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  • Results 1 to 8 of 8
    1. #1
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      PlayerBase question.

      Silent VPN
      Im learning how to make ESP etc, but im having problems finding My player base and entitybase..
      Regarding this post..
      https://s29.postimg.org/3oa4irm6v/Untitled.jpg
      fleeps tutorial used CSS which was easy to understand, because css used push 90 before the health but this game is different i guess... How to i get the base from here?

    2. #2
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      Okay, i think i have found my player base, always when i start cheat engine, i have my HP.. And i do have enemy Hp as well every time, does that mean it is the somewhat enity base? Because i tried browsing for others players near the memory, with no luck..

    3. #3
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      Quote Originally Posted by Zvejniex View Post
      Okay, i think i have found my player base, always when i start cheat engine, i have my HP.. And i do have enemy Hp as well every time, does that mean it is the somewhat enity base? Because i tried browsing for others players near the memory, with no luck..
      If you find your health address and look what accesses it, choose one of the addresses with the biggest count.
      And see what addresses that instruction accesses, if it accesses your hp and enemy hp then you can filter out enemy addresses and make a hack like god mode, or just send 1hp to all the enemies. Same with coordinates, you can filter enemies addresses and make a teleport or a vacum hack.
      Also 'playerbase' is usually address-hppointer, so if your health is something like A86CD812+1AC then your baseaddress is A86CD812. (Or something like esi+1AC, then it's just esi)

      After you get that you can dissect data/structures add your player base and 2-3 enemies to look for differences and interesting values.

    4. #4
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      thanks for the help bro... but all i cant figure out is the idea of the filtering the enemy positions...for example i check access for both my and other players hp... i find the matching one... so whats next? :-D
      or by filtering you mean to get multiple entity pointers for each player and compare them hiw far are they appart in memory? it could work i guess but in an online game i guess that woukdnt be the best aproach... like css there is an array of players in same struct like 10 bytes apart or something like that if im not mistaken..

    5. #5
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      Quote Originally Posted by Zvejniex View Post
      thanks for the help bro... but all i cant figure out is the idea of the filtering the enemy positions...for example i check access for both my and other players hp... i find the matching one... so whats next? :-D
      or by filtering you mean to get multiple entity pointers for each player and compare them hiw far are they appart in memory? it could work i guess but in an online game i guess that woukdnt be the best aproach... like css there is an array of players in same struct like 10 bytes apart or something like that if im not mistaken..
      Well lets say you found your health, and found an instruction that accesses yours and enemies health.
      Then you have to dissect data/structures with your player address and a few enemies, find a difference between them like maybe if you are a player value is 1 and enemies is 2.
      Then make an injection at the instruction and compare if the value is 1 or 2

      I am sorry im really bad at explaining stuff, you are trying to do this on assault cube i guess? maybe ill give you some code examples for vacum and how to filter out player/enemies

    6. #6
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      Just an example, i hope you understand auto assembler

      [ENABLE]
      Aobscan(addrscan,8B 4E 34 D9 46 5C)
      alloc(newmem,4096)
      label(returnhere)
      label(originalcode)
      label(player)
      registersymbol(addrscan)

      // Original code is mov ecx,[esi+34]
      // esi+34 is our health
      // esi is base address
      // after dissecting data/structures you find out that
      // at +5C value for player is 1
      // but for enemies it's 2

      newmem:
      cmp [esi+5C],1 //Compare esi+5C to 1(player)
      je player //if it's equal jump to player
      jmp originalcode //if not 1 then jump to original code

      player:
      mov [esi+34],#9999999 //move 999999 to player health
      jmp originalcode //then just jump to original code as if nothign changed


      originalcode:
      mov ecx,[esi+34]
      jmp returnhere


      addrscan:
      jmp newmem
      nop
      returnhere:

      [DISABLE]
      dealloc(newmem)
      unregistersymbol(addrscan)

      addrscan:
      mov ecx,[esi+34]

    7. #7
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      Im trying more games in fact.. But yes, AssaultCube is one of them.. Sadly i dont know memory assembly that well to understand that stuff If you would show me how to findother players (bots) it would be legendary!! Because what i do is i disect/structure the players health, and try to look up or down to find any other players.. Sadly with no luck, been over 1k Bytes on every way Then i seeked for help, because i understood that it cant be done this way :d And seems like that i dont know how the player array is stored in games in general.. For example.. Player 1 is 0x0 player 2 is 0x100 Player 3 is 0x2 - from first player.. And so every player has 100 bytes of storage, if u can say that It would be great if u would clear that for me aswell..
      Thanks for the help!

    8. #8
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      Silent VPN
      Quote Originally Posted by Zvejniex View Post
      And seems like that i dont know how the player array is stored in games in general.. For example.. Player 1 is 0x0 player 2 is 0x100 Player 3 is 0x2 - from first player..
      I don't know how to find that, should ask someone else

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