Thread: a few more ID's

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  1. #1
    -Bl00d-'s Avatar
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    a few more ID's

    Like to get this stickied if possible @.REZ @Apeiron
    I'll update these as i get them/figure them out.
    Most people cant use them.
    if you want me to add something or if you
    have a correction to make just let me know

    Code:
    Spam:
      text- 104
      voice- 190 (need another ID for which voice message to spam)
    Suicide -417
    Instant Respawn- 113
    Anti-Kick - 206
    Join After Kick - 189
    Force Kick - 206 (requires player index)
    Account Ban - 376
    Room Crash - 153 
    Player Movement - 100 (Flengo)
    -------------------------------------
    Current Ammo  - 131     |
    reload - 118                  |
    swap - 127                   |---------------(supercarz1991)
    weapon noise - 128       |
    weapon pickup - 117     |
    ------------------------------------
    i will add your ID secondary next to mine

    Edit: Some of the ID's are loops of others i think it starts loop at 250. not 100% sure though
    249=249
    250=1
    251=2

    Credits:
    Me
    @supercarz1991
    @Flengo
    @SNIPdetta
    NEOIII
    Last edited by -Bl00d-; 11-30-2012 at 11:43 AM.

  2. The Following 2 Users Say Thank You to -Bl00d- For This Useful Post:

    [MPGH]Flengo (11-29-2012),Otaviomorais (11-30-2012)

  3. #2
    Genesis's Avatar
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    Anti Kick / Join After Kick / Force kick are all patched.
    Account ban is pointless.
    Instant respawn / voice spam has been out for a long time.

    What's so different about your thread to the other 2029384949 threads with s2s id's?
    helt ensam.

  4. #3
    -Bl00d-'s Avatar
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    Quote Originally Posted by Redux View Post
    Anti Kick / Join After Kick / Force kick are all patched.
    Account ban is pointless.
    Instant respawn / voice spam has been out for a long time.

    What's so different about your thread to the other 2029384949 threads with s2s id's?
    1.mine has multiple one in a list
    2. they are still possible except join after kick

  5. #4
    Flengo's Avatar
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    Anti-Kick isn't hard to get around a fix with.

    Rejoin after Kick is a harder one, but xCyinu posted a solution idea which worked for him. Partially got it working.

    But really, this is something that isn't meant to be spoonfed. This is all public so its all good. But "newer" ID's which aren't public shouldn't be given away. I wanted to learn how to get them.

    I got information on how to hook functions properly and created a logger with some help. But I learned from it, and then got my answers I wanted.

    Code:
    Player Movement: 100
    Last edited by Flengo; 11-29-2012 at 09:43 PM.
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  6. #5
    supercarz1991's Avatar
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    Quote Originally Posted by Flengo View Post
    Anti-Kick isn't hard to get around a fix with.

    Rejoin after Kick is a harder one, but xCyinu posted a solution idea which worked for him. Partially got it working.

    But really, this is something that isn't meant to be spoonfed. This is all public so its all good. But "newer" ID's which aren't public shouldn't be given away. I wanted to learn how to get them.

    I got information on how to hook functions properly and created a logger with some help. But I learned from it, and then got my answers I wanted.

    Code:
    Player Movement: 100
    that player movement can be used for a shit ton of things

    Beast Mode
    Teleport
    OPK (if you have enemy S2S id's)
    lots of other stuff

    here's some of mine that i never posted

    Code:
    //current ammo
    //ID: 131[24] : 24 | 0 |         {ammo,0}
    //reload
    //ID: 118[32] : 3 | 1 | 30 |     {3,1,ammo ammount}
    
    //reload
    CAutoMessage Msg;
    Msg.Writeuint8(118);
    Msg.Writeuint8(1);
    Msg.Writeuint8(30);
    g_LTClient->SendToServer(Msg.Read(), MESSAGE_GUARANTEED);
    
    //swap
    //ID: 127[360] : 0 | 120 | 1 | 20 | 1 |      {slot, weaponid, 1, ammoid, 1}
    //Slots:
    0 = Primary
    1 = Secondary
    2 = Knife
    3 = Explosive
    4 = Backpack
    
    //swap
    CAutoMessage Msg;
    Msg.Writeuint8(127);
    Msg.Writeuint8(0); //slot
    Msg.Writeuint8(120); //weapon id
    Msg.Writeuint8(1);
    Msg.Writeuint8(20); //ammo id
    Msg.Writeuint8(1);
    g_LTClient->SendToServer(Msg.Read(), MESSAGE_GUARANTEED);
    
    #define Weapon_Noise 128
    #define Weapon_Pickup 117
    
    //ID: 128[136]
    Msg.Writeuint8(Weapon_Noise);
    Msg.Writeuint8(3);
    Msg.Writeuint8(20);
    Msg.Writeuint8(O);
    Msg.Writeuint8(6);
    Msg.Writeuint8(O);
    Msg.Writeuint8(136);
    Msg.Writeuint8(13);
    Msg.Writeuint8(197);
    Msg.Writeuint8(167);
    Msg.Writeuint8(249);
    Msg.Writeuint8(37);
    Msg.Writeuint8(197);
    Msg.Writeuint8(188);
    Msg.Writeuint8(229);
    Msg.Writeuint8(105);
    Msg.Writeuint8(69);
    pSendToServer(Msg.Read(), MESSAGE_GUARANTEED);
    i know this isn't S2S but this does work to spawn models
    Code:
    D3DXVECTOR3 myPos = GetLocalPlayerPosition(); 
    ObjectCreateStruct OCS; 
    OCS.Clear(); 
    OCS.m_ObjectType = OT_MODEL; //OT_WORLDMODEL 
    OCS.m_Flags = FLAG_VISIBLE | FLAG_SOLID; 
    OCS.m_Pos = LTVector(myPos.x, myPos.y, myPos.z); 
    OCS.m_UserData = USRFLG_CAN_ACTIVATE | USRFLG_GLOW; 
    OCS.m_Rotation = LTRotation(0, 0, 0); 
    //OCS.m_Scale = LTVector(20, 20, 20); 
    sprintf_s(OCS.m_Filename, "GUNS_M_HH\\HH_AR_DF_G36C_CH"

    commando: You're probably the best non-coder coder I know LOL


  7. #6
    Ch40zz-C0d3r's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    that player movement can be used for a shit ton of things

    Beast Mode
    Teleport
    OPK (if you have enemy S2S id's)
    lots of other stuff

    here's some of mine that i never posted

    Code:
    //current ammo
    //ID: 131[24] : 24 | 0 |         {ammo,0}
    //reload
    //ID: 118[32] : 3 | 1 | 30 |     {3,1,ammo ammount}
    
    //reload
    CAutoMessage Msg;
    Msg.Writeuint8(118);
    Msg.Writeuint8(1);
    Msg.Writeuint8(30);
    g_LTClient->SendToServer(Msg.Read(), MESSAGE_GUARANTEED);
    
    //swap
    //ID: 127[360] : 0 | 120 | 1 | 20 | 1 |      {slot, weaponid, 1, ammoid, 1}
    //Slots:
    0 = Primary
    1 = Secondary
    2 = Knife
    3 = Explosive
    4 = Backpack
    
    //swap
    CAutoMessage Msg;
    Msg.Writeuint8(127);
    Msg.Writeuint8(0); //slot
    Msg.Writeuint8(120); //weapon id
    Msg.Writeuint8(1);
    Msg.Writeuint8(20); //ammo id
    Msg.Writeuint8(1);
    g_LTClient->SendToServer(Msg.Read(), MESSAGE_GUARANTEED);
    
    #define Weapon_Noise 128
    #define Weapon_Pickup 117
    
    //ID: 128[136]
    Msg.Writeuint8(Weapon_Noise);
    Msg.Writeuint8(3);
    Msg.Writeuint8(20);
    Msg.Writeuint8(O);
    Msg.Writeuint8(6);
    Msg.Writeuint8(O);
    Msg.Writeuint8(136);
    Msg.Writeuint8(13);
    Msg.Writeuint8(197);
    Msg.Writeuint8(167);
    Msg.Writeuint8(249);
    Msg.Writeuint8(37);
    Msg.Writeuint8(197);
    Msg.Writeuint8(188);
    Msg.Writeuint8(229);
    Msg.Writeuint8(105);
    Msg.Writeuint8(69);
    pSendToServer(Msg.Read(), MESSAGE_GUARANTEED);
    i know this isn't S2S but this does work to spawn models
    Code:
    D3DXVECTOR3 myPos = GetLocalPlayerPosition(); 
    ObjectCreateStruct OCS; 
    OCS.Clear(); 
    OCS.m_ObjectType = OT_MODEL; //OT_WORLDMODEL 
    OCS.m_Flags = FLAG_VISIBLE | FLAG_SOLID; 
    OCS.m_Pos = LTVector(myPos.x, myPos.y, myPos.z); 
    OCS.m_UserData = USRFLG_CAN_ACTIVATE | USRFLG_GLOW; 
    OCS.m_Rotation = LTRotation(0, 0, 0); 
    //OCS.m_Scale = LTVector(20, 20, 20); 
    sprintf_s(OCS.m_Filename, "GUNS_M_HH\\HH_AR_DF_G36C_CH"
    I dont wanna hurt you but you cant teleport players via s2s. The param you send isvelocity not more. You can make anti-aim like in css thats all, perhaps change some animations.

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  8. #7
    supercarz1991's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    I dont wanna hurt you but you cant teleport players via s2s. The param you send isvelocity not more. You can make anti-aim like in css thats all, perhaps change some animations.
    its been awhile since i've messed with it. so things could have changed

    commando: You're probably the best non-coder coder I know LOL


  9. #8
    -Bl00d-'s Avatar
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    Quote Originally Posted by Flengo View Post
    Anti-Kick isn't hard to get around a fix with.

    Rejoin after Kick is a harder one, but xCyinu posted a solution idea which worked for him. Partially got it working.

    But really, this is something that isn't meant to be spoonfed. This is all public so its all good. But "newer" ID's which aren't public shouldn't be given away. I wanted to learn how to get them.

    I got information on how to hook functions properly and created a logger with some help. But I learned from it, and then got my answers I wanted.
    Honestly, noobs are getting dumber.
    we could post a "godmode" ID and all the VIP shit and there's probably 5 people
    that i can count on MPGH that know how to use it
    4 of them are in this thread lmao









    Quote Originally Posted by supercarz1991 View Post
    that player movement can be used for a shit ton of things
    i know this isn't S2S but this does work to spawn models
    Code:
    D3DXVECTOR3 myPos = GetLocalPlayerPosition(); 
    ObjectCreateStruct OCS; 
    OCS.Clear(); 
    OCS.m_ObjectType = OT_MODEL; //OT_WORLDMODEL 
    OCS.m_Flags = FLAG_VISIBLE | FLAG_SOLID; 
    OCS.m_Pos = LTVector(myPos.x, myPos.y, myPos.z); 
    OCS.m_UserData = USRFLG_CAN_ACTIVATE | USRFLG_GLOW; 
    OCS.m_Rotation = LTRotation(0, 0, 0); 
    //OCS.m_Scale = LTVector(20, 20, 20); 
    sprintf_s(OCS.m_Filename, "GUNS_M_HH\\HH_AR_DF_G36C_CH"
    Alright, been around for a while, now we got to figure out how to make those spawned models function and not just look pretty

  10. #9
    Ch40zz-C0d3r's Avatar
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    Quote Originally Posted by -Bl00d- View Post


    Alright, been around for a while, now we got to figure out how to make those spawned models function and not just look pretty
    Not as hard as you think. Reverse the LTClient class a bit further and you will find a function called GetClass
    Syntax:
    Code:
    HCLASS (*GetClass)(const char *pName);
    Then just set a name like NPC as param, and set the returned HCLASS pointer to the one in the OCS struct. I just stucked on reversing this function in LTClientClass because it was in LTServer before, but CA doesnt have a server class...

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  11. The Following 2 Users Say Thank You to Ch40zz-C0d3r For This Useful Post:

    -Bl00d- (12-03-2012),[MPGH]Flengo (11-30-2012)

  12. #10
    supercarz1991's Avatar
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    Quote Originally Posted by -Bl00d- View Post


    Honestly, noobs are getting dumber.
    we could post a "godmode" ID and all the VIP shit and there's probably 5 people
    that i can count on MPGH that know how to use it
    4 of them are in this thread lmao











    Alright, been around for a while, now we got to figure out how to make those spawned models function and not just look pretty
    yeah i understand that. There's a few lines in the main NOLF2 source you can add into that code above to add in the AI Brains and animations

    and there is an s2s id to tell the server a model was spawned somewhere

    commando: You're probably the best non-coder coder I know LOL


  13. #11
    -Bl00d-'s Avatar
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    i need to look into this lol

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