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danielpz

Member
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    6
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About danielpz

Extra Information

  • Gender
    Male
  • Location
    Perú
  • Occupation
    Webmaster
  • Interests
    Halo CE all the time!

Contact Methods

Computer Details

  • Central Processor
    AMD Phenom II X4 945
  • Motherboard
    M68MT-S2
  • Memory
    8 GB RAM DDR3
  • Storage
    500 GB
  • Power Supply
    550 w REALES
  • Display
    LG 21'5 (22MP55) and LG 21'5 (IPS224)
  • Keyboard
    Halion Wireless Combo
  • Operating System
    Windows 10

Recent Profile Visitors

496 profile views
  1. thank you very much for your answer, I use WireShark too to get the IP and the port, but, I dont recieve anything :/ , I'm so good developing website (CSS, HTML, JS), and I dont know much about networks, ¿can you help me in that? please please , is for the APP of I'm developing for relieve this great game (Halo CE)
  2. many thanks for your answer, but, ¿what is that packets?
  3. Hello everyone, this is my first post, I'm Web Developer and I'm developing a desktop app to get the list of all servers of Halo CE (with Electron JS), but I dont know how get that list, investigating I get this domains: s1.master.hosthpc.com s1.ms01.hosthpc.com I think that they are the master server, and investigating more (with WireShark XD) I found a way to connect to that master server (s1.ms01.hosthpc.com) with Node JS var net = require('net'); var client = new net.Socket(); client.connect(28910, '54.210.5.59', function() { console.log('Connected'); //client.write(':V'); }); client.on('data', function(data) { console.log('Received: ' + data); client.destroy(); // kill client after server's response }); client.on('close', function() { console.log('Connection closed'); }); But I just recieve 'Connect' but no more, any list of nothing :'C the goal is do this https://image.ibb.co/dnpTjo/servers.jpg (that is the halo online brownser servers) but outside the game, and doit for Halo CE, can someone help me please?
  4. Hi everyone, does someone know to animate a biped after spawn? I found this script, but it doesn't work :'c function moveobject(ObjectID, x, y, z) local object = get_object_memory(ObjectID) if get_object_memory(ObjectID) ~= 0 then local veh_obj = get_object_memory(read_dword(object + 0x11C)) write_vector3d((veh_obj ~= 0 and veh_obj or object) + 0x5C, x, y, z) end end I want create a phantom player, where it imitates all the actions of one player. Walk, crouch, jump, etc, I found this script on getting the actions of a player: -- This script should detect what keys player presses. Made by aLTis -- The script itself only prints what you press in the console api_version = "1.9.0.0" ACTIONS = { ["shooting"] = 0, ["grenade"] = 0, ["crouch"] = 0, ["jump"] = 0, ["flashlight"] = 0, ["action"] = 0, ["melee"] = 0, ["reload"] = 0, ["nade_switch"] = 0, ["weapon_switch"] = 0, ["zoom"] = 0, ["front"] = 0, ["back"] = 0, ["left"] = 0, ["right"] = 0, } previous_zoom_level = {} previous_anim_state = {} previous_crouch_state = {} previous_jump_state = {} previous_nade_type = {} previous_weapon_slot = {} previous_reload_state = {} previous_shooting_state = {} function OnScriptLoad() register_callback(cb["EVENT_TICK"],"OnTick") register_callback(cb['EVENT_SPAWN'],"OnPlayerSpawn") end function OnPlayerSpawn(PlayerIndex) previous_zoom_level[PlayerIndex] = 65535 previous_anim_state[PlayerIndex] = nil previous_crouch_state[PlayerIndex] = 0 previous_jump_state[PlayerIndex] = 0 previous_nade_type[PlayerIndex] = 0 previous_weapon_slot[PlayerIndex] = 0 previous_reload_state[PlayerIndex] = 0 previous_shooting_state[PlayerIndex] = 0 end function OnTick() local current_zoom_level local current_anim_state local current_crouch_state local current_jump_state local current_nade_type local current_weapon_slot local current_reload_state local current_shooting_state for i=1,16 do if(player_alive(i)) then local player = get_dynamic_player(i) ACTIONS["flashlight"] = read_bit(player + 0x208,4) ACTIONS["action"] = read_bit(player + 0x208,6) ACTIONS["melee"] = read_bit(player + 0x208, 7) current_shooting_state = read_float(player + 0x490) if(current_shooting_state ~= previous_shooting_state[i] and current_shooting_state == 1) then ACTIONS["shooting"] = 1 else ACTIONS["shooting"] = 0 end previous_shooting_state[i] = current_shooting_state current_reload_state = read_byte(player + 0x2A4) if(previous_reload_state[i] ~= current_reload_state and current_reload_state == 5) then ACTIONS["reload"] = 1 else ACTIONS["reload"] = 0 end previous_reload_state[i] = current_reload_state current_crouch_state = read_bit(player + 0x208,0) if(current_crouch_state ~= previous_crouch_state[i] and current_crouch_state == 1) then ACTIONS["crouch"] = 1 else ACTIONS["crouch"] = 0 end previous_crouch_state[i] = current_crouch_state current_jump_state = read_bit(player + 0x208,1) if(current_jump_state ~= previous_jump_state[i] and current_jump_state == 1) then ACTIONS["jump"] = 1 else ACTIONS["jump"] = 0 end previous_jump_state[i] = current_jump_state current_nade_type = read_byte(player + 0x47E) if(current_nade_type ~= previous_nade_type[i]) then ACTIONS["nade_switch"] = 1 else ACTIONS["nade_switch"] = 0 end previous_nade_type[i] = current_nade_type current_weapon_slot = read_byte(player + 0x47C) if(current_weapon_slot ~= previous_weapon_slot[i]) then ACTIONS["weapon_switch"] = 1 else ACTIONS["weapon_switch"] = 0 end previous_weapon_slot[i] = current_weapon_slot local current_anim_state = read_byte(player + 0x2A3) if(current_anim_state ~= previous_anim_state[i]) then if(current_anim_state == 4) then ACTIONS["front"] = 1 end if(current_anim_state == 5) then ACTIONS["back"] = 1 end if(current_anim_state == 6) then ACTIONS["left"] = 1 end if(current_anim_state == 7) then ACTIONS["right"] = 1 end if(current_anim_state == 33) then ACTIONS["grenade"] = 1 end else ACTIONS["front"] = 0 ACTIONS["back"] = 0 ACTIONS["left"] = 0 ACTIONS["right"] = 0 ACTIONS["grenade"] = 0 end previous_anim_state[i] = current_anim_state current_zoom_level = read_word(player + 0x480) if(current_zoom_level ~= previous_zoom_level[i]) then ACTIONS["zoom"] = 1 else ACTIONS["zoom"] = 0 end previous_zoom_level[i] = current_zoom_level for key,value in pairs(ACTIONS) do if(value ~= 0) then rprint(i, key) -- ~CALL A FUNCTION OR SOMETHING HERE~ end end end end end function OnScriptUnload() end I know I need to translate the actions to a biped; is that possible?