look around and look down its not that far down and you will see one that says ptc method
I've been looking for a working PTC method for around 2 days, and I've had no results, I've had points where the PTC method and address don't crash Combat Arms but it doesn't do as requested.
Any information on why this maybe happening or a recent and working PTC method and address would be highly appreciated, thanks.
#define UnwrappedConsole 0x485FA0
void __cdecl PTC(const char* Command)
{
void* Addy = (void*)UnwrappedConsole;
_asm
{
Push Command
call Addy
add esp, 4
}
}
to add a ptc
PTC ("ShowFPS1");
thx if i helped
Last edited by wraithkilla; 08-22-2011 at 10:17 AM.
Thanks both for replying. Wraithkilla, when I use that command it doesn't crash Combat Arms, but it doesn't display the FPS in the corner, also it gets detected after 2-3 mins.
do it in the present , it will work
Spilli (08-22-2011)
Ok, that does work, but I can't get it to work outside the present method, any ideas why?
bec the present gets hooked
its detected in the other way
Ok, I've got it working, thanks and much appreciated.
That's my PTC method
No I do not make game hacks anymore, please stop asking.
wraithkilla (08-23-2011)
oO why do ppl always want a new "ptc method" ? im using since 2 years the same and it still works (calling it directly from class, pLTBase->RunConsoleCommand). sure nexon prevented us to call it directly, but still doesnt stop me using it.
flameswor10 (08-22-2011),freedompeace (08-24-2011),wraithkilla (08-23-2011)
@flameswor10 lol
i didnt know that xDD
i wrote it myself
@wraithkilla
So you understand what each of the ASM codes do?
Lets see it get explained :L
Last edited by flameswor10; 08-24-2011 at 03:21 AM.
No I do not make game hacks anymore, please stop asking.
ooooooooooooooooooooooooooooooooooooooo flames dissed you
Last edited by freedompeace; 08-24-2011 at 02:59 PM.
Well I was only to find out, it didn't really have much to do with the method itself, only from where the method was been called, after I called the PTC method from inside the DirectX pointers 'present' method it was to work.