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Module: TSExtended


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STekLyAToR
Member
Join Date: May 2016
Old 09-03-2017 , 06:01   Module: TSExtended
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TSExtended
Description:
This module allows you to perform some actions on a player or his weapon (get/set cash, change weapon firemode, etc.) from AMXX scripts in The Specialists 3.0.
The module was written to replace the module tsfun, because the tsfun developers abandoned supporting of their module and ~90% of the functionality in tsfun does not work in TS 3.0.
Also, I plan to add new functionality to the module and fix discovered module bugs.
If you can help me to add new functionality, or have ideas, or found a bug, please write in this thread.

Features:
Getting/setting player free slots/cash/stamina/physics speed/effects physics speed/status (text near nick in scoreboard)/powerup type/powerup duration/active powerup/etc.
Getting/setting weapon shooting params (accuracy, recoil, etc.)/firing mode/attachments/bullets count in clip/total bullets count/readiness status (pump-action weapons).
Giving weapons/powerups for player.
Spawning weapons/powerups in a certain position on the map.
More information about natives you can look in the file tse.inc in archive.

Changelog:
Latest version: 1.2.8
Code:
1.2.8:
+ Added tse_getuserkevlar function (works mechanics describing in tse.inc)
+ Improved debug-mode - now displays type of message: broadcast, PVS, etc.
+ Added parameter "ALL" for 'tse incmsg' and 'tse excmsg' commands, that includes/excludes all messages from hooking list.
+ Added interface for calling game .dll function (example function contains in dllfuncs.cpp)
Address of any game dll function can be obtained using signature scanning (as in example) or by using these formula: game .dll base address + function offset (can be obtained in IDA/OllyDbg) = function address.
After we got the address of the function, we can call it by pointer (see example).

1.2.4:
+ Improved message hooking system
+ Added 'tse version' console command
+ Added tse_getweapfiremode function (see description in tse.inc)
+ Added debug-mode support 
	What is debug-mode?
	Debug-mode allows you to intercept game messages, to watch arguments of message and who the message was sent. 
	To enable/disable the debug mode, use 'tse debugmode'. All information about messages will be written to server console.
	To tell the module about messages you want to intercept, use the console command 'tse incmsg MSG_NAME'. If you want to stop intercept message, use 'tse excmsg MSG_NAME'.
	View a list of all available messages you can in output from the command 'meta game'.
	Using example:
		tse debugmode
		tse incmsg TSHealth
	Result (from server console):
		TSHealth -> %username%
		BYTE | %intercepted value%
Credits:
AMX Mod X Development Team - for simple and effective modding API.
Twilight Suzuka - for tsfun module.
XxAvalanchexX - for ava_ts include.
KliPPy and WildCard65 - for supporting.

Download & Source codes:
Sources: there
You also maybe need Visual C++ Redistributable Packages for Visual Studio 2013 for proper module working.
Archive (.zip) with module attached to this post.
P.S: Can anyone compile and test module on Linux?
Attached Files
File Type: zip tse_1.2.8.zip (31.2 KB, 269 views)

Last edited by STekLyAToR; 01-24-2023 at 10:04. Reason: added information about redist
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killerZM
Senior Member
Join Date: Sep 2016
Old 09-03-2017 , 17:30   Re: Module: TSExtended
Reply With Quote #2

good job
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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 09-03-2017 , 18:02   Re: Module: TSExtended
Reply With Quote #3

Maybe you should've updated AMXX's TS module instead.
But good job anyway.
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STekLyAToR
Member
Join Date: May 2016
Old 09-04-2017 , 05:51   Re: Module: TSExtended
Reply With Quote #4

Quote:
Originally Posted by KliPPy View Post
Maybe you should've updated AMXX's TS module instead.
But good job anyway.
In the beginning I was think about this, but after I saw the tsfun code, I decided to make a module from scratch because code of tsfun was unreadable and terrible.
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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 09-04-2017 , 06:27   Re: Module: TSExtended
Reply With Quote #5

Rewrite it if need be, just keep backwards compatibility.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 09-04-2017 , 09:52   Re: Module: TSExtended
Reply With Quote #6

The current TSFun module is just a wrapper, basically an empty project.

I think the code has been removed in 1.8.0. Not sure why, maybe because the code was horrible and/or not working with latest TS version or something.

So, I guess backwards compatibility is not an issue here.
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Last edited by Arkshine; 09-04-2017 at 09:52.
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Old 09-09-2017, 09:19
STekLyAToR
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STekLyAToR
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Join Date: May 2016
Old 09-23-2017 , 12:34   Re: Module: TSExtended
Reply With Quote #7

The module has been updated to version 1.2.8, information about the new version is in the first post of the thread.
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RoboCop
AlliedModders Donor
Join Date: Dec 2010
Location: Dundee, Scotland
Old 02-08-2021 , 13:44   Re: Module: TSExtended
Reply With Quote #8

Here is the Linux version for that module.
Attached Files
File Type: gz tse_amxx_i386.so.tar.gz (14.1 KB, 145 views)
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hellmoss
Senior Member
Join Date: Oct 2009
Location: ZOMBIE PLAGUE
Old 12-01-2021 , 07:46   Re: Module: TSExtended
Reply With Quote #9

Hello! Does anyone have a few tips on how to compile it??

I tried rebuilding the entire AMXX because I don't know how to individually compile a module (WINDOWS). (No, simply loading up tsfun.vcxproj or .sln and trying to build that ended up giving me errors for not finding a library which was nowhere to be found in the entire and latest amxmodx-master folder from Github)
https://forums.alliedmods.net/showthread.php?t=335317

This is what I'm trying to achieve: https://forums.alliedmods.net/showthread.php?t=335278

update 2/12/21:
SOLVED
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Quote:
Originally Posted by Kakarot47 View Post
There is no bug. with 100% gurenty

Last edited by hellmoss; 12-02-2021 at 14:18. Reason: solved
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