Yes, but if you use others menus is possible than you can't see the change (other players, yes). Example: Silkroad.
Code:
//Calls fuctions
PlayersWeather->OptionHybrid("Blizzard Snow", false, weatherall1, NULL);
PlayersWeather->OptionHybrid("Clear", false, weatherall2, NULL);
PlayersWeather->OptionHybrid("Clearing", false, weatherall3, NULL);
PlayersWeather->OptionHybrid("Clouds", false, weatherall4, NULL);
PlayersWeather->OptionHybrid("Extra Sunny", false, weatherall5, NULL);
PlayersWeather->OptionHybrid("Foggy", false, weatherall6, NULL);
PlayersWeather->OptionHybrid("Hulk", false, weatherall7, NULL);
PlayersWeather->OptionHybrid("Overcast", false, weatherall8, NULL);
PlayersWeather->OptionHybrid("Rain", false, weatherall9, NULL);
PlayersWeather->OptionHybrid("Smog", false, weatherall10, NULL);
PlayersWeather->OptionHybrid("Snow", false, weatherall11, NULL);
PlayersWeather->OptionHybrid("Snow Light", false, weatherall12, NULL);
PlayersWeather->OptionHybrid("Thunder", false, weatherall13, NULL);
//Fuctions
BYTE Nop[4] = { 0x60,00,00,00 };
void persistBypass(char * type) {
memcpy((PVOID)0x82C6CDC8, &Nop, ARRAYSIZE(Nop));
memcpy((PVOID)0x82533CFC, &Nop, ARRAYSIZE(Nop));
memcpy((PVOID)0x82533CBC, &Nop, ARRAYSIZE(Nop));
GAMEPLAY::SET_WEATHER_TYPE_NOW_PERSIST(type);
}
int weatherall1(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("BLIZZARD");
return 0;
}
int weatherall2(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("CLEAR");
return 0;
}
int weatherall3(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("CLEARING");
return 0;
}
int weatherall4(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("CLOUDS");
return 0;
}
int weatherall5(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("EXTRASUNNY");
return 0;
}
int weatherall6(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("FOGGY");
return 0;
}
int weatherall7(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("NEUTRAL");
return 0;
}
int weatherall8(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("OVERCAST");
return 0;
}
int weatherall9(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("RAIN");
return 0;
}
int weatherall10(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("SMOG");
return 0;
}
int weatherall11(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("SNOW");
return 0;
}
int weatherall12(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("SNOWLIGHT");
return 0;
}
int weatherall13(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("THUNDER");
return 0;
}
int weatherall14(int selectedIndex, vector<int> *selectedMenuIndexes, char *itemText, void *functionParameters)
{
persistBypass("XMAS");
return 0;
}
this will change weather for all players.
(12-29-2017 - 09:25 PM)NoNameV2345 Wrote:(12-28-2017 - 11:15 AM)SHNbudz Wrote: can anyone please help trying to add change weather for playersCredit: ProCode:void setWeather(char *weather) {
*(unsigned int*)0x10953F8 = 0x60000000;
*(unsigned int*)0x10953A4 = 0x60000000;
*(unsigned int*)0x3D3EB0 = 0x60000000;
GAMEPLAY::SET_WEATHER_TYPE_NOW_PERSIST(weather);
}
how to do this?
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