Is anyone willing to help me with finding addresses of player base (in Multiplayer) in which you are NOT host.
Player base includes:
Address of PlayerBase entity with offsets to: - Health
- Player X
- Player Y
- Player Z
- Loop distance to next player
- Crossshair value (optional for triggerbot)
Need all this information to loop through all player data in the current match.
Also if you cannot provide these addresses directly, is there any method you may know of which i can use to get these addreses in multiplayer game (not host) without getting banned (I have gotten banned in cod ghosts just by studying values from cheat engine without even freezing/modifying).
Any information on these addresses directly or how to get these (without getting baned in multiplayer) will be extremely helpful.
1.) Don't use Cheat Engine ever. ( Think VAC doesn't check that? LOL. People keep using it without realizing, no it doesn't ban you but makes VAC scan you more aggressively. )
2.) Want to find these things? Learn to reverse engineer. That's how I did it to code my bot.
Basic shit ( I'll leave you to find the rest )
Entity Size: 0x258
Client Size: 0xCC0
Entity lerp origin: Base + 0x20
Client Team: Base + 0xC
I do not however understand what you mean by entity size and client size.
I just find base + offsets and then loop distance to next enemy and thats what i use to make bots -> very easy in private matches (Host)
I have reverse engineered and made bots in private matches (in which im host), but however in multiplayer i just find it extremely difficult to find enemy values.
I have made multiplayer bot in tf2 -cos its free game and unlimited scanning/searching time etc. But in cod i dont have these options so much harder.
I believe you have an extremely efficient alternative for finding these address, what are the other viable methods?
And just wondering what you exactly mean by "learn to reverse engineer", i dont take it as an insult but however you have any tips other than using cheatengine and ollydbg (dont work for 64-bit).
Entity+Client size = the array size of the entity/client structure. ( What you call the "Distance loop" )
What did I do to find the addresses?
1.) Ran AW
2.) Dumped memory to process
3.) Opened dump in ollydbg/IDA
4.) Reversed the game functions
5.) Reversed offsets.
Ok thank you, i have 2 questions:
When you say "Dumped memory to process", do you mean you save all the asm of the game for analysis later (using decompiler/debugger)?
-- How would one go about dumping memory? And also cant you just open olly/IDA while game is running to reverse engineer (without dumping process)?
I have used ollydbg to do simple reversing of TF2 and found some offsets from base such as push 0x788 (for team) and push (0x844) for health and whatnot. Is this what you mean by reversing for the base?
Also i was wondering while reversing that how can one be sure that they have the multiplayer player base?
For example 0x844 is the health offset of player health ("mi_health") in ollydbg. How can i be sure that this will be the same health offset in multiplayer? Are there multiple entity bases?