_silencer0 wrote...
Karstedt wrote...
I think that's a good idea. It would be nice to have someone updating the first post to reflect all known modding capabilities or at least link to the section of the thread that pertains to them. 100 pages is kind of hard to sort through.
I'm trying to find out if anyone has figured out how to get usable data from the class pcc files etc, don't know if that's buried in here somewhere. The unreal extractor just seems to dump a bunch of directories and 1k files when extracting many of the pcc data files. So I'm guessing they are actually supposed to be similiar in structure to the coalesced.ini file if extracted properly.
I am working on a C++ SDK that will allow you direct access to objects and even call function's on themuobject* pawn = find_global_object( "SFXPawn_Miranda BioH_Vixen_00.TheWorld.PersistentLevel.SFXPawn_Miranda" ); ufunction* pawn_func = find_global_object( "Function SFXPawn_Henchman.ShowHelmet" ); if ( pawn->is_valid() && pawn_func->is_valid() ) { //change some variable *(uobject**)( (uint8*)pawn + 1332 ) = my_head_mesh; //1332 is offset //show helmet bool parms( true ); pawn->call_function( pawn_func, &parms, 0 ); }
Still working on a game classes generator to create a C++ header to allow normal access to variables and functions.
When the SDK gets to a usable state you would be able to do:BioPawn* pawn = find_global_object( "SFXPawn_Miranda BioH_Vixen_00.TheWorld.PersistentLevel.SFXPawn_Miranda" ); if ( pawn->is_valid() ) { //change some variable pawn->HeadMesh = my_head_mesh; //show helmet pawn->ShowHelmet( true ); }
Nice! I'm looking forward to this as well. Trying to figure out how to get things to work differently with INI modding & exec commands is like trying to canoe without a paddle sometimes.




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