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  1. #1
    qw4zz's Avatar
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    How do I make a hack..

    Yeah, I bet you thought I was some illiterate skid who wants to make hacks with no experience in C++ whatsoever, but I'm not.
    I started learning C++ a few weeks ago and I'm still getting the hang of it. But.. how would I start creating a CA hack?

  2. #2
    Ch40zz-C0d3r's Avatar
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    Make a new project (dll libary project) and make a new dll entry point than. ( function main )
    Now create a new thread to avoid lagg ingame and test some addresses out posted here on forum. As example i took engine nametags.
    Now we need to change the bytes so with it the memory. This is done with the function memcpy. The addresses do the following:
    Is there are wall between enemy and player? -> break; The player is not aiming on the enemy? -> break;
    So these are 2 checks to block drawing the nametags all time. Both addresses have 2 bytes as example E8\D7 (not real bytes)
    Now we want to bypass this check right? So we just NOP ( = no operation) the addresses so they do nothing at the end.
    The bytes for this are 90. We have 2 bytes so we need to use them 2 times: 90\90
    Now the full source:
    Code:
    #define NameTags1 = 0x372F678D
    #define NameTags2 = 0x372F670A
    
    memcpy((void *)NameTags1, (void *)"\x90\x90", 2);
    memcpy((void *)NameTags2, (void *)"\x90\x90", 2);
    There are 2 problems why the game will crash anywhen:
    1. memcpy is hooked by hackshield and it will see if you use it. You need to protect the memory you write from reading and changing with virtualprotect. Look it up on google
    2. You need to restore the original bytes before joining a new game! Otherwise CA (not Hackshield) detect a memory change and crash

    Hope I could help u a lil bit :P

    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

  3. #3
    cubanelite's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    Code:
    #define NameTags1 = 0x372F678D
    #define NameTags2 = 0x372F670A
    
    memcpy((void *)NameTags1, (void *)"\x90\x90", 2);
    memcpy((void *)NameTags2, (void *)"\x90\x90", 2);
    There are 2 problems why the game will crash anywhen:
    1. memcpy is hooked by hackshield and it will see if you use it. You need to protect the memory you write from reading and changing with virtualprotect. Look it up on google
    2. You need to restore the original bytes before joining a new game! Otherwise CA (not Hackshield) detect a memory change and crash
    You also need an else, and to avoid the crash you just need to add the ingame function.
    Here is the code for inGame: (credits to Jeff)
    Code:
    bool inGame()
    {
    	if(*(int*)GameStatus == 1) {
    		return true;
    	}else {
    		return false;
    }
    }
    Now here is the code for nametags:
    Code:
    if(nametags) { // if nametags are turned on
    	if (inGame()) { // check if it's in game, (prevents crashing when you join a new game)
    	memcpy( (PBYTE)NameTags1, (PBYTE)"\x90\x90", 2); // turn on nametags with the on bytes "\x90\x90"
    	memcpy( (PBYTE)NameTags2, (PBYTE)"\x90\x90", 2); // tuen on the 2nd nametags addy
    }else { // if it's turned off
    	memcpy( (PBYTE)NameTags1, (PBYTE)"\x75\x05", 2); // then turn off the nametags (bytes may be wrong)
    	memcpy( (PBYTE)NameTags2, (PBYTE)"\x75\x05", 2); // turn off the 2nd nametags addy
    }
    }
    Last edited by cubanelite; 12-26-2011 at 10:25 AM.

  4. #4
    flameswor10's Avatar
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    Quote Originally Posted by cubanelite View Post
    Code:
    bool inGame()
    {
    	if(*(int*)GameStatus == 1) {
    		return true;
    	}else {
    		return false;
    }
    }
    Code:
    bool cIsIngame()
    {
    if(*(INT*)ADDR_GAMESTATUS == 1)
    return true;
    return false;
    }
    Cleaner + shorter code
    No I do not make game hacks anymore, please stop asking.


    Been MPGH Minion: 6 July 2011 - 1 August 2012

  5. The Following User Says Thank You to flameswor10 For This Useful Post:

    cubanelite (12-27-2011)

  6. #5
    mo3ad001's Avatar
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    Quote Originally Posted by flameswor10 View Post
    Code:
    bool cIsIngame()
    {
    if(*(INT*)ADDR_GAMESTATUS == 1)
    return true;
    return false;
    }
    Cleaner + shorter code
    bool cIsIngame()
    {
    return (*(BYTE*)ADDR_GAMESTATUS == 1)
    }

    more and more

    H A X O
    Email : Noobmem@hotmail.com


  7. The Following 2 Users Say Thank You to mo3ad001 For This Useful Post:

    cubanelite (12-27-2011),[MPGH]flameswor10 (12-27-2011)

  8. #6
    SNIPdetta's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    Make a new project (dll libary project) and make a new dll entry point than. ( function main )
    Now create a new thread to avoid lagg ingame and test some addresses out posted here on forum. As example i took engine nametags.
    Now we need to change the bytes so with it the memory. This is done with the function memcpy. The addresses do the following:
    Is there are wall between enemy and player? -> break; The player is not aiming on the enemy? -> break;
    So these are 2 checks to block drawing the nametags all time. Both addresses have 2 bytes as example E8\D7 (not real bytes)
    Now we want to bypass this check right? So we just NOP ( = no operation) the addresses so they do nothing at the end.
    The bytes for this are 90. We have 2 bytes so we need to use them 2 times: 90\90
    Now the full source:
    Code:
    #define NameTags1 = 0x372F678D
    #define NameTags2 = 0x372F670A
    
    memcpy((void *)NameTags1, (void *)"\x90\x90", 2);
    memcpy((void *)NameTags2, (void *)"\x90\x90", 2);
    There are 2 problems why the game will crash anywhen:
    1. memcpy is hooked by hackshield and it will see if you use it. You need to protect the memory you write from reading and changing with virtualprotect. Look it up on google
    2. You need to restore the original bytes before joining a new game! Otherwise CA (not Hackshield) detect a memory change and crash

    Hope I could help u a lil bit :P
    if i remember only need nametags1 to work.

  9. #7
    Ch40zz-C0d3r's Avatar
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    NT1 is for alpha team, NT2 is for other team :|

    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

  10. The Following User Says Thank You to Ch40zz-C0d3r For This Useful Post:

    cubanelite (12-29-2011)

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