PostDayZ SA Offsets

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DayZ SA Offsets
All Credits go to Gordon`

Im just copy pasting it.


DayZ experimental 0.49.0.124857

Code:
Base: 00FAE180
NetworkMgr: 00FA2500
Transformations: 00FC0A4
Worldtime: 00FDDE38
D3D9 Device + Offset: 00FA67E0 + 000018A0
 
Structs & Offsets


World-Offsets shifted by 4 bytes:
Code:
class CWorld
{
public:
    char _0x0000[1916];
    CObjectTable* Objects; //0x077C 
    char _0x0780[572];
    CObjTbl SmokeEffectsTable; //0x09BC  
    char _0x09D0[168];
    CObjTbl AnimalTable; //0x0A78 
    char _0x0A8C[148];
    CObjTbl FarAnimalTable; //0x0B20 
    char _0x0B34[316];
    CObjTbl FarFarAnimalTable; //0x0C70   up to 1000 worldunits
    char _0x0C84[152];
    CObjTbl EffectsTable; //0x0D1C 
    char _0x0D30[148];
    CObjTbl FarEffectsTable; //0x0DC4 
    char _0x0DD8[488];
    CObjTbl DroppedItemTable; //0x0FC0 
    char _0x0FD4[148];
    CObjTbl FarDroppedItemTable; //0x1068 didnt check that one
    char _0x107C[316];
    CObjTbl ItemTable; //0x11B8 
    char _0x11CC[148];
    CObjTbl FarBuildingTable; //0x1260   PAPI, municipal office 
    char _0x1274[192];
    CObjTbl InvalidItemTable; //0x1334 
    char _0x1348[848];
    CEntity* LocalPlayer; //0x1698 
};
class CObjTbl {
public:
    CObject **obj; //0x0000 
    __int32 size; //0x0004 
    __int32 max_size; //0x0008 
    char _0x000C[8];
};  
Object/Person
Code:
CObjectVisualState* visualstate; //0x0024 
CObjectClass* ObjectClass; //0x0070 
DWORD time; //0x00C0 
BYTE objectContact; //0x0198 
BYTE landContact; //0x0199 
BYTE waterContact; //0x019A 
BYTE _delete; //0x019B
BYTE local; //0x019C 
BYTE invisble; //0x019D 
BYTE isDead; //0x0274 
BYTE isStopped; //0x0275 
BYTE inFormation; //0x0276 
BYTE showFlag; //0x0277 
BYTE isUpsideDown; //0x0278 
BYTE userStopped; //0x0279 
BYTE pilotLight; //0x027A 
BYTE collisionLight; //0x027B 
BYTE allowDamage; //0x027C 
BYTE locked; //0x027D 0 = moving, 1 = not moving
BYTE lockedAsWaiting; //0x027E 
CGameVariablesTable* GameVariables; //0x0660 
__int32 GameVariables_Count; //0x0664 
__int32 playerid; //0x0800 
CItem *InventorySlot[12]; //0x0A34 
CItem *QuickSlot[10]; //0x0A64 
CWeaponPtr* weapon; //0x0A98 
float pitch[30]; //0x0AA4 
float recoil; //0x0C54 
float fatigue_diff; //0x0C70 
float fatigue; //0x0C74 
BYTE swim; //0x0C8C 
WORD state2; //0x0CF8 
WORD state; //0x0D00 
BYTE stance; //0x1300  
Item:
Code:
CObjectClass* ObjectClass; //0x0070
BYTE reset; //0x019E 
BYTE ruined; //0x0274
CItemContainer* ItemContainer; //0x0284

class CItemContainer
{
public:
    char _0x0000[12];
    CObjTbl items; //0x000C 

};  
Weapon:
Code:
CObjectClass* ObjectClass; //0x0070 
CItem **slots; //0x06A4 
__int32 num_slots; //0x06A8 
DWORD ammo_test1; //0x06AC 
DWORD ammo_count1; //0x06B8 
CWeaponPtr* magazine; //0x06C0 
DWORD ammo_test2; //0x06C4 
DWORD ammo_count2; //0x06D0 
(setting ammo_test2 on the magazin to 0 or -1 makes you shoot ~100 bullets a second)  
ObjectClass (at Object/Item/Weapon + 0x70):
Code:
CArmaString* ObjectClassName; //0x0034 
CArmaString* ObjectModelPath; //0x003C 
CArmaString* ObjectName; //0x0070 
CArmaString* CleanObjectName; //0x059C 
CArmaString* CleanObjectName2; //0x05A0 
__int32 inventorySlotId; //0x0A7C
BYTE showInHands; //0x0B10
__int32 max_stack; //0x0B18  
BYTE melee; //0x0B20 
BYTE slots_needed; //0x0B30 
DWORD max_ammo; //0x0B94  
Quote Originally Posted by |cR StikxX| View Post
X Y Z coordinates please
0x28, 0x30, 0x2C
Quote Originally Posted by |cR StikxX| View Post
X Y Z coordinates please
0x0FAE180] + 0x1698 ] + 0x4] <- Local Player
pLocal] + 0x24] <- coordPtr
coordPtr] + 0x28] <- X Pos
coordPtr] + 0x30] <- Y Pos
coordPtr] + 0x2C] <- Z Pos
Quote Originally Posted by Chris View Post

0x0FAE180] + 0x1698 ] + 0x4] <- Local Player
pLocal] + 0x24] <- coordPtr
coordPtr] + 0x28] <- X Pos
coordPtr] + 0x30] <- Y Pos
coordPtr] + 0x2C] <- Z Pos
Hey I saw your reply once whit a video about "how can you find offsets by yourshelf" earlier today.But i cant find it. can you post that video again ???
Quote Originally Posted by BugMePls View Post
Hey I saw your reply once whit a video about "how can you find offsets by yourshelf" earlier today.But i cant find it. can you post that video again ???
Quote Originally Posted by Chris View Post

How to get them yourself:
 
How to get them yourself



There you go.
Thanks A lot.. I hope ı can manage to do that
Quote Originally Posted by BugMePls View Post
Thanks A lot.. I hope ı can manage to do that
It's pretty easy once you learn. I manged to learn yesteday and already got myself a TTR on arma 3.
coordPtr is FAF840 right?
and X is FAF868 right?
Whats this hack? I'm new:')
Quote Originally Posted by synar View Post
Whats this hack? I'm new:')
These are offsets to be used by a hack
how to find the offset?
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