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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.
01/19/2015, 00:00
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#961
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Quote:
Originally Posted by AmazingTurtle
I don't understand. Can you explain that?
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The calling convention defines (among other things) whether the caller or the callee is responsible of cleaning up the stack.
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01/19/2015, 08:28
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#962
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Quote:
Originally Posted by Raz9r
The calling convention defines (among other things) whether the caller or the callee is responsible of cleaning up the stack.
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ya that exactly right  i was just lazy to explain it.
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01/23/2015, 14:30
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#963
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"new" packet codes and their original names:
Code:
public static readonly int ACHIEVEMENT_SYSTEM = 0x7E01;
public static readonly int USER_SCORE = 0x7E02;
public static readonly int ROLLING_BOX = 0x7E03;
public static readonly int KILL_MSG = 0x7B16;
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01/23/2015, 21:12
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#964
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Quote:
Originally Posted by AmazingTurtle
"new" packet codes and their original names:
Code:
public static readonly int ACHIEVEMENT_SYSTEM = 0x7E01;
public static readonly int USER_SCORE = 0x7E02;
public static readonly int ROLLING_BOX = 0x7E03;
public static readonly int KILL_MSG = 0x7B16;
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Could you maybe tell us what "ROLLING_BOX" does?
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01/24/2015, 11:46
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#965
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Quote:
Originally Posted by xEndrine
Could you maybe tell us what "ROLLING_BOX" does?
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I'm not that good in reading asm and understanding the overall sense.
But I see: Both server has a handler and client sends it.
My guess: it's ingame; client sends one ROLLING_BOX packet, all other clients receive it (or derivative).
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01/24/2015, 21:10
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#966
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Quote:
Originally Posted by AmazingTurtle
I'm not that good in reading asm and understanding the overall sense.
But I see: Both server has a handler and client sends it.
My guess: it's ingame; client sends one ROLLING_BOX packet, all other clients receive it (or derivative).
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Its the military supply system
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01/26/2015, 12:21
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#967
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How to convert contents of any bin file to XML:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
namespace Parity.Base.App
{
public class XmlRewriter
{
public System.Xml.XmlDocument Document { get; private set; }
public XmlRewriter()
{
this.Document = new System.Xml.XmlDocument();
this.Document.LoadXml("<Document></Document>");
}
protected string EscapeTag(string Input)
{
Input = String.Join("", Input.Trim().Split('(', ')')).Replace(' ', '_');
return char.IsDigit(Input[0]) ? "_" + Input : Input;
}
protected void NodeProcessing(string DocumentContent, System.Xml.XmlNode CurrentNode, int TagDeepness = 0)
{
int NodeCount = 0;
if (!Regex.IsMatch(DocumentContent, @"\[(?<NodeName>[a-zA-Z0-9-_\s]+)\](?<NodeContent>.+)\[/\1\]", RegexOptions.Singleline | RegexOptions.Compiled))
{
MatchCollection SubNodeCollection = Regex.Matches(DocumentContent, @"<!--\s+?<(?<FirstTag>[a-zA-Z0-9-_\s]+)>(?<NodeContent>.*?)\s+?</(?<LastTag>[a-zA-Z0-9-_\s]+)>\s+?//-->", RegexOptions.Singleline | RegexOptions.Compiled);
foreach (Match iMatch in SubNodeCollection)
{
string TempDocument = "<" + iMatch.Groups["FirstTag"].Value + ">" + iMatch.Groups["NodeContent"].Value + "</" + iMatch.Groups["LastTag"].Value + ">";
var MainNode = this.Document.CreateElement("Entry");
CurrentNode.AppendChild(MainNode);
NodeProcessing(TempDocument, MainNode);
}
NodeCount += SubNodeCollection.Count;
}
if (NodeCount == 0)
{
MatchCollection MainNodeCollection = Regex.Matches(DocumentContent, @"[\[|<](?<NodeName>[a-zA-Z0-9-_\s]+)[\]|>](?<NodeContent>.*?)[\[|<]/\1[\]|>]", RegexOptions.Singleline | RegexOptions.Compiled);
foreach (Match iMatch in MainNodeCollection)
{
var MainNode = this.Document.CreateElement(this.EscapeTag(iMatch.Groups["NodeName"].Value));
CurrentNode.AppendChild(MainNode);
NodeProcessing(iMatch.Groups["NodeContent"].Value, MainNode, TagDeepness + 1);
}
NodeCount = MainNodeCollection.Count;
if (NodeCount == 0)
{
MatchCollection ValueCollection = Regex.Matches(DocumentContent, @"\s*(?<Key>[a-zA-Z0-9_\(\) ]+)\s*=\s*(?<Value>[a-zA-Z0-9\.\,_-]+)", RegexOptions.Singleline | RegexOptions.Compiled);
foreach (Match iMatch in ValueCollection)
{
string Key = iMatch.Groups["Key"].Value;
string Value = iMatch.Groups["Value"].Value;
var SubentryNode = this.Document.CreateElement(this.EscapeTag(Key));
SubentryNode.InnerText = Value;
CurrentNode.AppendChild(SubentryNode);
}
}
}
//CurrentNode.OwnerDocument.AppendChild(CurrentNode);
}
public void Process(string Content)
{
uint DocumentChecksum = CRC32.CRC32String(Content);
var ChecksumElement = this.Document.CreateElement("CHECKSUM");
ChecksumElement.InnerText = DocumentChecksum.ToString("X2");
this.Document["Document"].AppendChild(ChecksumElement);
string Document = Regex.Match(Content, @"<\!--(.+)//-->", System.Text.RegularExpressions.RegexOptions.Singleline | RegexOptions.Compiled).Groups[1].Value;
NodeProcessing(Document, this.Document["Document"]);
}
}
}
Quote:
Originally Posted by Futur94
Its the military supply system
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Thanks for this, but not for my more significant post?
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01/26/2015, 13:54
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#968
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Quote:
Originally Posted by AmazingTurtle
(...)
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Does this also work for the /data/UI .bins?
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01/26/2015, 14:02
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#969
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Quote:
Originally Posted by xEndrine
Does this also work for the /data/UI .bins?
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ofcourse not, mr. kadse. but i'm working on these formats, too.
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01/31/2015, 10:21
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#970
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Join Date: Feb 2014
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Request adresses
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01/31/2015, 11:17
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#971
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Join Date: Aug 2011
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Quote:
Originally Posted by HeroTreak
Request adresses
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Code:
/* *********************************** Pointers ********************************* */
#define ADR_PlayerPointer 0xAE57E0
#define ADR_ServerPointer 0xAE4784
#define ADR_RemotePointer 0xC1CC9C
#define ADR_ViewAnglesPointer 0xAE36B4
#define ADR_DevicePointer 0xAE36B8
#define ADR_UserPointer 0xAE4784
#define ADR_HealthPointer 0x31FB8
#define ADR_BasePointer 0xB36DB0
#define ADR_WeaponPointer1 0xC10BE0
#define ADR_WeaponPointer2 0xB038A0
/* *********************************** Offsets ********************************** */
#define OFS_DevicePointer 0x2B930
#define OFS_X 0x10304
#define OFS_Y 0x10314
#define OFS_Z 0x1030C
#define OFS_Gravity_Y 0xC4AC
#define OFS_Gravity_X 0xC4B0
#define OFS_Gravity_Z 0xC4B4
#define OFS_SuperNoSpread 0x906B68
#define OFS_Slot1 0x34158
#define OFS_Slot2 0x34159
#define OFS_Slot3 0x3415A
#define OFS_Slot4 0x3415B
#define OFS_Slot5 0x3415C
#define OFS_Slot6 0x3415D
#define OFS_Slot7 0x3415E
#define OFS_Slot8 0x3415F
#define OFS_AutoShot 0x1038A
#define OFS_Invisible 0x40794
#define OFS_FastNadeBlast 0x10118
#define OFS_Pitch 0x101AC
#define OFS_Yaw 0x101C8
#define OFS_WeaponState 0xC4D4
#define OFS_AutoPlant 0x10374
#define OFS_LocalIndex 0xC498
#define OFS_NoM134Idle 0x103FC
#define OFS_Premium 0x3C8
#define OFS_NoReload 0x10411
#define OFS_NoDelay 0x10414
#define OFS_Level 0x40750
#define OFS_Dinar 0x40760
#define OFS_RoomMaster 0x31564
#define OFS_SuperMaster 0x316A8
/* ********************************** Addresses ********************************* */
#define ADR_Speed 0x906EF8
#define ADR_SpeedRoll 0x906D28
#define ADR_QuickPlantDefuse 0xAE36D8
#define ADR_NoSpawnWait1 0xC37FEC
#define ADR_NoSpawnWait2 0xC37FF0
#define ADR_NoSpawnWait3 0xC37FF4
#define ADR_NoBounds1 0xC2D950
#define ADR_NoBounds2 0xC2D954
#define ADR_NoBounds3 0xC2D962
#define ADR_AntiAFKKick 0xC2D950
#define ADR_STW 0x8C7AB4
#define ADR_WUW 0xAEC6B4
#define ADR_WTH 0x903658
#define ADR_Plantanywhere 0xAE36CF
#define ADR_NFD 0x102EC
#define ADR_NoRecoil1 0xC444
#define ADR_NoRecoil2 0xC448
#define ADR_NoRecoil3 0xC44C
#define ADR_FastAmmo 0xAE9EA0
#define ADR_FastRepair 0x30090
#define ADR_FastHealth 0xAE9EA8
#define ADR_FastFlag 0x30090
#define ADR_IngameName 0xB373F4
#define ADR_GMWarning 0xB31994
#define ADR_FarFog 0xAE37BC
#define ADR_NearFog 0xAEC6C4
#define ADR_QuickSpawn1 0xC37FEC
#define ADR_QuickSpawn2 0xC37FF0
#define ADR_QuickSpawn3 0xC37FF4
#define ADR_FogColor1 0xAE5CF0
#define ADR_FogColor2 0xAE5CEC
#define ADR_FogColor3 0xAE5CE8
#define ADR_GlassWals 0xAE37BC
#define ADR_BoneShot 0x907B48
#define ADR_StaminaStart 0x8CF264
#define ADR_StaminaRoll 0x8CF270
#define ADR_NoWater1 0xAEC6AC
#define ADR_NoWater2 0xAEC6B0
#define ADR_WeaponGravity 0x906B20
/* ************************************* ASM ************************************ */
#define ASM_QuickPlant 0x515A6D
#define ASM_NoReload 0x51F0CF
#define ASM_AutoAmmo 0x50AA05
#define ASM_SniperAmmo 0x62DA18
#define ASM_AssaultAmmo 0x428ADA
#define ASM_EventRoom 0x5AD095 // 2 NOPS
#define ASM_OPK1 0x407F7B // Need to be tested
#define ASM_OPK2 0x407F84 // Need to be tested
#define ASM_OPK3 0x407F7F // Need to be tested
/* ************************************ Other *********************************** */
#define ADR_CRC 0x62E510
#define ADR_AUTH 0x4E97CD
#define ADR_MESSAGEBOX 0x5250EB
#define ADR_MESSAGEBOX_BUFFER ********
#define ADR_MESSAGEBOX_INSTANCE ********
#define ADR_ENGINE_TEXT 0x522AA9
#define ADR_WINDOW_NAME 0x8D5398
#define ADR_ENDGAME_BANNER 0x45C3E5
#define ADR_VMTCheck ********
#define ADR_VMTCheckGordon ********
#define ADR_SOUNDVOLUME 0x41E3E3
#define ADR_IAT_Send ********
#define ADR_IAT_Rreceive ********
#define ADR_IAT_Connect ********
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02/03/2015, 21:32
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#972
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elite*gold: 0
Join Date: Aug 2013
Posts: 161
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Request Bypass
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02/03/2015, 21:33
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#973
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elite*gold: 73
Join Date: Mar 2011
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Quote:
viel glück ... machs einfach ohne, was auch immer du vor hast
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02/03/2015, 21:50
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#974
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Join Date: Aug 2013
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nein brauche für einen anderen zweck'n Bypass.. auch wenn er nach 4 min Serverkick macht oder kp
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02/04/2015, 21:32
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#975
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elite*gold: 420
Join Date: Jan 2012
Posts: 1,082
Received Thanks: 1,000
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TBH I don't know about any anti-cheat detecting use of the CRT.
Quote:
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using crt dependent functions like you do is indeed the most safe way for do things but not when you are writing cheats
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ring3 cheats are not the safest way either. ring0 or gtfo. Or write a linux distro that allows you cheating.
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