Big Packets Framework - Combat Arms Port
ok im on the final stages of porting my framework to CA, just need to learn a bit more of lithtech and then it will be ready, ill probably need someone to post the updated classes if the latest dont work
heres what it will look like:
http://i.imgur.com/92tM58z.jpg
YES it does remind you of ***********, it is based on drunken cheetah's designs since they are so good.
gui testing:
framework in development since 2015, so you know it will be good.
so far it will be probably the best public hack released on here.
contains extremely rare useful features like "ESP Stacking", which is a really useful feature, which only Drunken Cheetah has.
Here is the full variable list for my framework (unlike everybody else, this is the same in EVERY game i will port)
(there will be more for combat arms, once im done)
heres what it will look like:
http://i.imgur.com/92tM58z.jpg
YES it does remind you of ***********, it is based on drunken cheetah's designs since they are so good.
gui testing:
framework in development since 2015, so you know it will be good.
so far it will be probably the best public hack released on here.
contains extremely rare useful features like "ESP Stacking", which is a really useful feature, which only Drunken Cheetah has.
Here is the full variable list for my framework (unlike everybody else, this is the same in EVERY game i will port)
(there will be more for combat arms, once im done)
r_globalconfig - Use Global section of config
fn_load - Load
fn_save - Save
fn_reset - Reset
fn_previoustrack - lolololol
fn_playtrack - lolololol
fn_pausetrack - lolololol
fn_stoptrack - lolololol
fn_nextrack - lolololol
fn_volup - lolololol
fn_voldown - lolololol
r_volume - Foobar volume slider, Not working yet
c_esp_plr - Tags color
c_esp_plrf - Tags color
c_esp_npc - Tags color
c_esp_npcf - Tags color
c_esp_prj - Tags color
c_esp_prjf - Tags color
c_esp_pku - Tags color
r_walkbot_presetname - Name of walkbot preset, so you can save and load it anytime
r_aim - Aim assistance
r_aim_hitbox - Bone to target
r_aim_smooth - Smooth view changes
r_aim_smooth_dc - Cheetah Effect
r_aim_smooth_amount - Smooth view changes
r_aim_visibleonly - Only aim at targets that are visible
r_aim_autoaim - Automatically aims for you so you don't need to hold down the aimbot key
r_aim_autofire - Auto shoot when locked
r_aim_correction - Correct bullet drop, recoil, spread
r_aim_selection - Target selection
r_aim_phealth - Prioritize Health
r_aim_randomize - Add extra to angles
r_aim_randomization - Add extra to angles
r_aim_key - Aimbot
r_aim_plr - Filter
r_aim_plrf - Filter
r_aim_npc - Filter
r_aim_npcf - Filter
r_aim_walkbot - Moves for you using the points
fn_walkbot_save - Save points to file
fn_walkbot_savepoint - Add point
fn_walkbot_reset - Deletes all path points so you can make a new preset
fn_walkbot_load - Load from file
fn_walkbot_presetname - Preset name to save and load to
r_aim_fov - Maximum FOV
r_aim_maxdist - Maximum Dist
r_aim_hitscan - Scans all hitbox for visibility
r_aim_offafterkill - Turns off after you kill someone so it will not aim next person until you want to
r_aim_targetlock - Only target the currently targeted player so that it will not aim at nearby player
r_aim_autofire_delay - Delay per shoots
r_aim_autotrigger - Shoot if actor in crosshair
fn_exitgame - Exits program
r_key_master - Master
r_key_menu - Menu
c_ms_text - Text
c_ms_background - BG
c_ms_border - Border
c_ms_highlight - Highlight
c_ms_titlebar - Titlebar
c_ms_tabbackground - Tab BG
c_ms_frame - Frame
c_ms_gradienttop - G Top
c_ms_gradientbottom - G Bottom
c_ms_fill - Fill
c_ms_ges_notice - E Notice
c_ms_ges_warning - E Warning
c_ms_ges_error - E Error
c_ms_tiptext - Tip Text
c_ms_tipbackground - Tip BG
c_ms_tipborder - Tip Border
c_ms_mouseborder - Mouse Border
c_ms_mousebackground - Mouse BG
fn_delmsgbox_id - Id of msg box
fn_delmsgbox - Deletes msg box
r_console_input - Input to console
r_console - Draws console
c_hp3 - HP color if under 20
c_hp2 - HP color if more than 50
c_hp1 - HP color if more than 75
c_hp0 - HP color if more than 100
c_hp_bg - Healthbar background
c_skeleton - Bones
c_esp_aimtarget - Circle
c_esp_plr_front - Visible
c_esp_plrf_front - Visible
c_esp_plr_back - Invisible
c_esp_plrf_back - Invisible
c_esp_npc_front - Visible
c_esp_npcf_front - Visible
c_esp_npc_back - Invisible
c_esp_npcf_back - Invisible
c_esp_prj_front - Visible
c_esp_prjf_front - Visible
c_esp_prj_back - Invisible
c_esp_prjf_back - Invisible
c_esp_pku_front - Visible
c_esp_pku_back - Invisible
r_esp - Draw helpful information over players
r_esp_drawfov - Draws FOV circle, might not be accurate
r_esp_pathpoints - Draws the points from walkbot
r_esp_outline - Adds outline to text and healthbars, more FPS loss
r_esp_stacked - No overlap between players
r_esp_stacked_line - Draw from head to nametags to indicate stacking
r_esp_shadow - Draw box over text and h-hbar
r_esp_vbar - [|] healthbar instead of [---]
r_esp_vbard - Drain instead of fill vertical healthbar
r_esp_aimline - If Lines are off a line pointing to players view will be drawn
r_esp_3db - Use 3D box instead of 2D
r_esp_3db_rotate - Rotate 3D box by their angles
r_esp_alpha - Lower alpha if actor is not visible
r_esp_aimspot - Draw aim spot
r_esp_plr - Enable drawing
r_esp_plrf - Enable drawing
r_esp_plr_nametags - Draw nametags
r_esp_plrf_nametags - Draw nametags
r_esp_plr_health - Draw health bar
r_esp_plrf_health - Draw health bar
r_esp_plr_skeleton - Draw skeleton
r_esp_plrf_skeleton - Draw skeleton
r_esp_plr_bonemark - Draw bone marks
r_esp_plrf_bonemark - Draw bone marks
r_esp_plr_box - Draw box
r_esp_plrf_box - Draw box
r_esp_plr_lines - Draw lines
r_esp_plrf_lines - Draw lines
r_esp_plr_fglb - Use global esp settings
r_esp_npc - Enable drawing
r_esp_npcf - Enable drawing
r_esp_npc_box - Draw box
r_esp_npcf_box - Draw box
r_esp_npc_nametags - Draw nametags
r_esp_npcf_nametags - Draw nametags
r_esp_npc_skeleton - Draw skeleton
r_esp_npcf_skeleton - Draw skeleton
r_esp_npc_bonemark - Draw bone marks
r_esp_npcf_bonemark - Draw bone marks
r_esp_npc_fglb - Use global esp settings
r_esp_prj - Enable drawing
r_esp_prjf - Enable drawing
r_esp_prj_nametags - Draw nametags
r_esp_prjf_nametags - Draw nametags
r_esp_prj_box - Draw box
r_esp_prjf_box - Draw box
r_esp_prj_fglb - Use global esp settings
r_esp_pku - Enable drawing
r_esp_pku_nametags - Draw nametags
r_esp_pku_box - Draw box
r_esp_pku_fglb - Use global esp settings
r_esp_glb - Enable drawing
r_esp_glbf - Enable drawing
r_esp_glb_nametags - Draw nametags
r_esp_glbf_nametags - Draw nametags
r_esp_glb_health - Draw health bar
r_esp_glbf_health - Draw health bar
r_esp_glb_skeleton - Draw skeleton
r_esp_glbf_skeleton - Draw skeleton
r_esp_glb_bonemark - Draw bone marks
r_esp_glbf_bonemark - Draw bone marks
r_esp_glb_box - Draw box
r_esp_glbf_box - Draw box
r_esp_glb_lines - Draw lines
r_esp_glbf_lines - Draw lines
r_radar - Minimap
r_radar_autocenter - Position to middle of screen
r_radar_clamppoint - Points stay inside the window
r_radar_range - Range of radar
r_radar_size - Size of radar (r in circ, pix in sqr)
r_radar_sqr - Use oldschool square radar
r_radar_uef - Use ESP filter to filter out entities
c_xhair - Color
r_crosshair - Draw Xhair
r_crosshair_spacer - Spacer
r_crosshair_width - Width
r_clock - Draw clock
r_clock_autocenter - Clock will auto center
r_debugactor - Draw debug window
r_debugactor_id - The actor you want to debug
r_debugactor_info - Draw informatin
r_debugactor_qshit - New
r_debugactor_qfriend - New
r_debugactor_qpriority - New
fn_applydebugvars - Apply new vars
r_tooltips - Show tooltips when hovering
r_localinfo - Window for your health
r_warningbox - Window for enemies who are aiming at you
fn_load - Load
fn_save - Save
fn_reset - Reset
fn_previoustrack - lolololol
fn_playtrack - lolololol
fn_pausetrack - lolololol
fn_stoptrack - lolololol
fn_nextrack - lolololol
fn_volup - lolololol
fn_voldown - lolololol
r_volume - Foobar volume slider, Not working yet
c_esp_plr - Tags color
c_esp_plrf - Tags color
c_esp_npc - Tags color
c_esp_npcf - Tags color
c_esp_prj - Tags color
c_esp_prjf - Tags color
c_esp_pku - Tags color
r_walkbot_presetname - Name of walkbot preset, so you can save and load it anytime

r_aim - Aim assistance
r_aim_hitbox - Bone to target
r_aim_smooth - Smooth view changes
r_aim_smooth_dc - Cheetah Effect
r_aim_smooth_amount - Smooth view changes
r_aim_visibleonly - Only aim at targets that are visible
r_aim_autoaim - Automatically aims for you so you don't need to hold down the aimbot key
r_aim_autofire - Auto shoot when locked
r_aim_correction - Correct bullet drop, recoil, spread
r_aim_selection - Target selection
r_aim_phealth - Prioritize Health
r_aim_randomize - Add extra to angles
r_aim_randomization - Add extra to angles
r_aim_key - Aimbot
r_aim_plr - Filter
r_aim_plrf - Filter
r_aim_npc - Filter
r_aim_npcf - Filter
r_aim_walkbot - Moves for you using the points
fn_walkbot_save - Save points to file
fn_walkbot_savepoint - Add point
fn_walkbot_reset - Deletes all path points so you can make a new preset
fn_walkbot_load - Load from file
fn_walkbot_presetname - Preset name to save and load to
r_aim_fov - Maximum FOV
r_aim_maxdist - Maximum Dist
r_aim_hitscan - Scans all hitbox for visibility
r_aim_offafterkill - Turns off after you kill someone so it will not aim next person until you want to
r_aim_targetlock - Only target the currently targeted player so that it will not aim at nearby player
r_aim_autofire_delay - Delay per shoots
r_aim_autotrigger - Shoot if actor in crosshair
fn_exitgame - Exits program
r_key_master - Master
r_key_menu - Menu
c_ms_text - Text
c_ms_background - BG
c_ms_border - Border
c_ms_highlight - Highlight
c_ms_titlebar - Titlebar
c_ms_tabbackground - Tab BG
c_ms_frame - Frame
c_ms_gradienttop - G Top
c_ms_gradientbottom - G Bottom
c_ms_fill - Fill
c_ms_ges_notice - E Notice
c_ms_ges_warning - E Warning
c_ms_ges_error - E Error
c_ms_tiptext - Tip Text
c_ms_tipbackground - Tip BG
c_ms_tipborder - Tip Border
c_ms_mouseborder - Mouse Border
c_ms_mousebackground - Mouse BG
fn_delmsgbox_id - Id of msg box
fn_delmsgbox - Deletes msg box
r_console_input - Input to console
r_console - Draws console
c_hp3 - HP color if under 20
c_hp2 - HP color if more than 50
c_hp1 - HP color if more than 75
c_hp0 - HP color if more than 100
c_hp_bg - Healthbar background
c_skeleton - Bones
c_esp_aimtarget - Circle
c_esp_plr_front - Visible
c_esp_plrf_front - Visible
c_esp_plr_back - Invisible
c_esp_plrf_back - Invisible
c_esp_npc_front - Visible
c_esp_npcf_front - Visible
c_esp_npc_back - Invisible
c_esp_npcf_back - Invisible
c_esp_prj_front - Visible
c_esp_prjf_front - Visible
c_esp_prj_back - Invisible
c_esp_prjf_back - Invisible
c_esp_pku_front - Visible
c_esp_pku_back - Invisible
r_esp - Draw helpful information over players
r_esp_drawfov - Draws FOV circle, might not be accurate
r_esp_pathpoints - Draws the points from walkbot
r_esp_outline - Adds outline to text and healthbars, more FPS loss
r_esp_stacked - No overlap between players
r_esp_stacked_line - Draw from head to nametags to indicate stacking
r_esp_shadow - Draw box over text and h-hbar
r_esp_vbar - [|] healthbar instead of [---]
r_esp_vbard - Drain instead of fill vertical healthbar
r_esp_aimline - If Lines are off a line pointing to players view will be drawn
r_esp_3db - Use 3D box instead of 2D
r_esp_3db_rotate - Rotate 3D box by their angles
r_esp_alpha - Lower alpha if actor is not visible
r_esp_aimspot - Draw aim spot
r_esp_plr - Enable drawing
r_esp_plrf - Enable drawing
r_esp_plr_nametags - Draw nametags
r_esp_plrf_nametags - Draw nametags
r_esp_plr_health - Draw health bar
r_esp_plrf_health - Draw health bar
r_esp_plr_skeleton - Draw skeleton
r_esp_plrf_skeleton - Draw skeleton
r_esp_plr_bonemark - Draw bone marks
r_esp_plrf_bonemark - Draw bone marks
r_esp_plr_box - Draw box
r_esp_plrf_box - Draw box
r_esp_plr_lines - Draw lines
r_esp_plrf_lines - Draw lines
r_esp_plr_fglb - Use global esp settings
r_esp_npc - Enable drawing
r_esp_npcf - Enable drawing
r_esp_npc_box - Draw box
r_esp_npcf_box - Draw box
r_esp_npc_nametags - Draw nametags
r_esp_npcf_nametags - Draw nametags
r_esp_npc_skeleton - Draw skeleton
r_esp_npcf_skeleton - Draw skeleton
r_esp_npc_bonemark - Draw bone marks
r_esp_npcf_bonemark - Draw bone marks
r_esp_npc_fglb - Use global esp settings
r_esp_prj - Enable drawing
r_esp_prjf - Enable drawing
r_esp_prj_nametags - Draw nametags
r_esp_prjf_nametags - Draw nametags
r_esp_prj_box - Draw box
r_esp_prjf_box - Draw box
r_esp_prj_fglb - Use global esp settings
r_esp_pku - Enable drawing
r_esp_pku_nametags - Draw nametags
r_esp_pku_box - Draw box
r_esp_pku_fglb - Use global esp settings
r_esp_glb - Enable drawing
r_esp_glbf - Enable drawing
r_esp_glb_nametags - Draw nametags
r_esp_glbf_nametags - Draw nametags
r_esp_glb_health - Draw health bar
r_esp_glbf_health - Draw health bar
r_esp_glb_skeleton - Draw skeleton
r_esp_glbf_skeleton - Draw skeleton
r_esp_glb_bonemark - Draw bone marks
r_esp_glbf_bonemark - Draw bone marks
r_esp_glb_box - Draw box
r_esp_glbf_box - Draw box
r_esp_glb_lines - Draw lines
r_esp_glbf_lines - Draw lines
r_radar - Minimap
r_radar_autocenter - Position to middle of screen
r_radar_clamppoint - Points stay inside the window
r_radar_range - Range of radar
r_radar_size - Size of radar (r in circ, pix in sqr)
r_radar_sqr - Use oldschool square radar
r_radar_uef - Use ESP filter to filter out entities
c_xhair - Color
r_crosshair - Draw Xhair
r_crosshair_spacer - Spacer
r_crosshair_width - Width
r_clock - Draw clock
r_clock_autocenter - Clock will auto center
r_debugactor - Draw debug window
r_debugactor_id - The actor you want to debug
r_debugactor_info - Draw informatin
r_debugactor_qshit - New
r_debugactor_qfriend - New
r_debugactor_qpriority - New
fn_applydebugvars - Apply new vars
r_tooltips - Show tooltips when hovering
r_localinfo - Window for your health
r_warningbox - Window for enemies who are aiming at you
