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Magic Bullet Cheat Configuration Guide

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lingerismine
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0% found this document useful (1 vote)
1K views4 pages

Magic Bullet Cheat Configuration Guide

Uploaded by

lingerismine
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
  • Script Section 1
  • Script Section 2
  • Script Section 3
  • Script Section 4

[/Script/ShadowTrackerExtra.

STExtraSimpleCharacter]
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DSHitPartJudgment=99999.000.09
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DSHitPartJudgment=99999.000.09
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HitTestAreaRadius=99999.000.09
bForwardHitAim=99999.000.09
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bShouldDisplayHitFinalDamage=99999.000.09
GetCurHitPartJugementType=99999.000.09
GetCurHitPartJugement=99999.000.09
v_HitVector=99999.000.09
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[[Link]]
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bForwardHitAim=99999.000.09
BOptimizeBulletHit=99999.000.09
bShouldDisplayHitFinalDamage=99999.000.09
GetCurHitPartJugementType=99999.000.09
GetCurHitPartJugement=99999.000.09
v_HitVector=99999.000.09
HitVector=99999.000.09
GetHitBoxRadius=99999

[/Script/
[Link]]
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bShowHitBoxDebugInfo=99999.000.09
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bForwardHitAim=99999.000.09
BOptimizeBulletHit=99999.000.09
bShouldDisplayHitFinalDamage=99999.000.09
GetCurHitPartJugementType=99999.000.09
GetCurHitPartJugement=99999.000.09
v_HitVector=99999.000.09
HitVector=99999.000.09
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[/Script/ShadowTrackerExtra/[Link]]
HitPartJudgment=99999.000.09
DSHitPartJudgment=99999.000.09
HitLocation=99999.000.09
bBlockingHit=99999.000.09
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HitShelterDamage=99999.000.09
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PartHitComponent=99999.000.09
ServerHitEnemyReplicatedData=99999.000.09
HitTestAreaRadius=99999.000.09
bForwardHitAim=99999.000.09
BOptimizeBulletHit=99999.000.09
bShouldDisplayHitFinalDamage=99999.000.09
GetCurHitPartJugementType=99999.000.09
GetCurHitPartJugement=99999.000.09
v_HitVector=99999.000.09
HitVector=99999.000.09
GetHitBoxRadius=99999

[/Script/[Link]]
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DSHitPartJudgment=99999.000.09
HitLocation=99999.000.09
bBlockingHit=99999.000.09
HitResultTraceDistance=99999.000.09
bShowHitBoxDebugInfo=99999.000.09
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HitShelterDamage=99999.000.09
HitOthersCount=99999.000.09
HitShelterDamage=99999.000.09
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[/Script/[Link]]
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GetCurHitPartJugement=99999.000.09
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[/Script/
[Link]
[Link]]
HitPartJudgment=99999.000.09
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bBlockingHit=99999.000.09
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bShowHitBoxDebugInfo=99999.000.09
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DSHitPartJudgment=99999.000.09
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HitShelterDamage=99999.000.09
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HitBoxLeanTransL=99999.000.09
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ServerHitEnemyReplicatedData=99999.000.09
HitTestAreaRadius=99999.000.09
bForwardHitAim=99999.000.09
BOptimizeBulletHit=99999.000.09
bShouldDisplayHitFinalDamage=99999.000.09
GetCurHitPartJugementType=99999.000.09
GetCurHitPartJugement=99999.000.09
v_HitVector=99999.000.09
HitVector=99999.000.09
Healerprotect=99999.0000.99
GetHitBoxRadius=99999

Common questions

Powered by AI

'GetCurHitPartJugementType' and 'GetCurHitPartJugement' are likely designed to work in tandem, where 'GetCurHitPartJugementType' might define the type or category of judgment criteria being applied (e.g., critical, normal, missed), while 'GetCurHitPartJugement' provides the specific judgment result based on those criteria (e.g., success, fail). This separation allows for a modular approach to handling different hit judgment scenarios, increasing flexibility and adaptability in the hit detection system .

'HitResultTraceDistance' reflects the distance considered when tracing a hit result, indicating how far the engine should calculate or simulate to check for intersections with objects or characters. This ensures that only objects within this specified distance are considered for a hit, thereby optimizing the calculation and improving performance by potentially reducing unnecessary calculations beyond this range .

'HitPartJudgment' and 'DSHitPartJudgment' imply a differentiated system for evaluating hit impacts, possibly distinguishing between standard hits and those that involve more complex calculations such as directional or shielded impacts (denoted by 'DS'). This dual-level judgment system allows for more nuanced combat interactions, where variables like angle, protective equipment, or directional attacks play a role in determining the effectiveness and consequences of hits in the game's combat scenarios .

The document outlines a comprehensive approach to hit detection using various attributes such as HitPartJudgment, DSHitPartJudgment, and HitLocation, which are consistently set to a specific value across different character modules. These attributes are part of a system designed to manage and calculate the interaction between bullets and character models, facilitating precise hit detection by taking into account factors like HitTestAreaRadius and the optimization of bullet hits .

'GetHitBody' may function to retrieve information about which body part was hit, and 'NewHitBodyPosMap' could map these hits within a spatial framework. Their interaction allows the game to dynamically adjust character reactions or animations according to precise hit locations, thereby enhancing realism by displaying appropriate responses such as stagger or flinch, based on where exactly a character was impacted .

The parameters 'v_HitVector' and 'HitVector' are integral to understanding the direction and force of hits. By defining precise vectors, the system can not only determine where the impact occurs but also simulate physical responses, such as pushback or rotation, that might result from specific hit angles or magnitudes. This enhances realism and player immersion by ensuring that impacts have plausible reactions based on vector calculations .

The 'bShouldDisplayHitFinalDamage' parameter likely controls whether the final damage calculated after a hit is visually represented to the player. By displaying actual damage numbers, players receive immediate feedback on the effectiveness of their attacks, aiding them in understanding combat mechanics and adjusting strategies accordingly. This feature helps in strategic planning and skill improvement by showing precisely how much impact their actions have .

The 'bShowHitBoxDebugInfo' parameter is crucial for debugging as it likely enables developers to visualize hit boxes during development, providing immediate feedback on what the engine is calculating as a hit zone. This visibility into the collision detection process helps developers identify potential errors in hitbox placement or size, facilitating efficient debugging and iteration during game development .

'HitEnemyHeadAmount' is likely a critical variable because headshots generally result in greater damage in many combat games, simulating critical strikes. This variable enables the game to track and potentially reward precision aiming, influencing strategies and player behavior by providing higher risks and rewards for targeting smaller, more vulnerable hit zones .

The parameter 'BOptimizeBulletHit' suggests a system flag designed to enhance game performance by optimizing how bullet impacts are processed. This can involve reducing unnecessary calculations or streamlining collision checks, which lowers CPU usage and increases frame rates. Such optimizations are crucial for maintaining smooth gameplay, particularly in complex environments with numerous active entities .

[/Script/ShadowTrackerExtra.STExtraSimpleCharacter]
HitPartJudgment=99999.000.09
DSHitPartJudgment=99999.000.09
HitLocation=9
HitVector=99999.000.09
GetHitBoxRadius=99999
[/Script/
STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Acto
bShouldDisplayHitFinalDamage=99999.000.09
GetCurHitPartJugementType=99999.000.09
GetCurHitPartJugement=99999.000.09
v_HitVect
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bForwardHitAim=99999.000.09
BOptimizeBulletHit=99999.000.09
bShouldDisplayHitFinalDamage=99999

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