NotRealPro (06-26-2012)
Hey guys :P
As you saw, Im back in CA Coding!
I Just made ESP, Telekill etc, and now im trying to get back the good old s2s.
I just tried to use the class from SDK (g_LTClient) to send a command. It basicly worked, because the return from CreateMessage() was true!
But, when I sent a packet, nothing happened...
Is there a new way for doing this? I saw someone talking about "Engine Send2Server".
Hope you could help me out here =)
Thanks in advance, Ch40zz.
EDIT: Just fixed it. I found the call in Engine.exe
Just search for SendToServer and scroll up until you'll find the start from the function. Then just use this address with a typedef function, works like a charm!
Last edited by Ch40zz-C0d3r; 06-26-2012 at 10:29 AM.
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
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
NotRealPro (06-26-2012)
Is this what you want?
Code:class CLTClient : public CLTBase { public: virtual void function0(); //0x0000 virtual CCommonLT* Common(); //0x0004 virtual CPhysicsLT* Physics(); //0x0008 virtual CLTTransform* GetTransform(); //0x000C virtual CModelLT* GetModelLT(); //0x0010 virtual void function5(); //0x0014 virtual void function6(); //0x0018 virtual void function7(); //0x001C virtual void function8(); //0x0020 virtual void function9(); //0x0024 virtual void function10(); //0x0028 virtual void function11(); //0x002C virtual void function12(); //0x0030 virtual void function13(); //0x0034 virtual void function14(); //0x0038 virtual void function15(); //0x003C virtual void function16(); //0x0040 virtual void function17(); //0x0044 virtual void function18(); //0x0048 virtual void function19(); //0x004C virtual void function20(); //0x0050 virtual void function21(); //0x0054 virtual void function22(); //0x0058 virtual float GetConsoleVariableFloat(HCONSOLEVAR hVar); //0x005C virtual void function24(); //0x0060 virtual void function25(); //0x0064 virtual void function26(); //0x0068 virtual void function27(); //0x006C virtual void function28(); //0x0070 virtual void GetSourceWorldOffset(LTVector& vOffset); //0x0074 virtual LTRESULT RemoveObject(HOBJECT hObj); //0x0078 virtual void function31(); //0x007C virtual void function32(); //0x0080 virtual void function33(); //0x0084 virtual void function34(); //0x0088 virtual void function35(); //0x008C virtual void function36(); //0x0090 virtual void function37(); //0x0094 virtual void function38(); //0x0098 virtual void GetObjectRotation(HLOCALOBJ hObj, LTRotation* Rot); //0x009C virtual void GetObjectPos(HLOCALOBJ hObj, LTVector* vPos); //0x00A0 virtual void function41(); //0x00A4 virtual void function42(); //0x00A8 virtual void function43(); //0x00AC virtual void function44(); //0x00B0 virtual void function45(); //0x00B4 virtual void function46(); //0x00B8 virtual void function47(); //0x00BC virtual void function48(); //0x00C0 virtual void SetObjectPos(HLOCALOBJ hObj, LTVector* vPos, float fUnk) //0x00C4 virtual void function50(); //0x00C8 virtual void function51(); //0x00CC virtual CLTDrawPrim* GetDrawPrim(); //0x00D0 virtual void function53(); //0x00D4 virtual void function54(); //0x00D8 virtual void function55(); //0x00DC virtual void function56(); //0x00E0 virtual void function57(); //0x00E4 virtual void function58(); //0x00E8 virtual void function59(); //0x00EC virtual void function60(); //0x00F0 virtual void function61(); //0x00F4 virtual void function62(); //0x00F8 virtual void function63(); //0x00FC virtual void function64(); //0x0100 virtual void function65(); //0x0104 virtual void function66(); //0x0108 virtual void function67(); //0x010C virtual void function68(); //0x0110 virtual void function69(); //0x0114 virtual void function70(); //0x0118 virtual void function71(); //0x011C virtual void function72(); //0x0120 virtual void function73(); //0x0124 virtual void function74(); //0x0128 virtual void function75(); //0x012C virtual void function76(); //0x0130 virtual LTRESULT GetSConValueFloat(const char* Name, float& Val); //0x0134 virtual LTRESULT GetSConValueString(const char* Name, char* ValBuff, int BuffLen); //0x0138 virtual void function79(); //0x013C virtual void function80(); //0x0140 virtual void function81(); //0x0144 virtual void function82(); //0x0148 virtual void function83(); //0x014C virtual void function84(); //0x0150 virtual void function85(); //0x0154 virtual void function86(); //0x0158 virtual LTRESULT SendToServer(ILTMessage_Read* pMsg, uint32 Flags); //0x015C virtual void function88(); //0x0160 };
missing create object in that
commando: You're probably the best non-coder coder I know LOL
Hey
Thanks all, just got now the class working too, they just moved the function 1 line down -_-
Also, engine s2s is what I think a good alternate if they should fuck this class up. @supercarz1991
Just use the clas from SDK and move the virtual 1 line down, so offset is at 0x015C
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
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
NotRealPro (06-27-2012)
For sure!
I will not say IDs cuz it will ruin the game (C&Pers), but its easy to find them, just make a little "logger". What i currently have:
- Servercrasher (Ingame + On join)
- Selfkill
- Voicespam
- Chatspam
- "Antikick"
On the last im not sure if it works, it just spams so much freaking votekicks!
I zhinl, if im sending the right shit I can kick all people!
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
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
i could post a full list... 0-255 but i'll be nice and not
what i know for sure that i'll share is that 100 is Player Movement
commando: You're probably the best non-coder coder I know LOL
Cool thanks!
From where you got them?
I just sent messages and looked whats happening XD
I know theres a SDK, but the ids are same compared with ca?
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
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
Im interested in the coding of hacks rather then the result :P
Can I get a hint on how to log them
Off topic:
I tried making Nade esp, its lagging like a mofo, any ideas why?
Hey its me again!
I tried to make a visible check, but it just crashed. I move dthe function up and down in the class, changed the params pointers etc, but its keeping crashing :/
Did they moved it to anoter location??
My code and classes:
Code:bool __cdecl CHacks::IsVisible(D3DXVECTOR3 Point) { IntersectQuery iQuery; IntersectInfo iInfo; memset(&iQuery, 0, sizeof(iQuery)); iQuery.Start = cHacks.MyGetObjectMaxPos(pPlayerManager->CameraObject); iQuery.End = Point; return !pLTBase->IntersectSegment( iQuery, &iInfo ); }Code:class cLTBase { public: cLTClient* ILTClient; //0x0000 BYTE pad001[0x60]; bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo ); //0x0064 ... };
Last edited by Ch40zz-C0d3r; 06-29-2012 at 05:08 PM.
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
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k