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Scanning Methods

 
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bagpiperdude90
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PostPosted: Sat May 03, 2008 1:32 pm    Post subject: Scanning Methods Reply with quote

A little background, first:

I used to hack War Rock a lot, until they started tightening up and IP Banning for hacking - I'm on a static IP, so I got toasted. I have my own web servers on my connection, so I cannot change my IP.

After looking around for something else to hack, I found World in Conflict (WiC). First time I've hacked any RTS game. The problem is, so much of the stuff is server sided, so I cannot edit much. I've got a few other ideas, but, it looks like whats left to try is:

- See all enemies
- Teleport my units
- Teleport and freeze enemy units to one point, so I can use artillery on them and kill them all at once (probably won't work, though, due to server-sided stuff). Much like a one-position-kill in the FPS games

All of these are based off of currently selected unit and X/Y/Z or maybe just X/Y coordinates of the unit.

So... I went at it. But, I got close to 1 billion results when scanning for 2 and 4 byte unknown. I tried selecting one of my units, and re-scanning for anything over 0 (since, if a unit is selected, that unit ID is most likely not 0). Narrowed it down to several hundred million.

I have about 40 minutes per map-cycle to scan and during that time, I need to eventually find an address, and find its pointer. But, re-scanning 900 million addresses for a changed value takes around 10 minutes, or more.

So... any suggestions for better ideas for scanning, or maybe some methods of splitting up the areas? Or would these addresses most likely be in a certain memory range, so I should scan in that range, but not others?

Hope that makes sense...

Thanks to anybody who helps me tackle this. I'll be chugging away at it, though, so I'll try to keep on editing this post as I find more things.

-- Edit --

Could a debugger add in a breakpoint based on when the unit selection changes, without knowing the memory address?

I wouldn't think so... I'm trying to find some tuts on ollydbg.
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Labyrnth
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PostPosted: Sat May 03, 2008 7:53 pm    Post subject: Reply with quote

Pause while scanning to not lose time for the round, and allows longer working time.
OR
Find the time of the round and freeze that, so you can work as long as you want.
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bagpiperdude90
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PostPosted: Sat May 03, 2008 8:02 pm    Post subject: Reply with quote

Labyrnth wrote:
Pause while scanning to not lose time for the round, and allows longer working time.
OR
Find the time of the round and freeze that, so you can work as long as you want.


good idea. The debugger will crash the game sometimes, so I'll just freeze the time of the round.

Any ideas on finding which unit is selected? My efforts have been futile so far...

But I'll keep on chugging away!
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Labyrnth
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PostPosted: Sat May 03, 2008 8:21 pm    Post subject: Reply with quote

Not really, selection could be by ID i guess.
No unit selected 0 a unit selected can be any number 1- 99 or what ever maybe.
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bagpiperdude90
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PostPosted: Sat May 03, 2008 8:39 pm    Post subject: Reply with quote

Labyrnth wrote:
Not really, selection could be by ID i guess.
No unit selected 0 a unit selected can be any number 1- 99 or what ever maybe.


Pretty much what I was thinking. I'll keep on plugging away at it!
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buzzah
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PostPosted: Sun May 04, 2008 7:51 am    Post subject: Reply with quote

If the time is in minuets (eg 3:20). Than in Cheat Engine it would be 200. Make sure you make it so that 60seconds equals a minuet.
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bagpiperdude90
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PostPosted: Sun May 04, 2008 11:24 am    Post subject: Reply with quote

buzzah wrote:
If the time is in minuets (eg 3:20). Than in Cheat Engine it would be 200. Make sure you make it so that 60seconds equals a minuet.


Yeah, I figured it out. Thanks though Smile
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