HelpTelekill/OPK, how does it work?

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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

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.
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?
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.
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
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
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:
You could use sfxmgr for better checks but you dont need it.
You simply need getplayerbyindex function and youre done
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
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
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:
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.
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)
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
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);
				}
			}
		}
	}
}
Posts 115 of 18 · Page 1 of 2

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