![]() ![]() Simply add them to your address list and freeze them, one by one (or in small groups). If you change the data type of the addresses to float (in the window that pops up when you check to see which addresses the instruction accesses), you can quickly see which one's apply to coordinates (most of them, probably), and which ones don't. That being said, 50-60 addresses is not too many. If ACIV is anything like ACI, many of the instructions that access player coordinates also access coordinates for all other characters. Is there a better way to find the addresses again, cause if I select which addresses are accessed by the code, it shows me over 50-60 addresses. Also I managed to find xyz in ACIV and the code that writes to it, after which I died. "FC3_d3d11.dll"+108612A - mov edx, // <- this access player X coordįull AA script is (old l0wb1t script I had on my disk):Ĭmp dword ptr ,(int)0 // <= player position structure ? (For teleportation, there's no different between proper "AutoAssemble script" and "pointer+Lua script") The other way could be: pointers + Lua script. If it access other objects positions then you have to filter those (compare structures with "dissect data/structure" CE feature. You must find a spot where current position is accessed, check if this procedure only access your hero position. Or, you're trying to hack multiplayer game (in that case, you can give up already).Ībout "things I mentioned in my upper post", Addresses/Values that immediately return to previous value in 99.999% cases aren't your player coords. You meant, that your attempt of overwriting original value is failing? Problem solved. "how are you supposed to find the address using this method if the values aren't writable" After 8th iteration (more or less) you will get only one address. After first iteration you will have about 2 hundred addresses, then 1 hundred, then sixty-something, then thirty-something. doesn't change position, press delete key (confirm), go to step 1ģ) repeat above about few times. Press ctrl+x, ctrl+a, delete key (confirm), ctrl+v (click OK), go to step 1 changes position, congrats, you found "half" which contains our address. Click red arrow button.ġ) set scollbar at about 50%, highlight any address, press SHIFT+Home, press ENTER, change value (for example 637.34 change to 639.34), go back to game Then, for example you have 500 found addresses, click on any address (foundlist), press ctrl+a. In that case, you have to do as many next scans as possible. Some games have "player structure", "current equipped weapon structure", "player physics structure" (where positions is kept). ![]() (left top list is called found list, bottom list is called addresslist) Of course after game restart, those addresses will be different, but, coord address will be always close to health address, because health and coords are kept inside "player structure". Posted: Sun 10:07 am Post subject: Re: Teleport scriptĮDIT: also, does anyone know a good method to find the exact address of a coordinate when you've got 1000+ addresses left, which you can't decrease any further, but you're 100% sure one of the player coordinates is in there?įor example, in "Dead Space" series, coordinates are close to health address:
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