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megapro17 How do I cheat?
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Joined: 08 Feb 2020 Posts: 3
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Posted: Sat Feb 08, 2020 6:48 pm Post subject: What I am doing wrong, can't find xyz values |
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So I tried multiple times the same technique: find unknown float value, climb the ladder, select value is increased, go down, select value is decreased and so on. But I only getting hundred of useless values like 2.4655555 or 1.655555, they are changing if I go up, but I can't see any sense, and if I froze them nothing changes. I tried to change other known value, and it's found without trouble. What I should do?
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ParkourPenguin I post too much
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Joined: 06 Jul 2014 Posts: 4700
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Posted: Sat Feb 08, 2020 7:58 pm Post subject: |
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Try scanning for doubles instead.
_________________
I don't know where I'm going, but I'll figure it out when I get there. |
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megapro17 How do I cheat?
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Joined: 08 Feb 2020 Posts: 3
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Posted: Sun Feb 09, 2020 9:27 am Post subject: |
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[quote="ParkourPenguin"]Try scanning for doubles instead.[/quote]
I tried, also selected all types, but still nothing. I only got a bunch of duplicate values that somehow defines speed or what, I can't understand. If I froze them, the character can't move. Also, I tried a reverse axis, the same result.
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ParkourPenguin I post too much
Reputation: 152
Joined: 06 Jul 2014 Posts: 4700
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Posted: Sun Feb 09, 2020 10:21 am Post subject: |
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megapro17 wrote: | If I froze them, the character can't move. | Those values sound like they're your position. Try copying those values, move a bit, and paste the copies back. If you teleport back to where you were, they're your position.
If you're able to find your position but still can't figure out what type it is, try right clicking on it and see what instructions are accessing it. If you don't know how to read assembly, post a picture of the "more info" window and we'll figure it out.
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I don't know where I'm going, but I'll figure it out when I get there. |
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megapro17 How do I cheat?
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Joined: 08 Feb 2020 Posts: 3
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Posted: Sun Feb 09, 2020 4:28 pm Post subject: |
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I finally managed to get coordinates. But how I can get pointers? So, I generated a pointer map, restarted the game, found these values again, and got another pointer map. Then I ran a pointer scan for these maps, but it was working approximately half-hour and couldn't get any results, so I stopped it. I need to wait longer or change some settings? I saved all screenshots, maybe you can help me with that.
What the hell, how I can hide all these attachments? This page became a mess
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user5594 Advanced Cheater
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Joined: 03 Oct 2014 Posts: 72 Location: ::1
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Posted: Tue Feb 11, 2020 1:37 pm Post subject: |
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Maybe this will help. For coordinates I usually don't scan for pointers, but rather use the AOB/opcode to get the address for coordinates. Then I can use this to add them to the table. Sorry if any of my terminology is incorrect.
I know that the player's Y coordinate [rax+04] is being written to by mov [rax+04],ecx. I also know that X coord is the offset [rax+00] and Z coord is [rax+08].
In newmem I add the label and symbol "base". Then I can store the rax value inside of it.
Now I "Add Address Manually" three times.
[base]+00 for X coord
[base]+04 for Y coord
[base]+08 for Z coord
The next time your coordinates change or are accessed it will populate the table with the address/values for each.
Code: | [ENABLE]
aobscan(getCoords,89 48 04 48 63 8D 20 F9 FF FF 89 48 08 48 63 85 90 F1 FF FF)
alloc(newmem,$1000)
label(code)
label(return)
label(base)
registersymbol(base)
newmem:
mov [base],rax
code:
mov [rax+04],ecx
movsxd rcx,dword ptr [rbp-000006E0]
jmp return
base:
getCoords:
jmp newmem
nop 5
return:
registersymbol(getCoords)
[DISABLE]
getCoords:
db 89 48 04 48 63 8D 20 F9 FF FF
unregistersymbol(getCoords)
dealloc(newmem) |
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