Joined: 08 Aug 2008 Posts: 8 Location: In your scripts.
Posted: Thu Aug 28, 2008 10:53 am Post subject: Yet more questions...
Is it possible to make an assembly script that would activate or deactivate an in game script? (I'm talking about scripts that can't be found by 1/0 (on/off))
In my case I'm trying to find a way to make assembly start a script that would open a menu. _________________
Joined: 08 Aug 2008 Posts: 8 Location: In your scripts.
Posted: Fri Aug 29, 2008 4:19 am Post subject:
TeNsIOn wrote:
u have a script made from binary? 0.o its kinda useless to do wut ur trying to do...and i dont know how to do it lol!
Its quite usefull because the menu cannot be accessed manualy but it can be accessed with an in game command. Having an AA script like that would help me allot. _________________
Joined: 08 Aug 2008 Posts: 8 Location: In your scripts.
Posted: Fri Aug 29, 2008 9:22 am Post subject:
Slugsnack wrote:
Yes, try GetAsyncKeyState (I assume you are talking about hotkeys).
Unfortunately no, The script I would want to access is a script that you can run while the in games debug mode is on. I guess theres no way to do this unless you reverse engineer but thats not worth it >.> _________________
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