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    merp.'s Avatar
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    Telekill/OPK, how does it work?

    How does telekill/OPK work? I assume it's related to getting players' coordinates. o_o


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    Acea's Avatar
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    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.

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    merp.'s Avatar
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    Quote Originally Posted by Acea View Post
    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.
    Thank you! That was put in a simple and easily understandable way. Is there a specific class to use?

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    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.

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    Flengo's Avatar
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    Quote Originally Posted by Acea View Post
    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.
    He can make telekill with just PlayerInfo. He just needs all player positions
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    Ch40zz-C0d3r's Avatar
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    Quote Originally Posted by Flengo View Post


    He can make telekill with just PlayerInfo. He just needs all player positions
    For telekill you dont need SFXMgr and all those
    You just need you localplayers Index and GetPlayerByIndex function to get a valid pointer to the player of your choice

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    merp.'s Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    For telekill you dont need SFXMgr and all those
    You just need you localplayers Index and GetPlayerByIndex function to get a valid pointer to the player of your choice
    o_o I am confused then >_< Acea says this, Flengo says that, you say another thing D:

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    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

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    R3d_L1n3's Avatar
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    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

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    Quote Originally Posted by Ch40zz-C0d3r View Post
    You could use sfxmgr for better checks but you dont need it.
    You simply need getplayerbyindex function and youre done
    Don't I need certain addresses/pointers for it though?
    Ex: RandomPlayer/EnemyPlayer

    Quote Originally Posted by R3d_L1n3 View Post
    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
    You made it a bit more clearer, but now i'll have to figure out how to do this
    Last edited by merp.; 01-05-2013 at 03:10 AM.

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    Quote Originally Posted by merp. View Post
    Don't I need certain addresses/pointers for it though?
    Ex: RandomPlayer/EnemyPlayer



    You made it a bit more clearer, but now i'll have to figure out how to do this
    There many public bases posted on forum u can learn from them

  14. #12
    merp.'s Avatar
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    Quote Originally Posted by R3d_L1n3 View Post
    There many public bases posted on forum u can learn from them
    I did learn from public bases that were released, but none of them have telekill. (none in the CANA Source code thread)
    Gellin's base probably does, but there's huge amounts of codes in there. I don't understand most functions in there D:

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    Quote Originally Posted by merp. View Post
    Don't I need certain addresses/pointers for it though?
    Ex: RandomPlayer/EnemyPlayer
    You need getplayerbyindex, clientmanager and localplayer ones. Unless you are fine with it targeting friendlies too, in which case you can make do with less.
    Last edited by ctpsolo; 01-05-2013 at 03:22 AM.

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    merp.'s Avatar
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    Quote Originally Posted by ctpsolo View Post
    You need getplayerbyindex, clientmanager and localplayer ones. Unless you are fine with it targeting friendlies too, in which case you can make do with less.
    Oh. That doesn't sound as bad as I thought it would be. I just need those addresses, and create a telekill function of my own? < - (will probably take me forever lol)
    Last edited by merp.; 01-05-2013 at 03:34 AM.

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    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);
    				}
    			}
    		}
    	}
    }
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