Page 1 of 1

How do you make your own cheat pack?

Posted: October 24th, 2009, 2:27 pm
by Doctor_Pepper
could some one give me the details about how to make a cp? or maybe someone could make a guide.

Re: How do you make your own cheat pack?

Posted: October 24th, 2009, 3:24 pm
by haxorico

Re: How do you make your own cheat pack?

Posted: October 24th, 2009, 7:11 pm
by Ken
That doesn't really answer his question... But I can, in pure theory.

There are a few things you need to know BEFORE trying to make the CP.

1) How you'll have cheat activation work (automatic, require a string, activate for people with specific names)
2) How you'll keep track of who has cheats, who doesn't
3) What cheats you'll include
4) How you'll have cheat usage work

For the first part, a string activator is the most simple and common, and is fairly easy. You can declare it in globals (for easy changing) and make a trigger for it in function main.

Second part, a force would do well. It's what JJ uses in his CP, and it's fairly easy to track who's in, who's out.

Third part you'll have to work on yourself. You'd obviously have basic cheats like gold, lumber, setting unit stats and whatnot. You'll probably also have some more complicated stuff, or ideas taken (with credits, and permission where due) from other CPs.

Fourth, you can either have a single command trigger if you have a certain character in what you say. JJ does this, triggering if what you say contains a hyphen (-). It then checks if your chat string starts with one of his commands, and if it does, does what the command should cause to happen.

Other (horrible) systems use a trigger for each and every command...

After deciding that stuff:

1) Start with activator, and include a test command to make sure that the activator works as it should.
2) Begin with commands that do not affect a unit selected by the player. (e.g. -gold, -lumber, -kick)
3) Move on to commands that affect selected units.

NOTE: You should probably test each command after adding it, to make sure it doesn't mess up any previous commands. If you leave this to the end, it'll be much more of a hassle.

And that's pretty much the basics of it... If you have questions, ask away.

Re: How do you make your own cheat pack?

Posted: October 24th, 2009, 9:43 pm
by Doctor_Pepper
FatherSpace wrote:That doesn't really answer his question... But I can, in pure theory.

There are a few things you need to know BEFORE trying to make the CP.

1) How you'll have cheat activation work (automatic, require a string, activate for people with specific names)
2) How you'll keep track of who has cheats, who doesn't
3) What cheats you'll include
4) How you'll have cheat usage work

For the first part, a string activator is the most simple and common, and is fairly easy. You can declare it in globals (for easy changing) and make a trigger for it in function main.

Second part, a force would do well. It's what JJ uses in his CP, and it's fairly easy to track who's in, who's out.

Third part you'll have to work on yourself. You'd obviously have basic cheats like gold, lumber, setting unit stats and whatnot. You'll probably also have some more complicated stuff, or ideas taken (with credits, and permission where due) from other CPs.

Fourth, you can either have a single command trigger if you have a certain character in what you say. JJ does this, triggering if what you say contains a hyphen (-). It then checks if your chat string starts with one of his commands, and if it does, does what the command should cause to happen.

Other (horrible) systems use a trigger for each and every command...

After deciding that stuff:

1) Start with activator, and include a test command to make sure that the activator works as it should.
2) Begin with commands that do not affect a unit selected by the player. (e.g. -gold, -lumber, -kick)
3) Move on to commands that affect selected units.

NOTE: You should probably test each command after adding it, to make sure it doesn't mess up any previous commands. If you leave this to the end, it'll be much more of a hassle.

And that's pretty much the basics of it... If you have questions, ask away.


So.. How exactly. Im looking for more detailed info like how to write cheat packs like umm what do the string, activator, need to contain in them?

Re: How do you make your own cheat pack?

Posted: October 24th, 2009, 10:15 pm
by haxorico
.. lets just have the basics. what kind of CP do u want to make? a GUI CP or jass CP?

Re: How do you make your own cheat pack?

Posted: October 25th, 2009, 3:32 pm
by Doctor_Pepper
Jass