Cham help!

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Cham help!
Hi all,

I'm new to the hacking scene and was wondering if I could get some help with the chams i'm coding in c++

My dilemma is that I have to define the "teams" that combat arms uses.

here is the code


Code:
void Hacks::ApplyWallHack(IDirect3DDevice9 *d3dDevice, D3DPRIMITIVETYPE device, INT baseVertexIndex, UINT MinVertexIndex, UINT Numvertices, UINT startIndex, UINT primCount);

{
	if(/*team*/)
	{

		d3dDevice->SetRenderState(D3DRS_ZENABLE, false);
		d3dDevice->SetTexture(0, texGreen);
		d3dDevice->DrawIndexedPrimitive(Device, baseVertexIndex, MinVertexIndex, Numvertices, startIndex, primCount);
		d3dDevice->SetRenderState(D3DRS_ZENABLE, true);
	}

	if(/*team*/)
	{
		d3dDevice->SetRenderState(D3DRS_ZENABLE, false);
		d3dDevice->SetTexture(0, texRed);
		d3dDevice->DrawIndexedPrimitive(Device, baseVertexIndex, MinVertexIndex, Numvertices, startIndex, primCount);
		d3dDevice->SetRenderState(D3DRS_ZENABLE, true);
	}



}
If I can find out the code name or tag or whatever the game uses to define different teams then I will be able to hopefully finish the chams .



Help is very much appreciated as I am extremely new to C++ and am following a tutorial. Any constructive criticism that help me is appreciated.


Thanks
What if there is a member from each team in the scene that is getting drawn?

you can use different strides to determine what type of player and change the chams colour based on that, but as for teams.....


P.s
I made a strides detector some time ago for combat arms, I think I posted it in the forum somewhere incase you need it
#define Team1 (Friend)
#define Team2 (Enemy)

how is the engine going to know which to color?
from the code here both are labeled as "team"
engine wont know which team your talking about,


make sure your hook DIP.
and add your code to check if their friendly or not.
this isnt on point code just pseudo.
but should work, idk if it still does i dont use colored chams


#define Team1 (Friend)
#define Team2 (Enemy)

If (Team1)
{

d3dDevice->SetRenderState(D3DRS_ZENABLE, false);
d3dDevice->SetTexture(0, texGreen);
d3dDevice->DrawIndexedPrimitive(Device, baseVertexIndex, MinVertexIndex, Numvertices, startIndex, primCount);
d3dDevice->SetRenderState(D3DRS_ZENABLE, true);
}

else //Team2
{
d3dDevice->SetRenderState(D3DRS_ZENABLE, false);
d3dDevice->SetTexture(0, texRed);
d3dDevice->DrawIndexedPrimitive(Device, baseVertexIndex, MinVertexIndex, Numvertices, startIndex, primCount);
d3dDevice->SetRenderState(D3DRS_ZENABLE, true);
}



}




Teams are definitions, But first i'm guessing that code is from a COD dip or other game, because combat arms doesn't base there strides off teams, its based of character models. So let me offer some help in the code presented so you may learn. Before anything you have to understand there are 3 parts to a DIP: Strides, Primitive count and Number of vertices; together theses 3 create our model recognition system and defines what we will overlay. With that being said lets work with your code, Please follow the images below, if your still confused ask me via PM or MSN.




Wow I didn't expect this kind of help . Thankyou all for helping me out, i'm only new to hacking but am understanding it now! Hopefully once I start to improve ill be releasing a few things. the only thing im really struggling with now is d3d bases d3d menus and adding the actual hook into them.

Thankyou all
Quote Originally Posted by surpresso34 View Post
Wow I didn't expect this kind of help . Thankyou all for helping me out, i'm only new to hacking but am understanding it now! Hopefully once I start to improve ill be releasing a few things. the only thing im really struggling with now is d3d bases d3d menus and adding the actual hook into them.

Thankyou all
Although i am new to THIS forum i'm not a noob to hacking, If you ever need help or struggle send a PM my way and ill help you the best i can, I best with DirectX and memory but i can certainly do more than that
Good explanation Acea, This is exactly what I was trying to ask him, you can't define teams for chams, it has to be model based, both teams can have the same model/character, I did see a topic some where with all the character strides, verticals, primitives for each character which is handy but still not used to determine teams..
Quote Originally Posted by Departure View Post
Good explanation Acea, This is exactly what I was trying to ask him, you can't define teams for chams, it has to be model based, both teams can have the same model/character, I did see a topic some where with all the character strides, verticals, primitives for each character which is handy but still not used to determine teams..
Mine work from teams.
i use alpha/bravo
to render different colors for teams
but the either teams can have the same model, so how did you tell the differences?
Quote Originally Posted by Departure View Post
but the either teams can have the same model, so how did you tell the differences?
the same way
as i do "enemy only" ESP
first check what team your on.
mark your team as 1
other team as 2
=
different colors.
Quote Originally Posted by -Bl00d- View Post


the same way
as i do "enemy only" ESP
first check what team your on.
mark your team as 1
other team as 2
=
different colors.
Well that's not even the point of this thread, He was asking how to create chams, not how to definitively Identify teams. If we wanted to ID teams why even paint your own players? To ID teams just use esp... And Btw i don't think you understand how a DIP hook works.... You can't use ESP to mark players, it draws via Models, Models are ID'd based upon there Strides, Vertices, and primCount. Using ESP to tell it if a players one or two simply won't work as it coats anything with the Model definition regardless if you id it.

To do what your talking about would require something other than a DIP(But its not impossible).
Quote Originally Posted by Acea View Post
Well that's not even the point of this thread, He was asking how to create chams, not how to definitively Identify teams. If we wanted to ID teams why even paint your own players? To ID teams just use esp... And Btw i don't think you understand how a DIP hook works.... You can't use ESP to mark players, it draws via Models, Models are ID'd based upon there Strides, Vertices, and primCount. Using ESP to tell it if a players one or two simply won't work as it coats anything with the Model definition regardless if you id it.

To do what your talking about would require something other than a DIP(But its not impossible).
you clearly have not understood anything.
he was asking how i tell the difference.
i just answered his questions,
i define my teams with chams the same way i do with my ESP
Quote Originally Posted by -Bl00d- View Post


the same way
as i do "enemy only" ESP
first check what team your on.
mark your team as 1
other team as 2
=
different colors.

Hes right though, doing what you said is impossible, you can define the teams like that yes, but you cant just apply a texture to that define. In the end you will always have to set it to the model recognition, and that will color every single item in that stride, num vertices, ect. regardless of that define.
Quote Originally Posted by -Bl00d- View Post


you clearly have not understood anything.
he was asking how i tell the difference.
i just answered his questions,
i define my teams with chams the same way i do with my ESP
I get what your saying and yes you can separate teams that way, but all that i'm saying is regardless of if you separate them it will still pain everything in the scope of the model regardless of definition.

So yes your right, thats how you ID them, but no your wrong that's not how you paint independent colors.
Quote Originally Posted by Acea View Post
I get what your saying and yes you can separate teams that way, but all that i'm saying is regardless of if you separate them it will still pain everything in the scope of the model regardless of definition.

So yes your right, thats how you ID them, but no your wrong that's not how you paint independent colors.
oh yeah i knwo that lol
he was just asking ow i defined teams
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