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bugs #6

Closed
orcun9988 opened this issue Nov 28, 2023 · 2 comments
Closed

bugs #6

orcun9988 opened this issue Nov 28, 2023 · 2 comments

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@orcun9988
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image
that button "Intereact" won't work
` public static void Interact()
{
Debug.Msg("Troll->Interact: Triggered", 1);
// Main.ghostAI.Inte();
Main.ghostActivity.Interact();

 Main.ghostAI.field_Public_GhostActivity_0.InteractWithARandomProp(true,true);
 Main.ghostAI.field_Public_GhostActivity_0.Interact();
 Main.ghostAI.field_Public_GhostActivity_0.InteractWithARandomDoor();

}`

add item won't work

When u press DELETE key it should appear mouse visitibly but there is no
if (cheatmenu == false) { cheatmenu = true; originalLockState = Cursor.lockState; originalVisible = Cursor.visible; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; if (myPlayer != null) myPlayer.field_Public_FirstPersonController_0.enabled = false; } else if (cheatmenu == true) { cheatmenu = false; Cursor.lockState = originalLockState; Cursor.visible = originalVisible; if (myPlayer != null) myPlayer.field_Public_FirstPersonController_0.enabled = true;

also I suggesting add

RandomWeather -> public void PlayLightningEffect()
and noclip & fly
` fly = !fly;
if (fly)
{
GetLocalPlayer().field_Public_CharacterController_0.enabled = false;
GetLocalPlayer().GetComponent().useGravity = false;
}
else
{
GetLocalPlayer().GetComponent().enabled = true;
}
}
if (fly)
{
Ray y = Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));
float up = y.direction.y * movementMultiplier * Time.deltaTime;
float frd = (Mathf.Abs(y.direction.z) + Mathf.Abs(y.direction.x)) / 2;
GetLocalPlayer().field_Public_CharacterController_0.enabled = false;
GetLocalPlayer().GetComponent().useGravity = false;

if (keyboard.wKey.isPressed)
{
    GetLocalPlayer().transform.position += GetLocalPlayer().transform.TransformDirection(0, up, frd * movementMultiplier * Time.deltaTime);
}
if (keyboard.sKey.isPressed)
{
    GetLocalPlayer().transform.position += GetLocalPlayer().transform.TransformDirection(0, -(up), -(frd) * movementMultiplier * Time.deltaTime);
}
if (keyboard.aKey.isPressed)
{
    GetLocalPlayer().transform.position += GetLocalPlayer().transform.TransformDirection(-1f * movementMultiplier * Time.deltaTime, 0, 0);
}
if (keyboard.dKey.isPressed)
{
    GetLocalPlayer().transform.position += GetLocalPlayer().transform.TransformDirection(1f * movementMultiplier * Time.deltaTime, 0, 0);
}

}`

FullBright:
`
if (keyboard.f1Key.wasPressedThisFrame)
{
CheatToggles.enableFullbright = !CheatToggles.enableFullbright;
Debug.Msg("Fullbright: Toggled " + (CheatToggles.enableFullbright ? "On" : "Off"), 1);
if (CheatToggles.enableFullbright == true)
{
Fullbright.Enable();
}
else
{
Fullbright.Disable();
}
}

public static void Enable()
{
if (Main.boneTransform != null && Main.initializedScene > 1 && isAlreadyOn == false)
{
isAlreadyOn = true;
Debug.Msg("isAlreadyOn: true", 3);
Main.light = Main.boneTransform.GetComponent();
Object.Destroy(Main.boneTransform.GetComponent());
Main.light = Main.boneTransform.gameObject.AddComponent();
Main.light.color = Color.white;
Main.light.type = LightType.Spot;
Main.light.shadows = LightShadows.None;
Main.light.range = 99f;
Main.light.spotAngle = 9999f;
Main.light.intensity = 0.3f;
Debug.Msg("boneTransform set", 3);
}
else if (isAlreadyOn == false)
{
CheatToggles.enableFullbright = !CheatToggles.enableFullbright;
Debug.Msg("No boneTransform! Fullbright: Toggled " + (CheatToggles.enableFullbright ? "On" : "Off"), 1);
}
}

public static void Disable()
{
isAlreadyOn = false;
Debug.Msg("isAlreadyOn: false", 3);
Object.Destroy(Main.light);
}

private static bool isAlreadyOn = false;

`

some examples from my c# mod menu, I'm not good at c++
I'm trying to learn c++ by studying your project and making improvements on it. thank you so much for sharing.

@orcun9988
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Author

also set player speed won't work too

@issuimo
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Owner

issuimo commented Nov 28, 2023

Thank you for your feedback. We received similar feedback about this issue last week as well. Due to the inconvenience caused by the UnityHack library that the program is based on, the current project cannot be updated further. However, in the next few days, the program will be rewritten using UnityResolve and an attempt will be made to fix these issues.

@issuimo issuimo closed this as completed Dec 4, 2023
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