November 26, 2012 It will screw it up ;) There is a way to do it, but nobody builded a tool for it yetIf you wanna change this, start reading about the upk structureYou will have to readjust the upks as the size will mess with the offsets In theory everything is doable with the tools we have, you have the tools to get the binary read the altered upks and you have enough informations about the upk format scatterd around in the internet :P If you feel confident that you will be able to code within the ue bytecode language and willing to develope the tools to assist you with that, you can do pretty much everything, dont know if it is worth the work tbh ;) Link to comment Share on other sites More sharing options...
tsanford01 Posted November 26, 2012 Author Share Posted November 26, 2012 yes i tried it and it fail with a crash just adding '!= perki' in one of the perk functions...I figure the jumps are static as well..changing the offset of those hoses it. Link to comment Share on other sites More sharing options...
dreadylein Posted November 26, 2012 Share Posted November 26, 2012 the offsets after jumptokens arent static Or did you mean something other ? Link to comment Share on other sites More sharing options...
tsanford01 Posted November 26, 2012 Author Share Posted November 26, 2012 (edited) I could be wrong but that is what I am thinking..something is corrupting the data down stream. Even if my function is wrong it should have just failed..not crashed the game I would think. On second thought working in bytecode only if the Unreal engine is very type set I guess it could have crashed it..I would think such a work horse of an engine would be fairly robust. Edited November 26, 2012 by tsanford01 Link to comment Share on other sites More sharing options...
dreadylein Posted November 26, 2012 Share Posted November 26, 2012 ah i think i got what you meaned well this is because of the way die bytecode handles functions variables and so onThe upks has kind of a table where it states the starting of functions, if you add more code, the table will be screwed up Link to comment Share on other sites More sharing options...
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