Entity Player Base

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Entity Player Base
Sup guys... I'm trying to make a Memory Triggerbot... However i'm having problem with the Player Entity Base numbers..

I've found the Main Player Entity Base Address, but depending on how many players there are on the game, the Bytes of Entity Distance changes..

Now, i dont know if i found the wrong address, which i don't think so, because it appears all the players infos..

When there are 1 bot and ME (2 players) only at the game, from the Base Entity it looks like this:
0000 -> 1st player (ME)
0010 -> 2nd player (BOT)
When there are 8 bots and ME (9 players), from the Base Entity it looks like this:
0000 -> 1st player (ME)
0030 -> 2nd player (BOT)
0050 -> 3rd player(BOT)
0070 -> 4th player (BOT)
0080 -> 5th player (BOT)
The rest i couldn't find, but it must be higher than 0400, because that's how far i looked at..
When it's different from the previous, it also changes for other numbers..

I have MY BASE ADDRESS, and I'm sure that's correct because I successed on TriggerBot and it worked just fine...

So how can I get the real addresses of 'm_iTeamNum' (which says which team is the member on)?
Now, i dont know if i found the wrong address, which i don't think so, because it appears all the players infos..
...
0000 -> 1st player (ME)
0010 -> 2nd player (BOT)
What is stored in this list..? I mean at 0000, what is stored - how do you know it's the first player? Is it a list of Unique ID's, or a string of the player's name, or what?

Now, i dont know if i found the wrong address, which i don't think so, because it appears all the players infos..
Are these numbers just example? If the first bot starts 10 after the player, that means "all the players infos" are stored in 10 bytes? Seems a little small.
What data is contained in the list -- a unique ID + health + location + ammo + etc ?

-----------------------
So how can I get the real addresses of 'm_iTeamNum' (which says which team is the member on)?
Should be something like Player.BaseAdress + offset_team;
the value should be a constant size from the base of each object.

So maybe the first four bytes of the object are it's unique ID, and the next 1 byte = which_team, then gunID = 2 bytes, etc.
^^In this example, which_team is 5 bytes from the beginning of the object. gunId is base + 6. next property would be base+ 8.

Now, i dont know if i found the wrong address...
Hard to say - the game can/probably does store multiple copies of some data.
Quote Originally Posted by abuckau907 View Post
What is stored in this list..? I mean at 0000, what is stored - how do you know it's the first player? Is it a list of Unique ID's, or a string of the player's name, or what?



Are these numbers just example? If the first bot starts 10 after the player, that means "all the players infos" are stored in 10 bytes? Seems a little small.
What data is contained in the list -- a unique ID + health + location + ammo + etc ?

-----------------------


Should be something like Player.BaseAdress + offset_team;
the value should be a constant size from the base of each object.

So maybe the first four bytes of the object are it's unique ID, and the next 1 byte = which_team, then gunID = 2 bytes, etc.
^^In this example, which_team is 5 bytes from the beginning of the object. gunId is base + 6. next property would be base+ 8.


Hard to say - the game can/probably does store multiple copies of some data.
Those are the real numbers i've found...
Those are all real examples of each player structure.. Inside each value you can find all the player info such as, health, teamnum, flags, etc....

As I said on the post, 10 bytes from the first player, which is allways me because i've done the settings so that all bots join after me..
In fact, it's 10 bytes away from my player structure only when there are 1 bot and me, like i said, 2 players...

When the number of players increase, the number of bytes away from each player structure changes, and that's a variable that i can't find it..
It's impossible to tell with any certainty with what little information you have given.
Quote Originally Posted by Fovea View Post
It's impossible to tell with any certainty with what little information you have given.
I couldnt explain any better than that.. Yet, i'll try again...

THE PLAYERS DISTANCE DIFFERS FROM EACH TIME I CREATE A GAME.

Those are all the info that would help you helping me..
I could give u the addresses, however, it won't matter, because i'm pretty sure that the problem arent the addresses...
knowing that the distance changes doesn't tell us anything... obviously the game knows how to enumerate (loop over) the list...you have to figure out how it does it, and do the same. Pretty general answer, but based on the input of "the distances change", that's all you get : )

Please post the actual data stored in the list. Have you figured out the format for all of it? (ie. first 4 bytes = guid, next 4 = health, next 16 = position, etc). Maybe it's a linked list w/ a pointer (or offset) to the next item? Or it's an array of structures.
Posts 16 of 6 · Page 1 of 1

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