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[AfroDev]'s BnS_Work (Full Engine SDK + Examples)

Discussion on [AfroDev]'s BnS_Work (Full Engine SDK + Examples) within the Blade & Soul Hacks, Bots, Cheats & Exploits forum part of the Blade & Soul category.

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Old 02/29/2016, 23:37   #31
 
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OK... it's a copy of the classes and funtions of the ue3 engine
and his source is a bad example[ sry ^^, but you need vc 2015,
boost library(and he hasn't wrote witch version he use)
and more knowledge as for a normal basic hook ].
It give you a tool to read&change values without longtime reversing with CE + you can call function at the proxyfunction ProcessEvent(UFunction*,void*,void*);
You can react dynamic at any events like damage,
blind what ever and all pointer/classes/vars are named like AT1Pawn (playerobject class for bns).
With help of the sdk you can access i.e. your health ((AT1Pawn*)mPawn)->Health or change your movingspeed like ((AT1Pawn*)mPawn)->GroundSpeed =(float) my_new_speed;
or deactivate the gravity.
OK ((AT1Pawn*)mPawn)->fGravityZ = 0.0f; will not work...
but its readable wich means you can search in the sdk for anything
like gravity, animation ...
pls google "ue3 basic hook"; "TheFeckless" ; "lowHertz" ...
you will found so many (easier) tutorials.

/DE
Es ist im Prinzip eine Kopie der Klassen und Functionen der Unreal 3 Engine.
Sein Beispiel ist wirklich nicht optimal und ich würde es auch nicht verwenden,
aber die sdk ist nützlich.
Es erlaubt dir schnell auf Werte deines Characters oder des Spiels allgemein zu zugreifen,
schnell auf Effekte wie Blind, Damage usw. zu reagieren
und Functionen aufzurufen oder Functionen zu ersetzen in Processevent z.B.: kannst du StopAnim() aufrufen im Falle einer Animation für einen noAnimation Hack.
Da alle offsets/pointer/classen/variabeln usw. einen eindeutigen lesbaren Namen haben sparst du viel Zeit im Vergleich zu CE,
weil du einfach nach Dingen wie Speed,Animation,Gravity suchen kannst. AT1Pawn ist als Beispiel eine der wichtigsten Klassen für deinen Char,
damit kannst du viele Dinge manipulieren, z.B.: den Speed ((AT1Pawn*)mPawn)->GroundSpeed =(float) my_new_speed.
Auch, wenn man einen Bot schreiben will kommt man nur bedingt an einer sdk vorbei.
Es geht zwar auch manuel ist aber aufwendiger und heufig anfälliger für Fehler.
Es gibt aber unmengen an leichten Tutorials in einem anderen Forum nur weiß ich nicht wie sie es hier halten mit dem werben für andere seiten,
darum google "TheFeckless", "lowHertz", "ue3 basic hook" ... dort werden auch viele Anfänger Fragen und Problemlösungen relativ einfach erklärt...
wird einer der ersten links sein.
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Old 03/01/2016, 02:36   #32
 
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Quote:
Originally Posted by xxcry33 View Post
OK... it's a copy of the classes and funtions of the ue3 engine
and his source is a bad example[ sry ^^, but you need vc 2015,
boost library(and he hasn't wrote witch version he use)
and more knowledge as for a normal basic hook ].
It give you a tool to read&change values without longtime reversing with CE + you can call function at the proxyfunction ProcessEvent(UFunction*,void*,void*);
You can react dynamic at any events like damage,
blind what ever and all pointer/classes/vars are named like AT1Pawn (playerobject class for bns).
With help of the sdk you can access i.e. your health ((AT1Pawn*)mPawn)->Health or change your movingspeed like ((AT1Pawn*)mPawn)->GroundSpeed =(float) my_new_speed;
or deactivate the gravity.
OK ((AT1Pawn*)mPawn)->fGravityZ = 0.0f; will not work...
but its readable wich means you can search in the sdk for anything
like gravity, animation ...
pls google "ue3 basic hook"; "TheFeckless" ; "lowHertz" ...
you will found so many (easier) tutorials.

/DE
Es ist im Prinzip eine Kopie der Klassen und Functionen der Unreal 3 Engine.
Sein Beispiel ist wirklich nicht optimal und ich würde es auch nicht verwenden,
aber die sdk ist nützlich.
Es erlaubt dir schnell auf Werte deines Characters oder des Spiels allgemein zu zugreifen,
schnell auf Effekte wie Blind, Damage usw. zu reagieren
und Functionen aufzurufen oder Functionen zu ersetzen in Processevent z.B.: kannst du StopAnim() aufrufen im Falle einer Animation für einen noAnimation Hack.
Da alle offsets/pointer/classen/variabeln usw. einen eindeutigen lesbaren Namen haben sparst du viel Zeit im Vergleich zu CE,
weil du einfach nach Dingen wie Speed,Animation,Gravity suchen kannst. AT1Pawn ist als Beispiel eine der wichtigsten Klassen für deinen Char,
damit kannst du viele Dinge manipulieren, z.B.: den Speed ((AT1Pawn*)mPawn)->GroundSpeed =(float) my_new_speed.
Auch, wenn man einen Bot schreiben will kommt man nur bedingt an einer sdk vorbei.
Es geht zwar auch manuel ist aber aufwendiger und heufig anfälliger für Fehler.
Es gibt aber unmengen an leichten Tutorials in einem anderen Forum nur weiß ich nicht wie sie es hier halten mit dem werben für andere seiten,
darum google "TheFeckless", "lowHertz", "ue3 basic hook" ... dort werden auch viele Anfänger Fragen und Problemlösungen relativ einfach erklärt...
wird einer der ersten links sein.
do you plan to post an easy to use sdk? cause this one have lot of useless stuff/libraries on it
dabnoj is offline  
Old 03/11/2016, 21:37   #33
 
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Someone asked me to re-rip the SDK for the newest client so I did.
Updated attachments.
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Old 03/12/2016, 01:39   #34
 
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who can share Blade/Soue Class And Struct
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Old 03/29/2016, 17:07   #35
 
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Quote:
Originally Posted by ylbylb View Post
who can share Blade/Soue Class And Struct
dump 'em yourself.
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Old 03/30/2016, 17:38   #36
 
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Quote:
Originally Posted by dabnoj View Post
do you plan to post an easy to use sdk? cause this one have lot of useless stuff/libraries on it
The sdk is the headers. The libraries are part of the example. Use the headers instead of the example
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Old 04/06/2016, 22:26   #37
 
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newbie here, What/Where is the boost folder?

Looking to just toy around with it and use this as a loader later.

haven't got around to running ollyscript yet...

Do I have to unpack to grab the folder?


Also, Thanks a ton Ant, if this dosnt lead to contributions to the BnS community, It has helped me learn ^^
InfidelAllah is offline  
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