WalkingTroughWalls????

Posts 1–13 of 13 · Page 1 of 1
WalkingTroughWalls????
This code dont working by me idk why i have release the addys/pointer and dont work can pls one me help?? i give crediz

Code:
#define PlayerPointer   0x8D5580
	if(PlayerPointer)
{
		DWORD pPlayerPointer = *(DWORD*)(CShell+PlayerPointer); 
		if(PlayerPointer!=NULL)
		{
		*(float*)(pPlayerPointe+0x18C) = -5;
		*(float*)(pPlayerPointe+0x190) = 140;
		*(float*)(pPlayerPointe+0x194) = -5;
		}}
and i have this test

Code:
#define PPointer   0xA69104
	if(Pointer)
{
		DWORD pPointer = *(DWORD*)(CShell+Pointer); 
		if(Pointer!=NULL)
		{
		*(float*)(pPointe+0x18C) = -5;
		*(float*)(pPointe+0x190) = 140;
		*(float*)(pPointe+0x194) = -5;
		}}
The 2 ways dont have work why pls help me??
No the problem is all 2 sources dont working i cant wtw in game the source is wrong but idk what !!!!

and if i have... i have it
Quote Originally Posted by [G]a[M]e[R] View Post
but i want in my private hack maybe i can fix and error come by 3-5...
Maybe the value is wrong..! and any way what is the string?
Quote Originally Posted by Assassin's Creed View Post

Maybe the value is wrong..! and any way what is the string?
hmm no the value is right
Quote Originally Posted by Assassin's Creed View Post
server sided 100%
It isn´t server sided
Quote Originally Posted by A$IAN View Post

It isn´t server sided
Wha!?? i remeber in other old hacks...even G-Force....2 walks through walls the client error then crash!
Quote Originally Posted by Assassin's Creed View Post

Wha!?? i remeber in other old hacks...even G-Force....2 walks through walls the client error then crash!
Cody told me that even OHK isn´t patched. He even made a CLient error killer without getting a dc. He explained me a but how it works but not more
I know how it could work.
Hook into SendToServer from the LithTech Engine and log the packets.
There is a packet which closes the connection to the server.
If you got the packet for leaving the game, just ignore sending it to the server.
The only problem then is that you can't longer quit the game

I'm going to try myself.
Quote Originally Posted by derh.acker View Post
I know how it could work.
Hook into SendToServer from the LithTech Engine and log the packets.
There is a packet which closes the connection to the server.
If you got the packet for leaving the game, just ignore sending it to the server.
The only problem then is that you can't longer quit the game

I'm going to try myself.
LOL
Cody told me the same thing. With that you could do an Anti Client error
the error probably is xtrap kills your thread before you go in game...
Code:
DWORD pPPointer = *(DWORD*)(CShell+0x8D5580);

	if(pPPointer )
{
for(int i = 0;i<64;i++)
{
		*(bool*)(pPPointer +0x18C+(i*0x4F4)) = (FLOAT)-5;
		*(bool*)(pPPointer +0x190+(i*0x4F4)) = (FLOAT)140;
		*(bool*)(pPPointer +0x194+(i*0x4F4)) = (FLOAT)-5;
		}
}
This code dont crashthe game but the dont working he give sometimes error
@giniyat101

help pls
Probably prevent sending packet to server might not keep you from getting client error because there might be cases that other player's machines detect you are inside the wall, they all send notification packets to the server,many notifications from different machine might be a good proof that lead server to disconnect itself to your machine(Kick you out). I don't think CF developers depend entirely on client side in terms of connecting and disconnecting to the server.
So that being said, our wall hack can be patched forever
but this can fix it for without error
Posts 1–13 of 13 · Page 1 of 1

Post a Reply

Tags for this Thread

None

Talk with us