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What I am doing wrong, can't find xyz values

 
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megapro17
How do I cheat?
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Joined: 08 Feb 2020
Posts: 3

PostPosted: Sat Feb 08, 2020 6:48 pm    Post subject: What I am doing wrong, can't find xyz values Reply with quote

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
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PostPosted: Sat Feb 08, 2020 7:58 pm    Post subject: Reply with quote

Try scanning for doubles instead.
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megapro17
How do I cheat?
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PostPosted: Sun Feb 09, 2020 9:27 am    Post subject: Reply with quote

[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
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PostPosted: Sun Feb 09, 2020 10:21 am    Post subject: Reply with quote

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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megapro17
How do I cheat?
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Joined: 08 Feb 2020
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PostPosted: Sun Feb 09, 2020 4:28 pm    Post subject: Reply with quote

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



address2.PNG
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address2.PNG



Writes2.PNG
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Writes2.PNG



memoryview2.PNG
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memoryview2.PNG



dissect2.PNG
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dissect2.PNG



Accesed2.PNG
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Accesed2.PNG


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user5594
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PostPosted: Tue Feb 11, 2020 1:37 pm    Post subject: Reply with quote

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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