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    Fortran's Avatar
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    Warrock Infinite Vehicle Ammo

    Haven't fully tested this yet, but this currently gives you: Infinite Machine Gun Ammo, (ie Humvee, Boats, Tanks, Choppers, Gun Emplacement etc) exactly the same as the TGS trainer. I am actually just finishing another multi-pointer for rockets etc. which will give you infinite ToW Missiles, Tank Shells, WartHog Bombs, Jet Missiles and of course MD500 Rockets (set at 999 infinite (NOT included on TGS trainer!)!!...VERY sweet for anybody who flies chopper...ie you can fire endless rockets...no 10 rockets and then have to wait for reload)

    Ok, so this is basically it...Its not a tutorial, because its more or less EXACTLY the same technique as the weapons pointer tutorial, but using multiple addresses on one pointer. This is a quick guide to make the multi pointer needed. Do this in Training on Emblem to test it. Note, yet again, the address for vehicle weapon ammo is VERY dynamic, so we will need 4 levels of pointer to get back to a static address that will not change on us next time we start the game.

    Add address manually make it a 2BYTE pointer (all following addresses and offsets go into the same pointer, note this is not 4 seperate pointers...its one pointer with 4 addresses!)

    Set first address
    1B4FCE38 OFFSET 244

    Add Pointer
    1B4FC904 OFFSET 0

    Add Pointer
    1B452684 OFFSET 9C

    Add Pointer
    007427C4 OFFSET 4C

    Click OK...jump into the weasel tank, your pointer should switch to 500...freeze it. Voila, Infinite Ammo. (PS: When making your trainer, set value at 999 and freeze on hotkey). Will update later today with the multipointer for rockets, missiles etc etc.

    If you wanna actually know the many steps behind making this multi pointer then feel free to PM me if you would like to try build one from the begginging yourself. It is basically a matter of, 1: Find the vehicle structure by shooting once, scanning, shooting once scanning, until you have the address. Then keep following back what reads and writes from each address to get the previous pointer, until the last one, you will see there is no assembly calc on the address, its just a hex address when you check what reads & writes..this means u are finally down to the static address.

    [currently working on: SuperAim, Inf. Vehicle Rocket/Bomb/Missile Ammo, No Overheat on Vehicle Gun, Inf. Player Ammo, Instant Respawn, Instant Ammo Refill on Vehicle and Player]
    Last edited by Fortran; 12-06-2006 at 08:10 AM.

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