How does telekill/OPK work? I assume it's related to getting players' coordinates. o_o
How does telekill/OPK work? I assume it's related to getting players' coordinates. o_o
You use the game class's. Game classes have a section that contains the virtual functions, others contain the player information and those are all based off of address pointers. The hack's just utilize these and set your camera position to theirs in the case of telekill.
merp. (01-03-2013)
Well yes and no, you will mostly need everything even though you might not need it all, big ones are gcs playermgr and and few others.
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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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
You could use sfxmgr for better checks but you dont need it.
You simply need getplayerbyindex function and youre done
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
Agree with ch4ozz all u gota do is send player to enemy its like
Postion X = Enemy Object x
Y = Enemy Object y
Z = Enemy Object z
Witch could be done by getplayerindex , by understanding this u could make wtw just like i did days ago
merp. (01-05-2013)
Here's a horrible example I found online and made a little neater. Its so you just get the idea of what to do please don't use this
Code:void DoTelekill(int TeleKill) { DWORD posptr, posy; GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex; unsigned long ulThis = *(unsigned long *)ClientInfoMgr; GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer; posptr = (DWORD)GetModuleHandle("ClientFX.fxd"); posptr += ADDR_CLIENTFX; memcpy(&posy,(void *)posptr, 4); for(int i = 0; i < 16; i++) { PlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0); PlayerInfo *pLocal = GetLocalPlayer(ulThis); if(pPlayer != 0 && pPlayer->obj != 0 && pPlayer->IsDead == 0) { if(TeleKill) { if(pPlayer->Team != pLocal->Team) { *(float *)(posy + 0xC8) = (pPlayer->obj->origin.x + 100.0f); *(float *)(posy + 0xCC) = (pPlayer->obj->origin.y + 100.0f); *(float *)(posy + 0xD0) = (pPlayer->obj->origin.z); } } } } }
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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Member Since 05.11.2010
merp. (01-05-2013)