2000callum (08-21-2013),AmaZingN0OB (08-02-2015),BullyWiiPlaza (12-06-2016),gmack101 (12-24-2013),icebolt9 (07-13-2014),imerk247 (05-12-2014),Lovroman (12-01-2013),Osman Batur (12-18-2020),stevemk14ebr (08-22-2013)
2000callum (08-21-2013),AmaZingN0OB (08-02-2015),BullyWiiPlaza (12-06-2016),gmack101 (12-24-2013),icebolt9 (07-13-2014),imerk247 (05-12-2014),Lovroman (12-01-2013),Osman Batur (12-18-2020),stevemk14ebr (08-22-2013)
player_sustainammo 1
Code:WriteProcessMemory(GetCurrentProcess(),(void*)0x005A7E2C,(PBYTE)"\x6A\x01",2,0); WriteProcessMemory(GetCurrentProcess(),(void*)0x0055BD38,(PBYTE)"\xB8\xE0\x8B\x1B\x03",5,0);
icebolt9 (07-13-2014),KingX735 (08-22-2013),Lovroman (08-22-2013),MisterY (08-23-2013),TheMaskedOne (08-23-2013)
Real God Mode
Code:void godmode(int client) { int clt = 0x22FCAB0 + (client*0x57F8); WriteProcessMemory(GetCurrentProcess(),(void*)clt ,(PBYTE)"\x41",1,0); }
Last edited by dtx12; 08-23-2013 at 09:10 AM.
BCxSocial(B) (08-24-2013),icebolt9 (07-13-2014),KingX735 (08-23-2013),Lovroman (08-23-2013),MisterY (08-23-2013),stevemk14ebr (08-23-2013),TheMaskedOne (08-23-2013)
0x22FCAB0 real godmode thanks to dtx12
0x22FCAB0 in cheatengine 4 bit
4 default
5 godmode
The source code of my latest project, I added a pattern recognition(thanks to jzm creators), so hack will work for all future updates, and for 4d1 without updating offsets.
Last edited by dtx12; 08-26-2013 at 07:46 AM.
AmaZingN0OB (08-02-2015),gmack101 (10-30-2013),icebolt9 (07-13-2014),icebolt900 (06-14-2014),Ilja_ (02-11-2016),KingX735 (08-26-2013),Lovroman (08-26-2013),TheMaskedOne (08-26-2013)
Multiplayer:
Usage:Code:typedef void (__cdecl * Cbuf_AddText_t)(int a1, const char* a2); Cbuf_AddText_t Cbuf_AddText = (Cbuf_AddText_t) 0x572AB0; typedef void (__cdecl * Com_Error_t)(int type, char* message, ...); Com_Error_t Com_Error = (Com_Error_t) 0x518900; typedef void (__cdecl * Cmd_AddCommand_t)(const char* name, int function_of_new_command, char); Cmd_AddCommand_t Cmd_AddCommand = (Cmd_AddCommand_t) 0x622D00; typedef void (__cdecl * SV_GameSendServerCommand_t)(int target_number, int a2, const char* cmd); SV_GameSendServerCommand_t SV_GameSendServerCommand = (SV_GameSendServerCommand_t)0x5F6C40;
Code:int HelloWorldFunction() { // do something } Cbuf_AddText(0, "startZombies\n"); Com_Error(2, "This is an error."); Cmd_AddCommand("helloworld", HelloWorldFunction, 0); SV_GameSendServerCommand(-1, 0, "%c \"This is a test.\"");
Last edited by xVIRUZx; 08-30-2013 at 11:47 AM.
Multiplayer:
Code:typedef void (__cdecl * Com_PrintError_t)(int, const char*, ...); Com_PrintError_t Com_PrintError = (Com_PrintError_t) 0x518900; typedef void (__cdecl * Cmd_AddServerCommand_t)(const char* name, int function_of_new_command, char); Cmd_AddServerCommand_t Cmd_AddServerCommand = (Cmd_AddServerCommand_t)0x622D00;
Usage:
Code:int HelloWorldFunction() { // do something } Com_PrintError(1, "This is another type of error."); Cmd_AddServerCommand("helloworld", HelloWorldFunction, 0);
Just in case you're having "Exceeded limit of %d '%s' assets."
Code:typedef enum TypeOfAssets { xmodelpieces = 0, physpreset = 1, physconstraints = 2, destructibledef = 3, xanim = 4, xmodel = 5, material = 6, techset = 7, image = 8, sound = 9, sound_patch = 10, col_map_sp = 11, col_map_mp = 12, com_map = 13, game_map_sp = 14, game_map_mp = 15, map_ents = 16, gfx_map = 17, lightdef = 18, ui_map = 19, font = 20, fonticon = 21, men***** = 22, menu = 23, localize = 24, weapon = 25, weapondef = 26, weaponvariant = 27, weaponfull = 28, attachment = 29, attachmentunique = 30, weaponcamo = 31, snddriverglobals = 32, fx = 33, impactfx = 34, aitype = 35, mptype = 36, mpbody = 37, mphead = 38, character = 39, xmodelalias = 40, rawfile = 41, stringtable = 42, leaderboarddef = 43, xGlobals = 44, glasses = 45, emblemset = 46, scriptparsetree = 47, keyvaluepairs = 48, vehicle = 49, memoryblock = 50, addon_map_ents = 51, tracer = 52, skinnedverts = 53, slug = 54, footsteptable = 55, footstepfxtable = 56, zbarrier = 57, string = 58, assetlist = 59, report = 60, depend = 61 };
Last edited by xVIRUZx; 08-30-2013 at 12:01 PM.
Some of the addresses posted in this thread are not updated (I guess?) so I decided to post some of them for the latest version of OP2 (39.1337.4).
Ammo (4 bytes):
Primary: 0x2300ED4
Secondary: 0x2300ED0
Tactical: 0x2300EDC
Lethal: 0x2300ED8
Timescale (Float):
Address: 0x24F2984
Bots' clan tag (String) [NOT SURE]:
Address: 0xBC8E50
Default value: connect "\invited\1\cg_predictItems\1\cl_anonymous\0\color \4\head\default\model\multi\snaps\20\rate\5000\nam e\%s\clanAbbrev\3arc\xuid\%s\xnaddr\%s\natType\2\p rotocol\%d\netfieldchk\%d\sessionmode\%d\migrating \1"
Change it to: connect "\invited\1\cg_predictItems\1\cl_anonymous\0\color \4\head\default\model\multi\snaps\20\rate\5000\nam e\%s\clanAbbrev\CLAN_TAG_HERE\xuid\%s\xnaddr\%s\natType\2\protocol\%d\netfieldc hk\%d\sessionmode\%d\migrating\1"
Last edited by xVIRUZx; 08-31-2013 at 12:38 PM.
icebolt9 (07-13-2014)
y = 2E490D58
z = 2E490D54
x = 2E490D50
icebolt9 (07-13-2014)
Multiplayer:
Usage:Code:typedef void(__cdecl* Com_Printf_t)(int type, char* message, ...); Com_Printf_t Com_Printf = (Com_Printf_t) 0x518900;
Code:Com_Printf(1, "This is now printed on the game console output.");
icebolt9 (07-13-2014)
it pains me to see you guys dealing with addresses, i've posted these on a nother forum a while ago but i don't think i can link to it so...
Last edited by stevemk14ebr; 09-01-2013 at 01:16 PM.
player movement 0x004AAE4C
ZombieSpeed 0x005ECA4B
HOST Noclip 0x001EAC44
PLAYER 2 Noclip 0x001EAC44
PLAYER 3 Noclip 0x001EAC54
PLAYER 4 Noclip 0x001EAC14
Move nuketown(just houses)
x E3AEB0
y 2E493D30
z 2E490F60
move tranzit busstatiuon house
x 2E46CF48
y 2E448F48
z 2D3ED158
move tranzit diner( just houses)
x 2D4BF5F0
y 2D4BCBA8
z 2D4B7718
move tranzit town (just houses)
x 004AC924
y 022FF45C
z 022FF5E8
ingame devconsole
2E490D1A = 109
2E490D1B = 56
2E490D1C = (key in number like 2E490D1C = 65 then you have to press A to open ingame dev consolehttps://help.adobe.com/en_US/AS2LCR/F...=00000520.html)
2E4901DC = 0 (cheatprotection)
icebolt9 (07-13-2014)
In-game developer's console:
1F500A2A (4 bytes) = X**
1A5A5AAA (4 bytes) = 109
4D4BB5B1 (4 bytes) = 56
Sorry guys, I couldn't find the address to remove cheat protection.
** X = key number to toggle the console.
Last edited by Lovroman; 09-02-2013 at 12:56 PM.