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    Memory Nametags Not Drawn

    Just a simple Question with a needed simple answer how does one find nametags in memory thats all a clue where it could be around and not by searching for strings in olly debug i wana do it manually by Cheat engine simple and plain
    Last edited by MarkHC; 09-24-2012 at 11:38 PM.

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    /Moved to correct section


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    Quote Originally Posted by -InSaNe- View Post
    /Moved to correct section
    thanks bro

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    Nametags as in ESP ?
     

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    Previously known as "Isaakske".

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    Quote Originally Posted by Bashfullbass View Post
    Just a simple Question with a needed simple answer how does one find nametags in memory thats all a clue where it could be around and not by searching for strings in olly debug i wana do it manually by Cheat engine simple and plain
    Simple and plain in CE is not gonna work if you're talking about what people call 'ESP'. For this you'll need more knowledge of ASM, C++ and memory editing.
    Or you use the extern road which isn't my favorite. Another option is simply C&P like some of us do and then ask for help with a complete duplicated project (which I don't recommend).




    Yet, you are a pathetic human.

    Contributor since: 7.26.2012 - ended
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    Memory driven i have knowledge of asm but problem is what method can we use to scan nametags or what area can it be found in around health , ammo stuff like that and i doubt its around ammo only no recoil spread and sniper breath and what not can be found there

    ---------- Post added at 05:46 PM ---------- Previous post was at 05:45 PM ----------

    Quote Originally Posted by Isaakske View Post
    Nametags as in ESP ?
    Its the tags already in the game just reversing to show enemy all the time its memory nametags not drawn esp tags and stuff

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    On IDA Pro search for cg_friendlyNameFadeOut, you'll find this:
    Code:
    dword_8FAAA4 = sub_50C760(0.0, 0.0, (int)"cg_friendlyNameFadeOut", 1500, 0, 2147483647, 4);
    Now search for 8FAAA4 and you'll find this:
    Code:
    v19 = *(_DWORD *)(dword_8FAAA4 + 12);
    Scroll down to the end of the function and you'll see
    Code:
    return sub_588A10(v5, (char *)&unk_A08630 + 504 * a4, LODWORD(v25));
    Meaning 0x588A10 is our offset

    I'm not teach you how to use it tho.

    Tutorial originally made by King-Orgy for CoD6

    Regards
    Last edited by MarkHC; 09-24-2012 at 07:05 PM.


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    Quote Originally Posted by -InSaNe- View Post
    On IDA Pro search for cg_friendlyNameFadeOut, you'll find this:
    Code:
    dword_8FAAA4 = sub_50C760(0.0, 0.0, (int)"cg_friendlyNameFadeOut", 1500, 0, 2147483647, 4);
    Now search for 8FAAA4 and you'll find this:
    Code:
    v19 = *(_DWORD *)(dword_8FAAA4 + 12);
    Scroll down to the end of the function and you'll see
    Code:
    return sub_588A10(v5, (char *)&unk_A08630 + 504 * a4, LODWORD(v25));
    Meaning 0x588A10 is our offset

    I'm not teach you how to use it tho.

    Tutorial originally made by King-Orgy for CoD6

    Regards
    Figured its just like cod 4 search referenced strings and bam
    thanks bro
    /close thread

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    /Closed as requested
    /Marked as Solved
    Last edited by MarkHC; 09-24-2012 at 11:39 PM.


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  10. The Following User Says Thank You to MarkHC For This Useful Post:

    Bashfullbass (09-24-2012)

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