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  1. #1
    Flengo's Avatar
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    Arrow Tom Clancy's The Division Engine Reversal

    Official thread to share your findings, offsets, etc., with the community. A place to discuss new ideas and theories as well. Please refrain from asking for help, hacks, or specific assistance in this thread.

    I would contribute to this thread, but I don't have the game for PC.
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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    Combat Arms Minion Since 12.26.2012
    Contributor Since 11.16.2012
    Member Since 05.11.2010


  2. The Following 6 Users Say Thank You to Flengo For This Useful Post:

    Dexter (03-24-2016),ewahkine (04-28-2016),gh0stSurf3r (03-26-2016),GTAidanV2 (05-07-2016),Hunter (04-05-2016),Royce (03-23-2016)

  3. #2
    trelospsoliaris's Avatar
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    No Spread(while aiming)
    Code:
    <?xml version="1.0" encoding="utf-8"?>
        <CheatTable>
          <CheatEntries>
            <CheatEntry>
              <ID>186</ID>
              <Description>"NO SPREAD"</Description>
              <LastState Activated="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
        aobscanmodule(_NoSpread,TheDivision.exe,44 0F 2E 16 0F 84 E0 00 00 00) // should be unique
        alloc(newmem,$1000,TheDivision.exe)
         
        label(code)
        label(return)
         
        newmem:
        mov [rsi],(float)1
        code:
          db 44 0F 2E 16 0F 84 E0 00 00 00
          jmp return
         
        _NoSpread:
          jmp newmem
          nop
          nop
          nop
          nop
          nop
        return:
        registersymbol(_NoSpread)
         
        [DISABLE]
        _NoSpread:
          db 44 0F 2E 16 0F 84 E0 00 00 00
         
        unregistersymbol(_NoSpread)
        dealloc(newmem)
        </AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatTable>
    
    No Recoil
    
        <?xml version="1.0" encoding="utf-8"?>
        <CheatTable>
          <CheatEntries>
            <CheatEntry>
              <ID>191</ID>
              <Description>"NO RECOiL"</Description>
              <LastState Activated="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
        aobscanmodule(_NoRecoil,TheDivision.exe,F3 0F 10 05 52 F8 6F 02)
        alloc(newmem,$1000,TheDivision.exe)
         
        label(code)
        label(return)
         
        newmem:
          db C7 05 E2 E5 61 03 00 00 00 00
         
        code:
          db F3 0F 10 05 52 F8 6F 02
          jmp return
         
        _NoRecoil:
          jmp newmem
          nop
          nop
          nop
        return:
        registersymbol(_NoRecoil)
         
        [DISABLE]
         
        _NoRecoil:
          db F3 0F 10 05 52 F8 6F 02
         
        unregistersymbol(_NoRecoil)
        dealloc(newmem)
         
        </AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatTable>
    Sry dont know how to add code
    Last edited by Flengo; 03-24-2016 at 03:23 PM. Reason: Code Tags

  4. #3
    Z-Nation's Avatar
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    Copy & Paste this into your Cheat Engine Adress List.
    NUMPAD + = Save Position
    NUMPAD - = Load Position
    NUMPAD * = UNDO TELEPORT
    NUMPAD / = TELEPORT TO WAYPOINT

    TELEPORT:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <CheatTable>
      <CheatEntries>
        <CheatEntry>
          <ID>134</ID>
          <Description>"TELEPORT"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    aobscanmodule(_TeleportCode,TheDivision.exe,F3 0F 10 48 70 F3 0F 10 70)
    aobscanmodule(_SaveWAyPointCoordCode,TheDivision.exe,F3 0F 10 81 88 00 00 00 * * * * 40)
    aobscanmodule(_GetPlayerCoord,TheDivision.exe,F3 0F 10 50 70 F3 0F 10)
    alloc(teleportmem,2048,TheDivision.exe)
    alloc(newmem,2048,TheDivision.exe)
    alloc(newmem1,2048,TheDivision.exe)
    registersymbol(z_coord)
    registersymbol(x_coord)
    registersymbol(y_coord)
    registersymbol(z_coord_undo)
    registersymbol(x_coord_undo)
    registersymbol(y_coord_undo)
    Registersymbol(SaveWaypointCoord_X)
    Registersymbol(SaveWaypointCoord_Y)
    Registersymbol(SaveWaypointCoord_Z)
    registersymbol(s_enable)
    registersymbol(l_enable)
    registersymbol(u_enable)
    Registersymbol(_WriteWayPointCoordsToPlayerLocation)
    Registersymbol(_TeleportCode)
    Registersymbol(_SaveWAyPointCoordCode)
    Registersymbol(GetPlayerCoord_X)
    Registersymbol(GetPlayerCoord_Y)
    Registersymbol(GetPlayerCoord_Z)
    Registersymbol(_GetPlayerCoord)
    Registersymbol(base)
    alloc(s_enable,4)
    alloc(l_enable,4)
    alloc(u_enable,4)
    alloc(z_coord,4)
    alloc(x_coord,4)
    alloc(y_coord,4)
    alloc(z_coord_undo,4)
    alloc(x_coord_undo,4)
    alloc(y_coord_undo,4)
    alloc(SaveWaypointCoord_X,4)
    alloc(SaveWaypointCoord_Y,4)
    alloc(SaveWaypointCoord_Z,4)
    alloc(_WriteWayPointCoordsToPlayerLocation,4)
    alloc(GetPlayerCoord_X,4)
    alloc(GetPlayerCoord_Y,4)
    alloc(GetPlayerCoord_Z,4)
    alloc(base,8)
    label(returnteleport)
    label(originalcodeteleport)
    label(exitteleport)
    label(save_coord)
    label(load_coord)
    label(undo_coord)
    label(returnhere)
    label(originalcode)
    label(exit)
    label(WriteWayPointCoordsToPlayerLocation)
    label(returnhere1)
    label(originalcode1)
    label(exit1)
     
     
    newmem1: //this is allocated memory, you have read,write,execute access
    mov [base],rax
     
     
    originalcode1:
      movss xmm2,[rax+70]
     
    exit1:
    jmp returnhere1
     
     
    newmem:
    movss xmm11,[rcx+00000080]
    movss [SaveWaypointCoord_X],xmm11
    movss xmm11,[rcx+00000084]
    movss [SaveWaypointCoord_Z],xmm11
    movss xmm11,[rcx+00000088]
    movss [SaveWaypointCoord_Y],xmm11
     
     
    originalcode:
      movss xmm0,[rcx+00000088]
     
    exit:
    jmp returnhere
     
     
     
    teleportmem:
    cmp [s_enable],1
    je save_coord
     
    cmp [l_enable],1
    je load_coord
     
    cmp [u_enable],1
    je undo_coord
     
    cmp [_WriteWayPointCoordsToPlayerLocation],1
    je WriteWayPointCoordsToPlayerLocation
     
    jmp originalcodeteleport
     
    save_coord:
    mov [s_enable],0
    movss xmm12,[rax+70]
    movss [x_coord],xmm12
    movss xmm12,[rax+74]
    movss [z_coord],xmm12
    movss xmm12,[rax+78]
    movss [y_coord],xmm12
    jmp originalcodeteleport
     
    load_coord:
    mov [l_enable],0
    cmp [z_coord],0
    je originalcodeteleport
    // Save actual Position (for UNDO TELEPORT) when press LOAD POSiTiON
    movss xmm12,[rax+70]
    movss [x_coord_undo],xmm12
    movss xmm12,[rax+74]
    movss [z_coord_undo],xmm12
    movss xmm12,[rax+78]
    movss [y_coord_undo],xmm12
    // Save actual Position (for UNDO TELEPORT) when press LOAD POSiTiON
    movss xmm12,[x_coord]
    movss [rax+70],xmm12
    movss xmm12,[z_coord]
    movss [rax+74],xmm12
    movss xmm12,[y_coord]
    movss [rax+78],xmm12
    jmp originalcodeteleport
     
    undo_coord:
    mov [l_enable],0
    mov [s_enable],0
    mov [u_enable],0
    cmp [z_coord_undo],0
    je originalcodeteleport
    movss xmm12,[x_coord_undo]
    movss [rax+70],xmm12
    movss xmm12,[z_coord_undo]
    movss [rax+74],xmm12
    movss xmm12,[y_coord_undo]
    movss [rax+78],xmm12
    jmp originalcodeteleport
     
     
    ///////////////TELEPORT TO WAYPOiNT//////////////
    WriteWayPointCoordsToPlayerLocation:
    mov byte ptr [_WriteWayPointCoordsToPlayerLocation],0
    movss xmm12,[rax+70]
    movss [x_coord_undo],xmm12
    movss xmm12,[rax+74]
    movss [z_coord_undo],xmm12
    movss xmm12,[rax+78]
    movss [y_coord_undo],xmm12
     
    movss xmm11,[SaveWaypointCoord_X]
    movss [rax+70],xmm11
    movss xmm11,[SaveWaypointCoord_Z]
    movss [rax+74],xmm11
    movss xmm11,[SaveWaypointCoord_Y]
    movss [rax+78],xmm11
     
     
     // no Z Coord for waypoint
    // Fix Fall trough ground
    fld [rax+74]
    fld1
    faddp
    fstp [rax+74]
     
     
     
     
     
     
    originalcodeteleport:
      movss xmm1,[rax+70]
     
    exitteleport:
    jmp returnteleport
     
     
     
    _TeleportCode:
    jmp teleportmem
    returnteleport:
     
     
     
     
    _SaveWAyPointCoordCode:
    jmp newmem
      nop
      nop
      nop
    returnhere:
     
     
     
     
    _GetPlayerCoord:
    jmp newmem1
    returnhere1:
     
     
     
    x_coord:
    dd 0
    z_coord:
    dd 0
    y_coord:
    dd 0
    s_enable:
    dd 0
    l_enable:
    dd 0
    x_coord_undo:
    dd 0
    z_coord_undo:
    dd 0
    y_coord_undo:
    dd 0
    u_enable:
    dd 0
    SaveWaypointCoord_X:
    dd 0
    SaveWaypointCoord_Y:
    dd 0
    SaveWaypointCoord_Z:
    dd 0
     
     
    [DISABLE]
    Unregistersymbol(z_coord)
    Unregistersymbol(x_coord)
    Unregistersymbol(y_coord)
    Unregistersymbol(z_coord_undo)
    Unregistersymbol(x_coord_undo)
    Unregistersymbol(y_coord_undo)
    Unregistersymbol(s_enable)
    Unregistersymbol(l_enable)
    Unregistersymbol(u_enable)
    Unregistersymbol(SaveWaypointCoord_X)
    Unregistersymbol(SaveWaypointCoord_Y)
    Unregistersymbol(SaveWaypointCoord_Z)
    Unregistersymbol(_WriteWayPointCoordsToPlayerLocation)
    Unregistersymbol(_TeleportCode)
    Unregistersymbol(GetPlayerCoord_X)
    Unregistersymbol(GetPlayerCoord_Y)
    Unregistersymbol(GetPlayerCoord_Z)
    Unregistersymbol(_GetPlayerCoord)
    Unregistersymbol(base)
    dealloc(z_coord)
    dealloc(x_coord)
    dealloc(y_coord)
    dealloc(z_coord_undo)
    dealloc(x_coord_undo)
    dealloc(y_coord_undo)
    dealloc(s_enable)
    dealloc(l_enable)
    dealloc(u_enable)
    dealloc(teleportmem)
    dealloc(SaveWaypointCoord_X)
    dealloc(SaveWaypointCoord_Y)
    dealloc(SaveWaypointCoord_Z)
    dealloc(_WriteWayPointCoordsToPlayerLocation)
    dealloc(newmem)
    dealloc(GetPlayerCoord_X)
    dealloc(GetPlayerCoord_Y)
    dealloc(GetPlayerCoord_Z)
    dealloc(newmem1)
    dealloc(base)
     
     
     
    _TeleportCode:
      movss xmm1,[rax+70]
     
     
    _SaveWAyPointCoordCode:
      movss xmm0,[rcx+00000088]
     
     
    _GetPlayerCoord:
      movss xmm2,[rax+70]
    </AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>135</ID>
              <Description>"SAVE POSiTiON"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>s_enable</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>107</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>136</ID>
              <Description>"LOAD POSiTiON"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>l_enable</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>109</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>137</ID>
              <Description>"UNDO TELEPORT"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>u_enable</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>106</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>151</ID>
              <Description>"TELEPORT TO WAYPOiNT"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>_WriteWayPointCoordsToPlayerLocation</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>111</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>185</ID>
              <Description>"VALUE"</Description>
              <VariableType>Float</VariableType>
              <Address>Value</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>176</ID>
              <Description>"DEBUG"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" Activated="1" RealAddress="00000000"/>
              <Color>0080FF</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>181</ID>
                  <Description>"Player Position X"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>base</Address>
                  <Offsets>
                    <Offset>70</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>183</ID>
                  <Description>"Player Position Z"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>base</Address>
                  <Offsets>
                    <Offset>74</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>182</ID>
                  <Description>"Player Position Y"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>base</Address>
                  <Offsets>
                    <Offset>78</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>175</ID>
                  <Description>"Waypoint Coordinate X"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>SaveWaypointCoord_X</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>177</ID>
                  <Description>"Waypoint Coordinate Y"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>SaveWaypointCoord_Y</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>178</ID>
                  <Description>"Waypoint Coordinate Z"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>SaveWaypointCoord_Z</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatTable>
    N0-Spread:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <CheatTable>
      <CheatEntries>
        <CheatEntry>
          <ID>186</ID>
          <Description>"NO SPREAD"</Description>
          <LastState Activated="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    aobscanmodule(_NoSpread,TheDivision.exe,44 0F 2E 16 0F 84 E0 00 00 00) // should be unique
    alloc(newmem,$1000,TheDivision.exe)
     
    label(code)
    label(return)
     
    newmem:
    mov [rsi],(float)1
    code:
      db 44 0F 2E 16 0F 84 E0 00 00 00
      jmp return
     
    _NoSpread:
      jmp newmem
      nop
      nop
      nop
      nop
      nop
    return:
    registersymbol(_NoSpread)
     
    [DISABLE]
    _NoSpread:
      db 44 0F 2E 16 0F 84 E0 00 00 00
     
    unregistersymbol(_NoSpread)
    dealloc(newmem)
    </AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatTable>
    No-Recoil:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <CheatTable>
      <CheatEntries>
        <CheatEntry>
          <ID>191</ID>
          <Description>"NO RECOiL"</Description>
          <LastState Activated="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    aobscanmodule(_NoRecoil,TheDivision.exe,F3 0F 10 05 52 F8 6F 02)
    alloc(newmem,$1000,TheDivision.exe)
     
    label(code)
    label(return)
     
    newmem:
      db C7 05 E2 E5 61 03 00 00 00 00
     
    code:
      db F3 0F 10 05 52 F8 6F 02
      jmp return
     
    _NoRecoil:
      jmp newmem
      nop
      nop
      nop
    return:
    registersymbol(_NoRecoil)
     
    [DISABLE]
     
    _NoRecoil:
      db F3 0F 10 05 52 F8 6F 02
     
    unregistersymbol(_NoRecoil)
    dealloc(newmem)
     
    </AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatTable>
    Like Something that i did or what i've uploaded?




     

    • Join Date: 09-13-2013
    • PREMIUM Since: 11-5-2015

     

  5. The Following 2 Users Say Thank You to Z-Nation For This Useful Post:

    dannyy11 (03-28-2016),soko91 (03-24-2016)

  6. #4
    Verty's Avatar
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    Failed to add to table, Not all codes is injectable.

  7. #5
    SnRolls's Avatar
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    You can't use these codes unless you use a CE bypasser, or you will crash.
    Last edited by SnRolls; 03-24-2016 at 07:14 AM.

  8. #6
    Dexter's Avatar
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    Quote Originally Posted by Z View Post
    Copy & Paste this into your Cheat Engine Adress List.
    NUMPAD + = Save Position
    NUMPAD - = Load Position
    NUMPAD * = UNDO TELEPORT
    NUMPAD / = TELEPORT TO WAYPOINT

    TELEPORT:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <CheatTable>
      <CheatEntries>
        <CheatEntry>
          <ID>134</ID>
          <Description>"TELEPORT"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    aobscanmodule(_TeleportCode,TheDivision.exe,F3 0F 10 48 70 F3 0F 10 70)
    aobscanmodule(_SaveWAyPointCoordCode,TheDivision.exe,F3 0F 10 81 88 00 00 00 * * * * 40)
    aobscanmodule(_GetPlayerCoord,TheDivision.exe,F3 0F 10 50 70 F3 0F 10)
    alloc(teleportmem,2048,TheDivision.exe)
    alloc(newmem,2048,TheDivision.exe)
    alloc(newmem1,2048,TheDivision.exe)
    registersymbol(z_coord)
    registersymbol(x_coord)
    registersymbol(y_coord)
    registersymbol(z_coord_undo)
    registersymbol(x_coord_undo)
    registersymbol(y_coord_undo)
    Registersymbol(SaveWaypointCoord_X)
    Registersymbol(SaveWaypointCoord_Y)
    Registersymbol(SaveWaypointCoord_Z)
    registersymbol(s_enable)
    registersymbol(l_enable)
    registersymbol(u_enable)
    Registersymbol(_WriteWayPointCoordsToPlayerLocation)
    Registersymbol(_TeleportCode)
    Registersymbol(_SaveWAyPointCoordCode)
    Registersymbol(GetPlayerCoord_X)
    Registersymbol(GetPlayerCoord_Y)
    Registersymbol(GetPlayerCoord_Z)
    Registersymbol(_GetPlayerCoord)
    Registersymbol(base)
    alloc(s_enable,4)
    alloc(l_enable,4)
    alloc(u_enable,4)
    alloc(z_coord,4)
    alloc(x_coord,4)
    alloc(y_coord,4)
    alloc(z_coord_undo,4)
    alloc(x_coord_undo,4)
    alloc(y_coord_undo,4)
    alloc(SaveWaypointCoord_X,4)
    alloc(SaveWaypointCoord_Y,4)
    alloc(SaveWaypointCoord_Z,4)
    alloc(_WriteWayPointCoordsToPlayerLocation,4)
    alloc(GetPlayerCoord_X,4)
    alloc(GetPlayerCoord_Y,4)
    alloc(GetPlayerCoord_Z,4)
    alloc(base,8)
    label(returnteleport)
    label(originalcodeteleport)
    label(exitteleport)
    label(save_coord)
    label(load_coord)
    label(undo_coord)
    label(returnhere)
    label(originalcode)
    label(exit)
    label(WriteWayPointCoordsToPlayerLocation)
    label(returnhere1)
    label(originalcode1)
    label(exit1)
     
     
    newmem1: //this is allocated memory, you have read,write,execute access
    mov [base],rax
     
     
    originalcode1:
      movss xmm2,[rax+70]
     
    exit1:
    jmp returnhere1
     
     
    newmem:
    movss xmm11,[rcx+00000080]
    movss [SaveWaypointCoord_X],xmm11
    movss xmm11,[rcx+00000084]
    movss [SaveWaypointCoord_Z],xmm11
    movss xmm11,[rcx+00000088]
    movss [SaveWaypointCoord_Y],xmm11
     
     
    originalcode:
      movss xmm0,[rcx+00000088]
     
    exit:
    jmp returnhere
     
     
     
    teleportmem:
    cmp [s_enable],1
    je save_coord
     
    cmp [l_enable],1
    je load_coord
     
    cmp [u_enable],1
    je undo_coord
     
    cmp [_WriteWayPointCoordsToPlayerLocation],1
    je WriteWayPointCoordsToPlayerLocation
     
    jmp originalcodeteleport
     
    save_coord:
    mov [s_enable],0
    movss xmm12,[rax+70]
    movss [x_coord],xmm12
    movss xmm12,[rax+74]
    movss [z_coord],xmm12
    movss xmm12,[rax+78]
    movss [y_coord],xmm12
    jmp originalcodeteleport
     
    load_coord:
    mov [l_enable],0
    cmp [z_coord],0
    je originalcodeteleport
    // Save actual Position (for UNDO TELEPORT) when press LOAD POSiTiON
    movss xmm12,[rax+70]
    movss [x_coord_undo],xmm12
    movss xmm12,[rax+74]
    movss [z_coord_undo],xmm12
    movss xmm12,[rax+78]
    movss [y_coord_undo],xmm12
    // Save actual Position (for UNDO TELEPORT) when press LOAD POSiTiON
    movss xmm12,[x_coord]
    movss [rax+70],xmm12
    movss xmm12,[z_coord]
    movss [rax+74],xmm12
    movss xmm12,[y_coord]
    movss [rax+78],xmm12
    jmp originalcodeteleport
     
    undo_coord:
    mov [l_enable],0
    mov [s_enable],0
    mov [u_enable],0
    cmp [z_coord_undo],0
    je originalcodeteleport
    movss xmm12,[x_coord_undo]
    movss [rax+70],xmm12
    movss xmm12,[z_coord_undo]
    movss [rax+74],xmm12
    movss xmm12,[y_coord_undo]
    movss [rax+78],xmm12
    jmp originalcodeteleport
     
     
    ///////////////TELEPORT TO WAYPOiNT//////////////
    WriteWayPointCoordsToPlayerLocation:
    mov byte ptr [_WriteWayPointCoordsToPlayerLocation],0
    movss xmm12,[rax+70]
    movss [x_coord_undo],xmm12
    movss xmm12,[rax+74]
    movss [z_coord_undo],xmm12
    movss xmm12,[rax+78]
    movss [y_coord_undo],xmm12
     
    movss xmm11,[SaveWaypointCoord_X]
    movss [rax+70],xmm11
    movss xmm11,[SaveWaypointCoord_Z]
    movss [rax+74],xmm11
    movss xmm11,[SaveWaypointCoord_Y]
    movss [rax+78],xmm11
     
     
     // no Z Coord for waypoint
    // Fix Fall trough ground
    fld [rax+74]
    fld1
    faddp
    fstp [rax+74]
     
     
     
     
     
     
    originalcodeteleport:
      movss xmm1,[rax+70]
     
    exitteleport:
    jmp returnteleport
     
     
     
    _TeleportCode:
    jmp teleportmem
    returnteleport:
     
     
     
     
    _SaveWAyPointCoordCode:
    jmp newmem
      nop
      nop
      nop
    returnhere:
     
     
     
     
    _GetPlayerCoord:
    jmp newmem1
    returnhere1:
     
     
     
    x_coord:
    dd 0
    z_coord:
    dd 0
    y_coord:
    dd 0
    s_enable:
    dd 0
    l_enable:
    dd 0
    x_coord_undo:
    dd 0
    z_coord_undo:
    dd 0
    y_coord_undo:
    dd 0
    u_enable:
    dd 0
    SaveWaypointCoord_X:
    dd 0
    SaveWaypointCoord_Y:
    dd 0
    SaveWaypointCoord_Z:
    dd 0
     
     
    [DISABLE]
    Unregistersymbol(z_coord)
    Unregistersymbol(x_coord)
    Unregistersymbol(y_coord)
    Unregistersymbol(z_coord_undo)
    Unregistersymbol(x_coord_undo)
    Unregistersymbol(y_coord_undo)
    Unregistersymbol(s_enable)
    Unregistersymbol(l_enable)
    Unregistersymbol(u_enable)
    Unregistersymbol(SaveWaypointCoord_X)
    Unregistersymbol(SaveWaypointCoord_Y)
    Unregistersymbol(SaveWaypointCoord_Z)
    Unregistersymbol(_WriteWayPointCoordsToPlayerLocation)
    Unregistersymbol(_TeleportCode)
    Unregistersymbol(GetPlayerCoord_X)
    Unregistersymbol(GetPlayerCoord_Y)
    Unregistersymbol(GetPlayerCoord_Z)
    Unregistersymbol(_GetPlayerCoord)
    Unregistersymbol(base)
    dealloc(z_coord)
    dealloc(x_coord)
    dealloc(y_coord)
    dealloc(z_coord_undo)
    dealloc(x_coord_undo)
    dealloc(y_coord_undo)
    dealloc(s_enable)
    dealloc(l_enable)
    dealloc(u_enable)
    dealloc(teleportmem)
    dealloc(SaveWaypointCoord_X)
    dealloc(SaveWaypointCoord_Y)
    dealloc(SaveWaypointCoord_Z)
    dealloc(_WriteWayPointCoordsToPlayerLocation)
    dealloc(newmem)
    dealloc(GetPlayerCoord_X)
    dealloc(GetPlayerCoord_Y)
    dealloc(GetPlayerCoord_Z)
    dealloc(newmem1)
    dealloc(base)
     
     
     
    _TeleportCode:
      movss xmm1,[rax+70]
     
     
    _SaveWAyPointCoordCode:
      movss xmm0,[rcx+00000088]
     
     
    _GetPlayerCoord:
      movss xmm2,[rax+70]
    </AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>135</ID>
              <Description>"SAVE POSiTiON"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>s_enable</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>107</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>136</ID>
              <Description>"LOAD POSiTiON"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>l_enable</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>109</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>137</ID>
              <Description>"UNDO TELEPORT"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>u_enable</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>106</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>151</ID>
              <Description>"TELEPORT TO WAYPOiNT"</Description>
              <Color>404080</Color>
              <VariableType>Byte</VariableType>
              <Address>_WriteWayPointCoordsToPlayerLocation</Address>
              <Hotkeys>
                <Hotkey>
                  <Action>Set Value</Action>
                  <Keys>
                    <Key>111</Key>
                  </Keys>
                  <Value>1</Value>
                  <ID>0</ID>
                </Hotkey>
              </Hotkeys>
            </CheatEntry>
            <CheatEntry>
              <ID>185</ID>
              <Description>"VALUE"</Description>
              <VariableType>Float</VariableType>
              <Address>Value</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>176</ID>
              <Description>"DEBUG"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" Activated="1" RealAddress="00000000"/>
              <Color>0080FF</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>181</ID>
                  <Description>"Player Position X"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>base</Address>
                  <Offsets>
                    <Offset>70</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>183</ID>
                  <Description>"Player Position Z"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>base</Address>
                  <Offsets>
                    <Offset>74</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>182</ID>
                  <Description>"Player Position Y"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>base</Address>
                  <Offsets>
                    <Offset>78</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>175</ID>
                  <Description>"Waypoint Coordinate X"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>SaveWaypointCoord_X</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>177</ID>
                  <Description>"Waypoint Coordinate Y"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>SaveWaypointCoord_Y</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>178</ID>
                  <Description>"Waypoint Coordinate Z"</Description>
                  <Color>808080</Color>
                  <VariableType>Float</VariableType>
                  <Address>SaveWaypointCoord_Z</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatTable>
    N0-Spread:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <CheatTable>
      <CheatEntries>
        <CheatEntry>
          <ID>186</ID>
          <Description>"NO SPREAD"</Description>
          <LastState Activated="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    aobscanmodule(_NoSpread,TheDivision.exe,44 0F 2E 16 0F 84 E0 00 00 00) // should be unique
    alloc(newmem,$1000,TheDivision.exe)
     
    label(code)
    label(return)
     
    newmem:
    mov [rsi],(float)1
    code:
      db 44 0F 2E 16 0F 84 E0 00 00 00
      jmp return
     
    _NoSpread:
      jmp newmem
      nop
      nop
      nop
      nop
      nop
    return:
    registersymbol(_NoSpread)
     
    [DISABLE]
    _NoSpread:
      db 44 0F 2E 16 0F 84 E0 00 00 00
     
    unregistersymbol(_NoSpread)
    dealloc(newmem)
    </AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatTable>
    No-Recoil:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <CheatTable>
      <CheatEntries>
        <CheatEntry>
          <ID>191</ID>
          <Description>"NO RECOiL"</Description>
          <LastState Activated="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    aobscanmodule(_NoRecoil,TheDivision.exe,F3 0F 10 05 52 F8 6F 02)
    alloc(newmem,$1000,TheDivision.exe)
     
    label(code)
    label(return)
     
    newmem:
      db C7 05 E2 E5 61 03 00 00 00 00
     
    code:
      db F3 0F 10 05 52 F8 6F 02
      jmp return
     
    _NoRecoil:
      jmp newmem
      nop
      nop
      nop
    return:
    registersymbol(_NoRecoil)
     
    [DISABLE]
     
    _NoRecoil:
      db F3 0F 10 05 52 F8 6F 02
     
    unregistersymbol(_NoRecoil)
    dealloc(newmem)
     
    </AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatTable>
    Thats a great contribution, thank you. But teleport is one of the riskiest options in every hack out there, so be careful.

  9. #7
    soko91's Avatar
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    You can use these codes if you just manually search it yourself; which is what I did.

    Code:
    Coordinates ( Teleport ) - TheDivision.exe+1D6E45C
    
    No Spread - TheDivision.exe+F11D3E
    
    No Recoil - TheDivision.exe+F0ED92

  10. #8
    bf4player1992's Avatar
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    Quote Originally Posted by soko91 View Post
    You can use these codes if you just manually search it yourself; which is what I did.

    Code:
    Coordinates ( Teleport ) - TheDivision.exe+1D6E45C
    
    No Spread - TheDivision.exe+F11D3E
    
    No Recoil - TheDivision.exe+F0ED92
    and how to turn it off , a little more information on how to do it would be nice

  11. #9
    Atari1337's Avatar
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    Quote Originally Posted by Dexter View Post
    Thats a great contribution, thank you. But teleport is one of the riskiest options in every hack out there, so be careful.
    Dude for the last time, they will not ban you for teleporting. I've been doing it NON-STOP, ALL OVER THE MAP, THROUGH THE DZ WALL, AND OUT OF THE MAP SINCE RELEASE. Not gunna happen.

  12. #10
    Dexter's Avatar
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    Quote Originally Posted by Atari1337 View Post
    Dude for the last time, they will not ban you for teleporting. I've been doing it NON-STOP, ALL OVER THE MAP, THROUGH THE DZ WALL, AND OUT OF THE MAP SINCE RELEASE. Not gunna happen.
    have you released your teleport to the public?

  13. #11
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    Quote Originally Posted by Atari1337 View Post
    Dude for the last time, they will not ban you for teleporting. I've been doing it NON-STOP, ALL OVER THE MAP, THROUGH THE DZ WALL, AND OUT OF THE MAP SINCE RELEASE. Not gunna happen.
    I think the point he is making is of the cheats currently existing for The Division, teleporting it the riskiest, because it is the easiest for them to detect on the server end. Not that its super risky itself, just the easiest for them to detect.

    But this is true for almost any game. There is almost always a teleporting hack for online games and it is consistently the riskiest.
    Last edited by OrangeMask; 03-24-2016 at 12:58 PM.

  14. #12
    Atari1337's Avatar
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    Quote Originally Posted by Dexter View Post
    have you released your teleport to the public?
    Hell the fuck no, get the pointers yourself and set hotkeys

  15. #13
    Dexter's Avatar
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    Quote Originally Posted by Atari1337 View Post
    Hell the fuck no, get the pointers yourself and set hotkeys
    lmfao thats the whole point lol xD I am not telling you to release your shit lol If someone releases teleport pointers and thousands of people use it, ofc its gonna get detected and it will become risky xD

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    TechnoJacker's Avatar
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    Got to love boredom.

    Various Weapon Data:

    Perfect Aim:

  17. The Following User Says Thank You to TechnoJacker For This Useful Post:

    [MPGH]Flengo (03-28-2016)

  18. #15
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    Hmm, im still new to most of this, but could you share your script for the "activate once values are found"? I'm assuming this would save time of refinding everything each game load?

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