Thread: DayZ Offsets

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  1. #1
    gtaplayer2's Avatar
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    DayZ Offsets

    Just incase you haven't seen these somewhere else, I'll post them here for you.

    NOTE: ALL OF THESE OFFSETS WERE ORIGINALLY POSTED BY GORDON` !


     
    DayZ 0.46.0.124489/0.46.0.124490

    Code:
    Base: 010810D0
    NetworkMgr/PlayerInfoBase: 01075260
    Transformations: 0109ECE4
    Worldtime: 010B2DB8
    D3D9 Device + Offset: 01079AA0 + 000018A0
    World:
    Code:
    class CWorld {
    public:
        char _0x0000[1912];
        CObjectTable* Objects; //0x0778 
        char _0x077C[572];
        CObjTbl SmokeEffectsTable; //0x09B8  
        char _0x09CC[168];
        CObjTbl AnimalTable; //0x0A74 
        char _0x0A88[148];
        CObjTbl FarAnimalTable; //0x0B1C 
        char _0x0B30[316];
        CObjTbl FarFarAnimalTable; //0x0C6C   up to 1000 worldunits
        char _0x0C80[152];
        CObjTbl EffectsTable; //0x0D18 
        char _0x0D2C[148];
        CObjTbl FarEffectsTable; //0x0DC0 
        char _0x0DD4[488];
        CObjTbl DroppedItemTable; //0x0FBC 
        char _0x0FD0[148];
        CObjTbl FarDroppedItemTable; //0x1064 didnt check that one
        char _0x1078[316];
        CObjTbl ItemTable; //0x11B4 
        char _0x11C8[148];
        CObjTbl FarBuildingTable; //0x125C   PAPI, municipal office 
        char _0x1270[192];
        CObjTbl InvalidItemTable; //0x1330 
        char _0x1344[640];
        CEntity* LocalPlayer; //0x15C4 
    };
    Object:
    Code:
    BYTE land_contact; //0x0199 
    BYTE water_contact; //0x019A 
    BYTE islocal; //0x019C 
    BYTE isdead; //0x027C 
    CGameVariablesTable* GameVariables; //0x0640 
    __int32 GameVariables_Count; //0x0644 
    __int32 playerid; //0x07E0 
    CItem *InventorySlot[12]; //0x0A14 
    CItem *QuickSlot[10]; //0x0A44 
    CWeaponPtr* weapon; //0x0A78 equippedweapon/iteminhands
    float recoil; //0x0C34 set to 0
    float fatigue_diff; //0x0C50 set to 0
    float fatigue; //0x0C54 set to 1
    WORD state; //0x0CE0
    BYTE stance; //0x12E0
    Item:
    Code:
    BYTE ruined; //0x027C 
    CItemContainer* ItemContainer; //0x028C was 0x274 before
    Weapon (untested, but I'm 100% sure this is correct):
    Code:
    CItem **slots; //0x0684 
    __int32 num_slots; //0x0688 
    DWORD ammo_count1; //0x0698 
    CWeaponPtr* magazine; //0x06A0
    DWORD ammo_count2; //0x06B0

     
    DayZ 0.47.0.124523

    Code:
    Base: 0109D4C8
    NetworkMgr: 01091668
    Transformations: 010BB13C
    Worldtime: 010CF210
    D3D9 Device + Offset: 01095DE0 + 000018A0
    World:
    Code:
    class CWorld {
    public:
        char _0x0000[1912];
        CObjectTable* Objects; //0x0778 
        char _0x077C[572];
        CObjTbl SmokeEffectsTable; //0x09B8  
        char _0x09CC[168];
        CObjTbl AnimalTable; //0x0A74 
        char _0x0A88[148];
        CObjTbl FarAnimalTable; //0x0B1C 
        char _0x0B30[316];
        CObjTbl FarFarAnimalTable; //0x0C6C   up to 1000 worldunits
        char _0x0C80[152];
        CObjTbl EffectsTable; //0x0D18 
        char _0x0D2C[148];
        CObjTbl FarEffectsTable; //0x0DC0 
        char _0x0DD4[488];
        CObjTbl DroppedItemTable; //0x0FBC 
        char _0x0FD0[148];
        CObjTbl FarDroppedItemTable; //0x1064 didnt check that one
        char _0x1078[316];
        CObjTbl ItemTable; //0x11B4 
        char _0x11C8[148];
        CObjTbl FarBuildingTable; //0x125C   PAPI, municipal office 
        char _0x1270[192];
        CObjTbl InvalidItemTable; //0x1330 
        char _0x1344[640];
        CEntity* LocalPlayer; //0x15C4 
    };
    
    class CObjTbl {
    public:
        CObject **obj; //0x0000 
        __int32 size; //0x0004 
        __int32 max_size; //0x0008 
        char _0x000C[8];
    
    };//Size=0x0014
    Object:
    Code:
    BYTE objectContact; //0x0198 
    BYTE landContact; //0x0199 
    BYTE waterContact; //0x019A 
    BYTE local; //0x019C 
    BYTE isDead; //0x0274 
    CGameVariablesTable* GameVariables; //0x064C 
    __int32 GameVariables_Count; //0x0650 
    __int32 playerid; //0x07E8 
    CItem *InventorySlot[12]; //0x0A1C 
    CItem *QuickSlot[10]; //0x0A4C 
    CWeaponPtr* weapon; //0x0A80 equippedweapon/iteminhands
    float recoil; //0x0C3C 
    float fatigue_diff; //0x0C58 
    float fatigue; //0x0C5C 
    WORD state; //0x0CE8 
    BYTE stance; //0x12E8
    Item:
    Code:
    BYTE ruined; //0x0274 
    CItemContainer* ItemContainer; //0x0284 
    
    class CItemContainer
    {
    public:
        char _0x0000[12];
        CObjTbl items; //0x000C 
    
    };
    Weapon:
    Code:
    CItem **slots; //0x068C 
    __int32 num_slots; //0x0690
    DWORD ammo_count1; //0x06A0 
    CWeaponPtr* magazine; //0x06A8 
    DWORD ammo_count2; //0x06B8
    ObjectClass/Type (object/item/weapon + 0x70):
    Code:
    CArmaString* ObjectClassName; //0x0034 
    CArmaString* ObjectName; //0x0070  
    CArmaString* CleanObjectName; //0x058C was 0x588 before
    DWORD max_ammo; //0x0B84
    Item stealing is still possible.
    Last edited by gtaplayer2; 07-12-2014 at 02:06 AM.

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    denis200191 (05-17-2015),[MPGH]Jim Morrison (07-15-2014),olivear (12-26-2014),xCyberxx (07-12-2014)

  3. #2
    cyv's Avatar
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    wait...... 0.47? when was 0.47 released?

  4. #3
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    Quote Originally Posted by cyv View Post
    wait...... 0.47? when was 0.47 released?
    Thats the experimental build

  5. #4
    mattking45's Avatar
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    I looked for it on the other forum but couldn't find it. Thanks man

  6. #5
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    In before script kiddies ask what injector they need to use this and if they just have to copy it in.

  7. #6
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    Quote Originally Posted by geckosnipp View Post
    In before script kiddies ask what injector they need to use this and if they just have to copy it in.
    Use WinJect, it's undetected

  8. #7
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    Thank you, do you think the experimental build will have the same offsets as the released one?


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  9. #8
    gtaplayer2's Avatar
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    Quote Originally Posted by NormenJaydenFBI View Post
    Thank you, do you think the experimental build will have the same offsets as the released one?
    Depends if they do more updates before releasing v0.47

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