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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.

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Old   #1
 
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War Rock Cheat Programming Discussion

WarRock Cheat Programming Discussion
REGELN / RULES


DEUTSCH / GERMAN


Hallo elitepvpers,

unter Absprache mit der Moderation eröffne ich dieses Thema, das eine Vereinigung zweier Themen unter strengeren Regeln ist. Ziel dieser Vereinigung ist, ein wenig Licht ins Chaos zu bringen und die Moderation zu erleichtern.

Bitte nehmt euch einen Moment Zeit, diese Regeln zur Kenntnis zu nehmen.
  1. Beiträge, die Quellcode beinhalten, haben diesen mit dem BB-Code [CODE] zu kennzeichnen oder eine geeignete Schriftart zu benutzen (etwa mit [FONT=monospace]).
  2. Beiträge, die sich auf einen anderen Beitrag beziehen, müssen entweder direkt auf diese folgen, sie zitieren oder den Autor nennen.
  3. Es dürfen nur die Teile eines Beitrags zitiert werden, auf die auch Bezug genommen wird.
  4. Beiträge, die Fragen beinhalten, haben möglichst konkret zu sein. Es ist nicht erlaubt, Fragen innerhalb kurzer Zeit mehrmals zu stellen.
  5. Beiträge, die lange Listen mit Datenstrukturen oder Adressen und Offsets enthalten, müssen diese mit dem BB-Code [SPOILER] kürzen.
  6. Persönliche Bemerkungen sind in diesem Thema unerwünscht.
  7. Wenn zwei komplett unabhängige Sachen beigetragen werden, dürfen und sollen diese in zwei aufeinanderfolgenden Posts beigetragen werden. Die "Doppelpost-Regel" greift unter diesen Umständen also nicht.
  8. Beiträge dürfen in Englisch oder Deutsch verfasst werden. Antworten auf einen in Englisch verfassten Beitrag sollen auch in Englisch verfasst werden.
  9. Beiträge, die sich nicht auf die EU-Version von War Rock, sondern auf Privatserver oder ausländische Versionen beziehen, müssen als solche gekennzeichnet werden.
  10. Regelverstöße sind in diesem Thema mit Bezug auf die verstoßene Regel zu melden, um der Moderation die Arbeit zu erleichtern. Regelverstöße werden mit Verwarnungen geahndet.

~Raz9r


ENGLISCH / ENGLISH


Hello elitepvpers,

under agreement with the moderation I open this topic, which is a consolidation of two former topics, now under stricter rules. The aim of this fusion is to bring a little light into the chaos and facilitate moderation.

Please take a minute to take note of the following rules.
  1. Posts containing source code have to be marked with the BB-code [CODE] or use appropriate fonts (e.g. using [FONT=monospace]).
  2. Posts that relate to another post, must either immediately follow them, quote them, or mention the author of the post you relate to.
  3. Only those parts of a post shall be quoted, on which the reference is made.
  4. Comments containing questions have to be as specific as possible. It is not allowed to ask the same questions again within a short time frame.
  5. Posts that contain long lists of data structures or addresses and offsets must be reduced, using the BB-code [SPOILER].
  6. Personal statements are undesirable within this topic.
  7. If you wanna contribute two or more completely seperate things, you may and should contribute them in sequential posts. Considering those circumstances, the "double-post-rule" does not apply, therefore.
  8. Posts must be written in English or German. Responses to a post written in English, should be also written in English.
  9. Posts that do not relate to the EU version of War Rock, but on private server or other versions must be noticeable labeled as such.
  10. Rule violations in this topic are to be reported with reference to the rule the author broke. This is necessary to facilitate the work of moderation. Rule violations are punished with warnings.

~Raz9r
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Old 07/03/2013, 21:37   #2

 
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Old 07/03/2013, 21:56   #3
 
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Hotpatching V2

Um loszulegen gleich einmal ein längerer Post, der Hotpatching (eine Art Hooking) sehr einfach macht.
Die meisten Windows API Funktionen fangen so an:

Code:
NOP
NOP
NOP
NOP
NOP
; * hier fängt die funktion an
MOV EDX, EDX
Das sind also 7 Byte, die exakt nichts machen. Ein Hotpatch ersetzt das MOV EDX, EDX um einen Sprung zurück zu den fünf NOP-Anweisungen, die dann zum eigentlichen Hook springen.

Mit meinem Code kann man dann folgendes machen (Beispielhafte Anwendung für MessageBox):

Code:
#include "hotpatch.hpp"

int WINAPI MessageBoxHook(
  _In_opt_  HWND hWnd,
  _In_opt_  LPCTSTR lpText,
  _In_opt_  LPCTSTR lpCaption,
  _In_      UINT uType
)
{
    // call original MessageBox function with replaced third parameter
    return hotpatch::original(&MessageBox)(hWnd, lpText, "replaced caption", uType);
}

void hotpatchMessageBox()
{
    if (hotpatch::install(&MessageBox, &MessageBoxHook))
    {
         // succcessfully installed hotpatch
         MessageBox(nullptr, "text", "caption", MB_OKCANCEL);

         if (hotpatch::remove(&MessageBox))
         {
             // successfully removed hotpatch
         }
         else
         {
             // failed to remove hotpatch
         }
    }
    else
    {
         // failed to install hotpatch
    }
}
Zu guter Letzt die benötigte Header-Datei, die ich geschrieben habe.
hotpatch.hpp
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Old 07/03/2013, 22:10   #4
 
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Oha ein frischer aufgeräumter Thread
Meine Chance die Vehicleklassen auf der ersten Seite zu verewigen

Vehicleklassen:

Beispiele zur Anwendung:

Falls man selbst in einem Fahrzeug sitzt findet man den Pointer auf eben dieses hier:
[[Playerpointer]+C4C4h]
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Old 07/04/2013, 16:40   #5
 
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Code:
		if(RedLine.rServer.AutoStart == 1)
		{

			if( WaitForAWhile1  == false  && *(DWORD*)ADR_PlayerPointer == 0) 
			{

				int Memory = (int)calloc(1, 404);
				if ( !Memory )
					abort();
				*(DWORD *)Memory = g_rBase->MyServer->Invisable;
				*(DWORD *)(Memory + 8) = g_rBase->MyServer->roomnumber;
				*(DWORD *)(Memory + 4) = g_rBase->MyServer->myplayerslot;
				*(BYTE *)(Memory + 20) = 1;
				*(DWORD *)(Memory + 12) = 1;
				*(DWORD *)(Memory + 16) = 1;
				*(DWORD *)(Memory + 24) = 0;
				Command(Memory);
				free((void*)Memory);

				WaitForAWhile1 = true;
		
			}

		}
		else if(RedLine.rServer.AutoStart == 0) WaitForAWhile1 = false;

		
		if(RedLine.rServer.AutoReady == 1)
		{

			if(*(DWORD*)ADR_PlayerPointer == 0 && WaitForAWhile2  == false) 
			{

				
				int Memory = (int)calloc(1, 404);
				if ( !Memory )
					abort();
				*(DWORD *)Memory = g_rBase->MyServer->Invisable;
				*(DWORD *)(Memory + 8) = g_rBase->MyServer->roomnumber;
				*(DWORD *)(Memory + 4) = g_rBase->MyServer->myplayerslot;
				*(BYTE *)(Memory + 20) = 1;
				*(DWORD *)(Memory + 12) = 2;
				*(DWORD *)(Memory + 16) = 50;
				*(DWORD *)(Memory + 24) = 0;
				Command(Memory);
				free((void*)Memory);
				 WaitForAWhile2  = true ;
			}

		}
		else if(RedLine.rServer.AutoReady == 0) WaitForAWhile2 = false;
Or
Code:
 typedef DWORD (__cdecl * oStart)(signed int , signed int , signed int);
 oStart pStart = (oStart) 0x541112;// The addie is really old , so u need to update it

For autostart do (1 , 1 , 0 ) , For ready do (2 , 50 , 0 )
Be carefull while using it cuz if u dont use it correctly it will lag like hell ..

Credits :
R3d_L!n3
UnknownPk
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Old 07/04/2013, 17:05   #6
 
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Hat wer auf die schnelle die Scope Adresse?
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Old 07/04/2013, 17:13   #7
 
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Quote:
Originally Posted by R3d_L!n3 View Post
Code:
 typedef DWORD (__cdecl * oStart)(signed int , signed int , signed int);
 oStart pStart = (oStart) 0x541112;// The addie is really old , so u need to update it

For autostart do (1 , 1 , 0 ) , For ready do (2 , 50 , 0 )
06.04.2013 have fun
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Old 07/04/2013, 17:31   #8
 
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Quote:
Originally Posted by xRoute66x View Post
Hat wer auf die schnelle die Scope Adresse?
0x00934460

#Enjoy
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Old 07/04/2013, 18:01   #9
 
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Quote:
Originally Posted by NikM View Post
Falls man selbst in einem Fahrzeug sitzt findet man den Pointer auf eben dieses hier:
[[Playerpointer]+C4C4h]
How would you do that?
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Old 07/05/2013, 06:23   #10
 
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How come my no menu keeps crashing? My source :
Code:
template <typename T>VOID __Functions( void *Addie , T Value )
{
	MemWrite((void*)Addie,(BYTE*)&Value,sizeof ( T ) );
}

void  MemWrite ( void* IsAddress, BYTE *CodeOn, int SizeOf )
{
	unsigned long Protection;
	VirtualProtect( (void*)IsAddress, SizeOf, PAGE_EXECUTE_READWRITE, &Protection );
	memcpy( (void*)IsAddress, (const void*)CodeOn , SizeOf );
	VirtualProtect( (void*)IsAddress, SizeOf, Protection , 0 );
}

if( Player != 0 )
		{
			__Functions<DWORD>((void*)( Player + OFS_PlayerSpeed ) , 1500 ) ;
		}
#define ADR_PlayerPointer 0xAE92FC
#define OFS_PlayerSpeed 0x1010C
Here are some addies updated by me
Code:
Credits to R3DL1NE!
#define ASM_Artillery1 0x4F82E0
#define ASM_Artillery2 0x4F8555
#define ASM_Artillery3 0x594F1E
#define ASM_Artillery4 0x594FB1
#define ASM_Artillery5 0x594CF9
#define ASM_Artillery6 0x577A01
#define ASM_Artillery7 0x594E98
#define ASM_Artillery8 0x5779B8

& AutoShoot by R3DL1NE
On:
   xPatch p_rArtillery1             ( ADR_Artillery1         ,(BYTE*)"\x90\x90"                 , 2 );
    xPatch p_rArtillery2             ( ADR_Artillery2         ,(BYTE*)"\x90\x90"                 , 2 );
    xPatch p_rArtillery3             ( ADR_Artillery3         ,(BYTE*)"\xEB"                     , 1 );
    xPatch p_rArtillery4             ( ADR_Artillery4         ,(BYTE*)"\xEB"                     , 1 );
    xPatch p_rArtillery5             ( ADR_Artillery5         ,(BYTE*)"\xEB"                     , 1 );
    xPatch p_rArtillery6             ( ADR_Artillery6         ,(BYTE*)"\x90\x90\x90\x90\x90"     , 5 );
    xPatch p_rArtillery7             ( ADR_Artillery7         ,(BYTE*)"\xEB"                     , 1 );
    xPatch p_rArtillery8             ( ADR_Artillery8         ,(BYTE*)"\x90\x90"                 , 2 );
Dont have off but very easy to find bytes
#Requesting dump from 10-31-2012, October 31, 2012. Thankyou
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Old 07/05/2013, 07:06   #11
 
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is this the correct drawline?

Code:
void DrawLine( float X, float Y, float X2, float Y2, D3DCOLOR Color, LPDIRECT3DDEVICE9 pDevice)
{
	D3D V[2] =
{
{ (float)X, (float)Y, 0.0f, Color },
{ (float)X2, (float)Y2, 0.0f, Color },
};
pDevice->DrawPrimitiveUP( D3DPT_LINELIST, 1, V, sizeof( D3D ) );
}
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Old 07/05/2013, 15:21   #12
 
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Quote:
Originally Posted by ChetUbetcha View Post
How would you do that?
Code:
CVehicle* myVehicle = (CVehicle*)(*(DWORD*)(dwPlayerPointer+0xC4C4));
Should work : p

€dit : Current Addys

PHP Code:
//=========================================\
//=============== Xave Logger =============\
//=============      v.1.0     ============\
//============= Start logging =============\
//=========================================\

//~~~~~~~~~~~~Pointers~~~~~~~~~~~~
unsigned long ptrLocalPlayer 0x00AE92FC;
unsigned long ptrRemotePlayer 0x00B6AC98;
unsigned long ptrLocalServer 0x00AE3AC4;
unsigned long ptrRemoteBase 0x00B1BCF0;
unsigned long ptrViewPort 0x00AE2B70;
unsigned long ptrWeapon1 0x00B07CA8;
unsigned long ptrWeapon2 0x00B5C5E8;
unsigned long ptrVehicle1 0x00AE2CDC;
unsigned long ptrVehicle2 0x00AE2C74;

//~~~~~~~~~~~~Memory~~~~~~~~~~~~~
unsigned long memWalkHeigth 0x008C9AF0;
unsigned long memClanTag1 0x00B07C88;
unsigned long memClanTag2 0x00B07C44;
unsigned long memClanTag3 0x00B07C90;
unsigned long memClanTag4 0x00B07C8C;
unsigned long memClanChat 0x00A9F564;
unsigned long memClanName 0x00B07C48;
unsigned long memSpeed 0x008C9E10;
unsigned long memGlobalSpeed 0x00AE2B94;
unsigned long memSTW 0x00AE2F94;
unsigned long memBoneShot 0x008CAA40;
unsigned long memNoBounds 0x00B7AB24;
unsigned long memNoSpawnWait 0x00B850B4;
unsigned long memPlantAnyWhere 0x00AE2BAE;
unsigned long memDefuseAnyWhere 0x0093447C;

//~~~~~~~~~~~~Offsets~~~~~~~~~~~~~
unsigned long ofsRecoil 0x00C448;
unsigned long ofsViewX 0x00101D4;
unsigned long ofsViewY 0x00101D8;
unsigned long ofsViewZ 0x00101DC;
unsigned long ofsPosX 0x0010300;
unsigned long ofsPosY 0x0010308;
unsigned long ofsPosZ 0x0010310;
unsigned long ofsPitch 0x00101A8;
unsigned long ofsYaw 0x00101C4;
unsigned long ofsNoFallDamage 0x00102E8;
unsigned long ofsGlobalSize 0x00B18;
unsigned long ofsLocalSize 0x00A1DC;
unsigned long ofsSlot1 0x009F1E0;
unsigned long ofsSlot2 0x009F1E1;
unsigned long ofsSlot3 0x009F1E2;
unsigned long ofsSlot4 0x009F1E3;
unsigned long ofsSlot5 0x009F1E4;
unsigned long ofsSlot6 0x009F1E5;
unsigned long ofsSlot7 0x009F1E6;
unsigned long ofsSlot8 0x009F1E7;
unsigned long ofsInvisible 0x00B7E4C;

//~~~~~~~~~~~~Weapon Offsets~~~~~~~~~~~~~
unsigned long ofsDamage 0x0014C0;
unsigned long ofsDefence 0x0014C4;
unsigned long ofsRange 0x0014C8;
unsigned long ofsAmmoNumber 0x0014CC;
unsigned long ofsMagazineNumber 0x0014D0;
unsigned long ofsEffectRange 0x0014D4;
unsigned long ofsParabola 0x0014D8;
unsigned long ofsSpeed 0x0014E8;
unsigned long ofsWeaponWheight 0x0014EC;

//~~~~~~~~~~~~Remote~~~~~~~~~~~~~
unsigned long ofsRemoteName 0x00644;

//~~~~~~~~~~~~Assembler~~~~~~~~~~~~~
unsigned long asmNoHSKick 0x*;
unsigned long asmStamina1 0x004575F8;
unsigned long asmStamina2 0x*;
unsigned long asmStamina3 0x0050819A;

//~~~~~~~~~~~~Structs~~~~~~~~~~~~
class CPlayer
{
public:
  
CHAR _00[0x101A8];
  
FLOAT fPitch;
  
CHAR _01[0x18];
  
FLOAT fYaw;
  
CHAR _02[0xC];
  
FLOAT fReadableX;
  
FLOAT fReadableY;
  
FLOAT fReadableZ;
  
CHAR _03[0x120];
  
FLOAT fWriteableX;
  
CHAR _04[0x4];
  
FLOAT fWriteableY;
  
CHAR _05[0x4];
  
FLOAT fWriteableZ;
}; 
// => 0x10314

class CWeapon
{
public:
    
CHAR _00[0x14C0];
    
DWORD dDamage;
    
DWORD dDefence;
    
DWORD dRange;
    
DWORD dAmmoNum;
    
DWORD dMagazineNum;
    
DWORD dEffectRange;
    
DWORD dParabola;
    
CHAR _01[0xC];
    
DWORD dShotSpeed;
    
DWORD dWeight;
}; 
// => 0x14F0

class CBase
{
public:
    
CPlayer_Local;
    
CHAR _00[0x81998]
    
CPlayer** _Remote;
}; 
// => 0xB6AC9C

CBase_pBase = (CBase*)0x00AE92FC;
CPlayer_pPlayer = (CPlayer*)0x00AE92FC;
//==============  Next logging  ===========\ 
OPK
PHP Code:
VOID OPKThread()
{
    while ( 
TRUE )
    {
        if( 
CH_OPK )
        {
            for(
register int i 032i++)
            {
                
_pBase->_Remote[i]->fWriteableX 0;
                
_pBase->_Remote[i]->fWriteableY 0;
                
_pBase->_Remote[i]->fWriteableZ 0;
            }
            
Sleep(1);
        }else{ 
Sleep(250); }
    }

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Old 07/05/2013, 15:26   #13
 
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New Function [In ASM]:
Event Room (Add Room Type "Event" into the Room Creation.)

Info: It isn't a real Event!! It just Add Event to the Room Creation!

ASM Code:
Code:
005639D3  |. 84C0           TEST AL,AL
005639D5  |. 74 6F          JE SHORT WarRock-.00563A46
005639D7  |. 8D45 B0        LEA EAX,DWORD PTR SS:[EBP-50]
005639DA  |. 50             PUSH EAX
005639DB  |. B9 FCB28A00    MOV ECX,WarRock-.008AB2FC                ;  ASCII "m974_2"
005639E0  |. E8 8B040A00    CALL WarRock-.00603E70
005639E5  |. 59             POP ECX
005639E6  |. C745 FC 080000>MOV DWORD PTR SS:[EBP-4],8
005639ED  |. 8378 18 10     CMP DWORD PTR DS:[EAX+18],10
ASM Adress:
Code:
 0x5639D5 // Left from the JE.
m974_2 -> Text ascii for: m974_2="Event"

Simple "replace" the JE (Jump if Equal) (005639D5 |. 74 6F JE SHORT WarRock-.00563A46) with \x90 (NOPs [NoOperation]) so WR will read all what comes after the JE or the NOPs now.
(WR Added Event now ^.^ ..)

All u need now is a WriteMem Function.. ^^

Screen's:



Credits: Found by me long time Ago..
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Old 07/05/2013, 16:48   #14
 
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Quote:
Originally Posted by scraprecon View Post
How come my no menu keeps crashing?

[...]

#Requesting dump from 10-31-2012, October 31, 2012. Thankyou
Here... idk if it the right one.. 24.10.12

Download:

Virustotal:
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Old 07/05/2013, 19:43   #15
 
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No, someone already gave me that one. I need the one right after that one (10-31-12). Thanks though
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