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War Rock Cheat Programming Discussion
Discussion on War Rock Cheat Programming Discussion within the WarRock forum part of the Shooter category.
07/28/2013, 19:00
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#31
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elite*gold: 0
Join Date: Nov 2012
Posts: 62
Received Thanks: 25
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Code:
//####################[ Marekiarox Logger ]####################//
//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER 0xAED31C
#define ADR_SERVERPOINTER 0xAE7AE4
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_REMOTEPOINTER 0xB6F6D0
#define ADR_VIEWANGELS 0xAE6B90
#define ADR_DEVICEPOINTER 0x8CA2D4
#define ADR_BASEPOINTER 0xB1FCA8
#define ADR_STATEPOINTER 0xAED344
#define ADR_WEAPONPOINTER 0xB0BD08
#define ADR_VEHICLEPOINTER 0xAE6CFC
#define ADR_VEHICLEPOINTER2 0xAE6C94
#define ADR_GPUPOINTER 0x8CA2D4
#define ADR_ZOMBIEMAPPOINTER 0xAE6F9C
#define ADR_BOMBPOINTER 0xAED93C
#define ADR_WARROCKHWID 0xAE6B8C
#define ADR_GEARBASE 0xB0BD00
#define ADR_MATRIXPOINTER 0xA75478
#define ADR_REMOTEVEHICLE 0xAE6C94
#define ADR_ROOMCLASS 0xAED930
#define ADR_USERPOINTER 0xAE7AE4
#define ADR_USERBASE 0xAED93C
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE 0xAE6BB4
#define ADR_STARTSTAMINA 0x897CC0
#define ADR_STAMINAROLL 0x897CC8
#define ADR_BONESHOT 0x8CE270
#define ADR_BONESHOT2 0xB89CD0
#define ADR_SPEED 0x8CD640
#define ADR_NOSPAWNWAIT1 0xB89C04
#define ADR_NOSPAWNWAIT2 0xB89C08
#define ADR_NOSPAWNWAIT3 0xB89C0C
#define ADR_NOBOUNDS1 0xB7F66C
#define ADR_NOBOUNDS2 0xB7F670
#define ADR_NOBOUNDS3 0xB7F67E
#define ADR_SCOPE 0x938460
#define ADR_SCOPESIZE 0x938468
#define ADR_PLANTANYWHERE 0xAE6BCE
#define ADR_DEFUSEANYWHERE 0x93847C
#define ADR_STW 0xAE6FB4
#define ADR_WUW 0xAF4144
#define ADR_WTH 0x8C9D90
#define ADR_GMWARNING 0xB1177C
#define ADR_GMWARNINGIP 0xB1137C
#define ADR_SUPERNOSPREAD 0x8CD2A8
#define ADR_WEAPONGLOBAL1 0xB0BCC8
#define ADR_WEAPONGLOBAL2 0xB603A0
#define ADR_CLANTAG1 0xB0BCA8//*(PINT) 1
#define ADR_CLANTAG2 0xB0BC64//*(PINT) 1
#define ADR_CLANTAG3 0xB0BCB0//*(PINT) 1
#define ADR_CLANTAG4 0xB0A72C//*(PINT) 1
#define ADR_CLANTAG5 0xAA3584//*(PINT) 1
#define ADR_CLANTAG6 0xB2032C//(PCHAR)Name of Clan
#define ADR_FASTAMMO 0xAF192C
#define ADR_FASTHEALTH 0xAF1934
//########################[ Offsets ]########################//
#define OFS_X 0x10300
#define OFS_Y 0x10310
#define OFS_Z 0x10308
#define OFS_GRAVITY_Y 0xC4B0
#define OFS_GRAVITY_X 0xC4B8
#define OFS_GRAVITY_Z 0xC4B4
#define OFS_SLOT1 0x9F1E0
#define OFS_SLOT2 0x9F1E1
#define OFS_SLOT3 0x9F1E2
#define OFS_SLOT4 0x9F1E3
#define OFS_SLOT5 0x9F1E4
#define OFS_SLOT6 0x9F1E5
#define OFS_SLOT7 0x9F1E6
#define OFS_SLOT8 0x9F1E7
#define OFS_VIEW_X 0x101D4
#define OFS_VIEW_Y 0x101DC
#define OFS_VIEW_Z 0x101D8
#define OFS_3DPLAYERVIEW 0x101A0
#define OFS_WALKHEIGHT 0x8CD2D4
#define OFS_INVISIBLE 0xB7E44
#define OFS_FASTNADEBLAST 0x10114
#define OFS_PITCH 0x101A8
#define OFS_YAW 0x101C4
#define OFS_WEAPONSTATE 0xC4D0
#define OFS_WEAPON1 0x101EC
#define OFS_WEAPON2 0x101EE
#define OFS_WEAPON3 0x101F0
#define OFS_NORECOIL1 0xC444
#define OFS_NORECOIL2 0xC448
#define OFS_NORECOIL3 0xC450
#define OFS_NOSPREAD 0x10110
#define OFS_NOFALLDAMAGE 0x102E8
#define OFS_AUTOPLANT 0x10370
#define OFS_AUTODEFUSE 0x10374
#define OFS_AUTOSHOT 0x10386
#define OFS_NODELAY 0x0
#define OFS_NORELOAD 0x1040D
#define OFS_PLAYERSTATE 0xC4CC
#define OFS_PLAYERSPEED 0x1010C
#define OFS_WEAPONWHEIGHT 0x14EC
#define OFS_GLOBALSIZE 0xB10
#define OFS_PLAYERID 0x0
//########################[ Assembly ]########################//
#define ASM_WARROCKCHECK1 0x51D0AA
#define ASM_WARROCKCHECK2 0x5DD239
#define ASM_SELFCRC 0x0
#define ASM_WARROCKANTICRASH 0x51D0AA
#define ASM_QUICKPLANT 0x512FA6
#define ASM_QUICKDEFUSE 0x50F0A6
#define ASM_AUTOAMMO 0x507B2D
#define ASM_RADARGPS 0x59E0A8
#define ADR_AutoHeal1 0x00507C36
#define ADR_AutoHeal2 0x00507EA3
#define ASM_MOVETOLOBBY 0x4E1246
#define ASM_SNIPERAMMO 0x60D148
#define ASM_ASSAULTAMMO 0x42B39A
#define ASM_BACKTOLOBBY 0x4E0ECD
#define ASM_MINEVIEW1 0x44833C
#define ASM_MINEVIEW2 0x4483BA
#define ASM_UNLOXYGEN 0x509C73
#define ASM_ESPHEALTH 0x45DCD5
#define ASM_OPK1 0x408050
#define ASM_OPK2 0x408059
#define ASM_OPK3 0x408055
//########################[ Structs ]########################//
struct CPlayer
{
BYTE _00[50244];//0x00
FLOAT NoRecoil1;//0xC444
FLOAT NoRecoil2;//0xC448
FLOAT NoRecoil3;//0xC450
BYTE _01[72];//0xC454
BYTE Index;//0xC49C
BYTE _02[27];//0xC49D
FLOAT GravityX;//0xC4B8
FLOAT GravityZ;//0xC4B4
FLOAT GravityY;//0xC4B0
BYTE _03[24];//0xC4B8
INT WeaponState;//0xC4D0
BYTE _04[15416];//0xC4D4
FLOAT PlayerSpeed;//0x1010C
FLOAT NoSpread;//0x10110
FLOAT FastNadeBlast;//0x10114
BYTE _05[20];//0x102EC
FLOAT PosX;//0x10300
BYTE _06[4];//0x10304
float PosY;//0x10310
BYTE _07[4];//0x10314
float PosZ;//0x10300
};
CPlayer * GetLocalPlayer()
{
DWORD dwPlayerPointer = *(DWORD*)(0xAED31C);
if ( dwPlayerPointer )
{
return ( CPlayer* )(dwPlayerPointer);
}
return ( 0 );
}
CPlayer * pLocalPlayer = GetLocalPlayer();
struct CBase
{
CPlayer* pLocal;
char* ExoduS[0x823B0];
CPlayer** pGlobal;
};
CBase* p_Player = (CBase*)(0x0AED31C);
//######[ Credits to : CyberMask,NoName,R3D_L1n3,Exodus,Cyno,King7,Straquaz,CyberRazzer,Eagl3,AeroMan,Areys2nD,Kazbah,iKito,Marekiarox ]######//
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07/28/2013, 19:11
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#32
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elite*gold: 0
Join Date: Apr 2010
Posts: 726
Received Thanks: 1,128
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Quote:
Originally Posted by _Marekiarox_
Code:
//####################[ Marekiarox Logger ]####################//
//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER 0xAED31C
#define ADR_SERVERPOINTER 0xAE7AE4
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_REMOTEPOINTER 0xB6F6D0
#define ADR_VIEWANGELS 0xAE6B90
#define ADR_DEVICEPOINTER 0x8CA2D4
#define ADR_BASEPOINTER 0xB1FCA8
#define ADR_STATEPOINTER 0xAED344
#define ADR_WEAPONPOINTER 0xB0BD08
#define ADR_VEHICLEPOINTER 0xAE6CFC
#define ADR_VEHICLEPOINTER2 0xAE6C94
#define ADR_GPUPOINTER 0x8CA2D4
#define ADR_ZOMBIEMAPPOINTER 0xAE6F9C
#define ADR_BOMBPOINTER 0xAED93C
#define ADR_WARROCKHWID 0xAE6B8C
#define ADR_GEARBASE 0xB0BD00
#define ADR_MATRIXPOINTER 0xA75478
#define ADR_REMOTEVEHICLE 0xAE6C94
#define ADR_ROOMCLASS 0xAED930
#define ADR_USERPOINTER 0xAE7AE4
#define ADR_USERBASE 0xAED93C
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE 0xAE6BB4
#define ADR_STARTSTAMINA 0x897CC0
#define ADR_STAMINAROLL 0x897CC8
#define ADR_BONESHOT 0x8CE270
#define ADR_BONESHOT2 0xB89CD0
#define ADR_SPEED 0x8CD640
#define ADR_NOSPAWNWAIT1 0xB89C04
#define ADR_NOSPAWNWAIT2 0xB89C08
#define ADR_NOSPAWNWAIT3 0xB89C0C
#define ADR_NOBOUNDS1 0xB7F66C
#define ADR_NOBOUNDS2 0xB7F670
#define ADR_NOBOUNDS3 0xB7F67E
#define ADR_SCOPE 0x938460
#define ADR_SCOPESIZE 0x938468
#define ADR_PLANTANYWHERE 0xAE6BCE
#define ADR_DEFUSEANYWHERE 0x93847C
#define ADR_STW 0xAE6FB4
#define ADR_WUW 0xAF4144
#define ADR_WTH 0x8C9D90
#define ADR_GMWARNING 0xB1177C
#define ADR_GMWARNINGIP 0xB1137C
#define ADR_SUPERNOSPREAD 0x8CD2A8
#define ADR_WEAPONGLOBAL1 0xB0BCC8
#define ADR_WEAPONGLOBAL2 0xB603A0
#define ADR_CLANTAG1 0xB0BCA8//*(PINT) 1
#define ADR_CLANTAG2 0xB0BC64//*(PINT) 1
#define ADR_CLANTAG3 0xB0BCB0//*(PINT) 1
#define ADR_CLANTAG4 0xB0A72C//*(PINT) 1
#define ADR_CLANTAG5 0xAA3584//*(PINT) 1
#define ADR_CLANTAG6 0xB2032C//(PCHAR)Name of Clan
#define ADR_FASTAMMO 0xAF192C
#define ADR_FASTHEALTH 0xAF1934
//########################[ Offsets ]########################//
#define OFS_X 0x10300
#define OFS_Y 0x10310
#define OFS_Z 0x10308
#define OFS_GRAVITY_Y 0xC4B0
#define OFS_GRAVITY_X 0xC4B8
#define OFS_GRAVITY_Z 0xC4B4
#define OFS_SLOT1 0x9F1E0
#define OFS_SLOT2 0x9F1E1
#define OFS_SLOT3 0x9F1E2
#define OFS_SLOT4 0x9F1E3
#define OFS_SLOT5 0x9F1E4
#define OFS_SLOT6 0x9F1E5
#define OFS_SLOT7 0x9F1E6
#define OFS_SLOT8 0x9F1E7
#define OFS_VIEW_X 0x101D4
#define OFS_VIEW_Y 0x101DC
#define OFS_VIEW_Z 0x101D8
#define OFS_3DPLAYERVIEW 0x101A0
#define OFS_WALKHEIGHT 0x8CD2D4
#define OFS_INVISIBLE 0xB7E44
#define OFS_FASTNADEBLAST 0x10114
#define OFS_PITCH 0x101A8
#define OFS_YAW 0x101C4
#define OFS_WEAPONSTATE 0xC4D0
#define OFS_WEAPON1 0x101EC
#define OFS_WEAPON2 0x101EE
#define OFS_WEAPON3 0x101F0
#define OFS_NORECOIL1 0xC444
#define OFS_NORECOIL2 0xC448
#define OFS_NORECOIL3 0xC450
#define OFS_NOSPREAD 0x10110
#define OFS_NOFALLDAMAGE 0x102E8
#define OFS_AUTOPLANT 0x10370
#define OFS_AUTODEFUSE 0x10374
#define OFS_AUTOSHOT 0x10386
#define OFS_NODELAY 0x0
#define OFS_NORELOAD 0x1040D
#define OFS_PLAYERSTATE 0xC4CC
#define OFS_PLAYERSPEED 0x1010C
#define OFS_WEAPONWHEIGHT 0x14EC
#define OFS_GLOBALSIZE 0xB10
#define OFS_PLAYERID 0x0
//########################[ Assembly ]########################//
#define ASM_WARROCKCHECK1 0x51D0AA
#define ASM_WARROCKCHECK2 0x5DD239
#define ASM_SELFCRC 0x0
#define ASM_WARROCKANTICRASH 0x51D0AA
#define ASM_QUICKPLANT 0x512FA6
#define ASM_QUICKDEFUSE 0x50F0A6
#define ASM_AUTOAMMO 0x507B2D
#define ASM_RADARGPS 0x59E0A8
#define ADR_AutoHeal1 0x00507C36
#define ADR_AutoHeal2 0x00507EA3
#define ASM_MOVETOLOBBY 0x4E1246
#define ASM_SNIPERAMMO 0x60D148
#define ASM_ASSAULTAMMO 0x42B39A
#define ASM_BACKTOLOBBY 0x4E0ECD
#define ASM_MINEVIEW1 0x44833C
#define ASM_MINEVIEW2 0x4483BA
#define ASM_UNLOXYGEN 0x509C73
#define ASM_ESPHEALTH 0x45DCD5
#define ASM_OPK1 0x408050
#define ASM_OPK2 0x408059
#define ASM_OPK3 0x408055
//########################[ Structs ]########################//
struct CPlayer
{
BYTE _00[50244];//0x00
FLOAT NoRecoil1;//0xC444
FLOAT NoRecoil2;//0xC448
FLOAT NoRecoil3;//0xC450
BYTE _01[72];//0xC454
BYTE Index;//0xC49C
BYTE _02[27];//0xC49D
FLOAT GravityX;//0xC4B8
FLOAT GravityZ;//0xC4B4
FLOAT GravityY;//0xC4B0
BYTE _03[24];//0xC4B8
INT WeaponState;//0xC4D0
BYTE _04[15416];//0xC4D4
FLOAT PlayerSpeed;//0x1010C
FLOAT NoSpread;//0x10110
FLOAT FastNadeBlast;//0x10114
BYTE _05[20];//0x102EC
FLOAT PosX;//0x10300
BYTE _06[4];//0x10304
float PosY;//0x10310
BYTE _07[4];//0x10314
float PosZ;//0x10300
};
CPlayer * GetLocalPlayer()
{
DWORD dwPlayerPointer = *(DWORD*)(0xAED31C);
if ( dwPlayerPointer )
{
return ( CPlayer* )(dwPlayerPointer);
}
return ( 0 );
}
CPlayer * pLocalPlayer = GetLocalPlayer();
struct CBase
{
CPlayer* pLocal;
char* ExoduS[0x823B0];
CPlayer** pGlobal;
};
CBase* p_Player = (CBase*)(0x0AED31C);
//######[ Credits to : CyberMask,NoName,R3D_L1n3,Exodus,Cyno,King7,Straquaz,CyberRazzer,Eagl3,AeroMan,Areys2nD,Kazbah,iKito,Marekiarox ]######//
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VehiclePointer 2 : 0xAE6B94
& NoRecoil 3 : 0xC44C
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07/29/2013, 04:10
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#33
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elite*gold: 0
Join Date: Jun 2013
Posts: 7
Received Thanks: 6
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Code:
#define ADR_AiKniferoom 0x564A91 (Make a Ai Room knife Only Credits: Cyno & iKito)
#define ADR_1CharPW 0x564239
#define ADR_UnlOxygen 0x5A9F64
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07/30/2013, 01:16
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#34
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elite*gold: 1
Join Date: Apr 2013
Posts: 461
Received Thanks: 216
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Code:
tMessageBox WarRock::oMessage = (tMessageBox)0x00521DF7;
void WarRock::Message(char* message) // message box
{
__asm
{
push eax;
mov eax, message;
push 0088F93Eh;
push 0h;
push 00A6E600h;
push eax;
push dword ptr ds:[00AED574h];
call [WarRock::oMessage];
pop eax;
}
}
Credits 100% to me.
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07/30/2013, 03:02
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#35
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elite*gold: 0
Join Date: Apr 2010
Posts: 726
Received Thanks: 1,128
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Code:
/*________________________________________________*/
/*________________________________________________*/
/*_____________________N4n033_____________________*/
/*________________________________________________*/
/*________________________________________________*/
/*____________________________*/
/*__________Pointers__________*/
/*____________________________*/
#define PlayerPTR 0xAE6C20
#define ServerPTR 0xAE7AE4
#define VehiclePTR 0xAE6CFC
#define GpuPTR 0x8CA2D4
#define ZombieMapPTR 0xAE6F9C
#define HwidPTR 0xAE6B8C
#define BasePTR 0xB1FCA8
#define RoomPTR 0xAED574
#define StatePTR 0xAED344
#define DevicePTR 0x******//Pvt
#define MatrixPTR 0xA754B8
#define UserPTR 0xAE7AE4
#define UserBase 0xAED93C
#define AnglesPTR 0xAE6B90
#define ClassBase 0xB20648
#define WeaponBase 0xB0BD08
#define LocalPTR 0xA1DC
#define GlobalPTR 0xB18
/*____________________________*/
/*__________Memories__________*/
/*____________________________*/
#define GmWarning 0xB1A6BC
#define GmWarningIP 0x******//Pvt
#define Scope 0x938460
#define ScopeSize 0x938468
#define LevelTable 0x896F18
#define UnlAmmo 0x******//Pvt
#define ColorShot_1 0xAED7E8
#define ColorShot_2 0xAED7EC
#define ColorShot_3 0xAED7F0
#define QuickSpawn_1 0xB81024
#define QuickSpawn_2 0xB89C04
#define QuickSpawn_3 0xB89C08
#define FfaSpawn_1 0xAF1958
#define FfaSpawn_2 0xAF1954
#define Stamina_1 0x897CC0
#define Stamina_2 0x897CC4
#define Stamina_3 0x897CC8
#define Stamina_4 0x897CCC
#define Stamina_5 0x897CD0
#define SuperNoSpread 0x8CD2A8
#define WTW 0x897A8C
#define STW 0x89173C
#define WUW 0xAF4144
#define WTH 0x8C9D90
#define Boneshot 0x8CE270
#define AntiAFK 0xB7F620
#define LadderQuickly 0x8CD5F8
#define BreakLimit 0x8CD210
#define HideRadar 0xAF4174
#define DeathCam 0xB888E4
#define ImExplosion 0x8CD418
#define GunDistance 0x8CE170
#define CQCProne 0x938454
#define QuickPlant 0xAE6C50
#define PlantAnyWhere 0xAE6C72
#define DefAnyWhere 0x93847C
#define IamDrunk 0xAE6F58
#define InstaLock 0xAE6C08
#define Speed 0x8CD640
#define SpeedRoll 0x8CD468
#define NoWater_1 0xAF413C
#define NoWater_2 0xAF4140
#define NoSpread 0xB7F608
#define NoReload 0xAED378
#define FastAmmo 0xAF192C
#define FastHealth 0xAF1934
#define FlagTime 0xAF193C
#define FlagCounter 0xAF1944
#define VehicleJump 0x******//Pvt
#define VehiclePitch 0x******//Pvt
#define VehicleYaw 0x******//Pvt
#define BigVehName 0x8CD488
#define CrazyVehicle 0x8CD140
#define PremCross 0x8B3AA0
#define Bandage 0xAE6BE8
#define ClanTag_1 0xB0BCA8
#define ClanTag_2 0xB0BC64
#define ClanTag_3 0xB0BCB0
#define ClanTag_4 0xB0A72C
#define ClanTag_5 0xAA3584
#define ClanTag_6 0xB2032C
#define UserList 0x******//Pvt
/*____________________________*/
/*___________Offset___________*/
/*____________________________*/
#define Premium_1 0x16C
#define Premium_2 0x174
#define Pos_X 0x10300
#define Pos_Y 0x10310
#define Pos_Z 0x10308
#define Level 0xB7E18
#define Dinar 0xB7E28
#define NoFallDmg 0x102E8
#define Weapon_1 0x101EC
#define Weapon_2 0x101EE
#define Weapon_3 0x101F0
#define View_X 0x101D4
#define View_Y 0x101D8
#define View_Z 0x101DC
#define Yaw 0x101C4
#define Pitch 0x101A8
#define Gravity_X 0xC4AC
#define Gravity_Y 0xC4B0
#define Gravity_Z 0xC4B4
#define RoomMaster 0x9C60C
#define SuperMaster 0x9C610
#define Invisible 0xB7E44
#define Slot_1 0x9F1E0
#define Slot_2 0x9F1E1
#define Slot_3 0x9F1E2
#define Slot_4 0x9F1E3
#define Slot_5 0x9F1E4
#define Slot_6 0x9F1E5
#define Slot_7 0x9F1E6
#define Slot_8 0x9F1E7
#define NoRecoil_1 0xC444
#define NoRecoil_2 0xC448
#define NoRecoil_3 0xC44C
#define Device 0x******//Pvt
/*________________________________________________*/
/*________________________________________________*/
/*_____________________Thanks_____________________*/
/*______R3d_L!n3, AeroMan, NoName & GigaByte______*/
/*________________________________________________*/
Last release from me, so enjoy this last time
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07/31/2013, 15:21
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#36
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elite*gold: LOCKED
Join Date: Feb 2011
Posts: 827
Received Thanks: 355
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Hallo,
hat jemand auf die schnelle eine neue Dumped exe und addy list?
und How to BoneShot (nomenu) Danke im vorraus
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08/01/2013, 02:42
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#37
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elite*gold: 0
Join Date: Nov 2007
Posts: 119
Received Thanks: 45
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i search the whole forum and i can't see the source of damage as, anyone have Damage As Source?
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08/02/2013, 20:11
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#38
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elite*gold: 0
Join Date: Apr 2010
Posts: 726
Received Thanks: 1,128
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Code:
#define Adr_NoSpread1 0xAF19EC
#define Adr_NoSpread2 0xAF19F0
if(wVar0.NoSpread)
{
*(int*)Adr_NoSpread1=0;
*(int*)Adr_NoSpread2=0;
}
DWORD NoSpread1 = FindPattern((PBYTE)"\x33\x05\x00\x19\xAF\x00\x89\x45\xEC\xD9\x45\xEC\xDC\x1D\x00\x00", "xx?xxxxxxxxxxx??", 1, true );
DWORD NoSpread2 = FindPattern((PBYTE)"\xA1\x00\x19\xAF\x00\x33\x05\x00\x19\xAF\x00\x89\x45\xEC\xD9\x45", "x?xxxxx?xxxxxxxx", 1, true );
Credits : Me ( N4n033 )
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08/03/2013, 12:52
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#39
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elite*gold: LOCKED
Join Date: Feb 2011
Posts: 827
Received Thanks: 355
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REQUEST : last WR DUMP & LAST ADDY LIST
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08/03/2013, 13:02
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#40
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elite*gold: 0
Join Date: May 2011
Posts: 219
Received Thanks: 103
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BITTE LÖSCHEN
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08/06/2013, 00:38
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#41
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elite*gold: 0
Join Date: Apr 2012
Posts: 36
Received Thanks: 10
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Gibt es keine aktuellen addys ?
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08/06/2013, 00:41
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#42
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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Quote:
Originally Posted by wr_zocker
Gibt es keine aktuellen addys ?
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Benutz Cheat Engine und einen Bypass oder mach einen Memory Dump und analysier den mit IDA Pro. So findet man seine "Addys" (eigentlich Adressen oder, wenn verniedlicht, Addies) schnell und zuverlässig selbst.
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08/06/2013, 00:41
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#43
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elite*gold: 73
Join Date: Mar 2011
Posts: 2,908
Received Thanks: 8,545
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Quote:
Gibt es keine aktuellen addys ?
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nö ^^ selber suchen
aber hier haste 4
Code:
DWORD ADR_POINTER_PLAYER = 0xAED33C; // 05/8/2013
DWORD ADR_POINTER_SERVER = 0xAE7B04; // 05/8/2013
DWORD ADR_POINTER_ANGELS = 0xAE6BB0; // 05/8/2013
DWORD ADR_POINTER_BASE = 0xB1FCC8; // 05/8/2013
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08/06/2013, 02:20
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#44
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elite*gold: 0
Join Date: Sep 2012
Posts: 169
Received Thanks: 130
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Search addys: 5 slot
Pls, and thanks
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08/06/2013, 02:34
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#45
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elite*gold: 73
Join Date: Mar 2011
Posts: 2,908
Received Thanks: 8,545
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Quote:
Search addys: 5 slot
Pls, and thanks
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DWORD ADR_OFFSET_SLOT_5 = 0x9F1E4; // 02/8/2013
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