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  • Results 1 to 9 of 9
    1. #1
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      help me Esp cs go External

      Advertise on GuidedHacking
      Hello, help me, not exactly the ESP works exactly

      https://www.youtube.com/watch?v=kxdL...ature=youtu.be

      0:22 not all players esp
      2:00 It does not show the enemy esp
      3:25 jerks indicate esp
      and sometimes simply remain empty ESP

      How to fix it?

    2. #2
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      Quote Originally Posted by docc View Post
      Hello, help me, not exactly the ESP works exactly

      https://www.youtube.com/watch?v=kxdL...ature=youtu.be

      0:22 not all players esp
      2:00 It does not show the enemy esp
      3:25 jerks indicate esp
      and sometimes simply remain empty ESP

      How to fix it?
      0:22, 2:00 Google "csgo dormant check". Nealy every shooter uses a variable like that.

      3:25 You should check your code. Looks like a bug to me.
      Last edited by Liduen; 07-03-2015 at 05:58 AM.
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    3. #3
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      Quote Originally Posted by Liduen View Post
      0:22, 2:00 Google "csgo dormant check". Nealy every shooter uses a variable like that.

      3:25 You should check your code. Looks like a bug to me.
      addresses are correct

      here's a video

      https://youtu.be/P9-t9-xt3og

      Spoiler: Visuals.cpp
      #include "Visuals.h"
      #include "Entity.h"
      #include "RecoilControl.h"
      #include "MyWindow.h"
      #include "AimBot.h"
      #include "Process.h"
      #include "Radar.h"
      #include"ObjectManager.h"

      CVisuals* Visuals = new CVisuals;

      Color CVisuals::EnemyBoxColor = Color((float)255 / (float)255, (float)255 / (float)255, (float)0 / (float)255, (float)0 / (float)255);
      Color CVisuals::AllyBoxColor = Color(255 / 255, 0 / 255, 0 / 255, 255 / 255);

      Color CVisuals::HealthTextColor = Color((float)255 / (float)255, (float)0 / (float)255, (float)255 / (float)255, (float)0 / (float)255);
      Color CVisuals::DistanceTextColor = Color(255 / 255, 255 / 255, 255 / 255, 0 / 255);
      Color CVisuals::WeaponTextColor = Color(255 / 255, 255 / 255, 255 / 255, 0 / 255);
      Color CVisuals::NameTextColor = Color(255 / 255, 255 / 255, 255 / 255, 0 / 255);

      Color CVisuals::BombBoxColor = Color(255 / 255, 255 / 255, (float)125 / (float)255, 0 / 255);
      Color CVisuals::BombTextColor = Color(255 / 255, 255 / 255, 255 / 255, 255 / 255);

      Color CVisuals::WeaponDropedBoxColor = Color(255 / 255, 255 / 255, (float)125 / (float)255, 0 / 255);
      Color CVisuals::WeaponDropedTextColor = Color(255 / 255, 255 / 255, 255 / 255, 255 / 255);

      Color CVisuals::CrosshairColor = Color(255 / 255, 0 / 255, 255 / 255, 255 / 255);
      Color CVisuals::RecoilCircleColor = Color(255 / 255, 255 / 255, 0 / 255, 255 / 255);
      float CVisuals::RecoilDrawResolution = 6.0f;
      int CVisuals::RecoilDrawType = 0;

      CVisuals::CVisuals()
      {
      LastTextXPos = DistancePosX = 3;
      LastTextYPos = DistancePosY = CMyWindow::FontSpacing;
      LastTextXPos = WearingWeponPosX = 3;
      LastTextYPos = WearingWeponPosY = LastTextYPos + CMyWindow::FontSpacing;
      HealthPosX = 0;
      HealthPosY = CMyWindow::FontSpacing;

      bDrawCrosshair = false;
      bDrawRecoilCrosshair = false;
      bDrawESP = false;
      bDrawHealth = false;
      bDrawSnapLine = false;
      bDrawHead = false;
      bDrawBones = false;
      bDrawBone = false;
      bDrawDistance = false;
      bDrawWeapon = false;
      bDrawName = false;
      bDrawAlly = false;
      bDrawBomb = false;
      bDrawGranades = false;
      bDrawDropedWeapons = false;
      }


      CVisuals::~CVisuals()
      {
      }

      void CVisuals::InitPosiitons()
      {
      LastTextXPos = DistancePosX = 3;
      LastTextYPos = DistancePosY = CMyWindow::FontSpacing;
      LastTextXPos = WearingWeponPosX = 3;
      LastTextYPos = WearingWeponPosY = LastTextYPos + CMyWindow::FontSpacing;
      HealthPosX = 0;
      HealthPosY = CMyWindow::FontSpacing;
      }

      void CVisuals::Render()
      {
      if (CRadar::Active)
      Radar->Draw();

      for (int i = 0; i < GlobalVariables::MaxPlayers; i++)
      {
      if (!Entity[i].Valid)
      continue;

      Radar->DrawEntity(i);

      if (!Entity[i].IsOnScreen)
      continue;


      if (Entity[i].Team != LocalPlayer->Team)
      {
      if (bDrawESP)
      DrawESP(i, Red);
      if (bDrawHealth)
      DrawHealth(i);
      if (bDrawSnapLine)
      DrawSnapLine(i, Red);
      if (bDrawHead)
      DrawHead(i, Aqua);
      if (bDrawBones)
      DrawBones(i, Yellow);
      if (bDrawDistance)
      DrawDistance(i);
      if (bDrawWeapon)
      DrawWeapon(i);
      if (bDrawName)
      DrawName(i);
      }
      else
      {
      if (!bDrawAlly)
      continue;

      if (bDrawESP)
      DrawESP(i, Blue);
      if (bDrawHealth)
      DrawHealth(i);
      if (bDrawSnapLine)
      DrawSnapLine(i, Blue);
      if (bDrawHead)
      DrawHead(i, Green);
      if (bDrawBones)
      DrawBones(i, Green);
      if (bDrawDistance)
      DrawDistance(i);
      if (bDrawWeapon)
      DrawWeapon(i);
      if (bDrawName)
      DrawName(i);
      }



      }

      if (bDrawCrosshair)
      DrawCrosshair();

      if (bDrawRecoilCrosshair)
      DrawRecoilCrosshair();

      if (CAimBot::DrawFOV && CAimBot::Active)
      DrawFovAimbot();

      //ObjectManager->ReadObjects();

      if (bDrawBomb)
      DrawBomb();

      if (bDrawDropedWeapons)
      DrawDropedWeapons();
      }

      void CVisuals::DrawFovAimbot()
      {
      Drawings->FilledCircle(CMyWindow::CenterX, CMyWindow::CenterY, CAimBot::Radius, 20, CAimBot::FovColor);
      }

      void CVisuals::DrawCrosshair()
      {
      Drawings->FilledBox(CMyWindow::CenterX + 2, CMyWindow::CenterY - 1, 6, 3, CrosshairColor);
      Drawings->FilledBox(CMyWindow::CenterX - 1, CMyWindow::CenterY + 3, 2, 6, CrosshairColor);

      Drawings->FilledBox(CMyWindow::CenterX - 8, CMyWindow::CenterY - 1, 6, 3, CrosshairColor);
      Drawings->FilledBox(CMyWindow::CenterX - 1, CMyWindow::CenterY - 8, 2, 6, CrosshairColor);
      }

      void CVisuals::DrawRecoilCrosshair()
      {
      Vector3D Punch = LocalPlayer->ReadPunch();
      float Punch2ScreenX = (CMyWindow::Width / 358.f) * (Punch.x * 2);
      float Punch2ScreenY = (CMyWindow::Height / 178.f) * (Punch.y * 2);

      switch (RecoilDrawType)
      {
      case 0:
      Drawings->Circle(CMyWindow::CenterX - Punch2ScreenY, CMyWindow::CenterY + Punch2ScreenX, RecoilDrawResolution, 10, RecoilCircleColor);
      break;
      case 1:
      Drawings->FilledBox(CMyWindow::CenterX - Punch2ScreenY + 2, CMyWindow::CenterY + Punch2ScreenX - 1, 6, 3, RecoilCircleColor);
      Drawings->FilledBox(CMyWindow::CenterX - Punch2ScreenY - 1, CMyWindow::CenterY + Punch2ScreenX + 3, 2, 6, RecoilCircleColor);

      Drawings->FilledBox(CMyWindow::CenterX - Punch2ScreenY - 8, CMyWindow::CenterY + Punch2ScreenX - 1, 6, 3, RecoilCircleColor);
      Drawings->FilledBox(CMyWindow::CenterX - Punch2ScreenY - 1, CMyWindow::CenterY + Punch2ScreenX - 8, 2, 6, RecoilCircleColor);
      break;
      }

      }

      void CVisuals::DrawESP(int PlayerIndex, Color Color)
      {
      if (Entity[PlayerIndex].IsOnScreen)
      {
      if (Entity[PlayerIndex].PseudoHeadIsOnScreen)
      {
      Drawings->Box(Entity[PlayerIndex].Box.left, Entity[PlayerIndex].Box.top, Entity[PlayerIndex].BoxWidth, Entity[PlayerIndex].BoxHeight, 2, Color);
      }
      }
      }

      void CVisuals::DrawHealth(int PlayerIndex)
      {
      if (Entity[PlayerIndex].IsOnScreen)
      {
      char Buf[1];
      sprintf(Buf, "%d", Entity[PlayerIndex].Health);
      Drawings->ShadowCenterText(Buf, Entity[PlayerIndex].PosOnScreen.x, Entity[PlayerIndex].PosOnScreen.y + HealthPosY, HealthTextColor);
      }
      }

      void CVisuals::DrawSnapLine(int PlayerIndex, Color Color)
      {
      Drawings->Line(LocalPlayer->PositionOnScreen.x, LocalPlayer->PositionOnScreen.y, Entity[PlayerIndex].PosOnScreen.x, Entity[PlayerIndex].PosOnScreen.y, 1, Color);
      }

      void CVisuals::DrawHead(int PlayerIndex, Color color)
      {
      if (Entity[PlayerIndex].ValidBones == false)
      return;

      Vector3D HeadPosTop;
      Vector3D HeadPosBot;

      Vector3D HeadTop = Entity[PlayerIndex].Bone[10].PositionInGame;
      Vector3D HeadBot = Entity[PlayerIndex].Bone[10].PositionInGame;
      HeadBot.z -= 7;//5
      HeadTop.z += 17;//10
      int BoneWidth;
      int BoneHeight;
      if (WorldToScreen(HeadBot, HeadPosBot) && WorldToScreen(HeadTop, HeadPosTop))
      {
      BoneWidth = BoneHeight = HeadPosBot.y - HeadPosTop.y;
      Drawings->Box(HeadPosTop.x - BoneWidth / 2, HeadPosTop.y, BoneWidth, BoneHeight, 2, color);
      }
      }

      void CVisuals::DrawBones(int PlayerIndex, Color Color)
      {
      if (Entity[PlayerIndex].ValidBones == false)
      return;

      Entity[PlayerIndex].ReadBoneFromMatrix(0);
      Entity[PlayerIndex].ReadBoneFromMatrix(7);
      Entity[PlayerIndex].ReadBoneFromMatrix(8);
      Entity[PlayerIndex].ReadBoneFromMatrix(13);
      Entity[PlayerIndex].ReadBoneFromMatrix(14);
      Entity[PlayerIndex].ReadBoneFromMatrix(15);
      Entity[PlayerIndex].ReadBoneFromMatrix(21);
      Entity[PlayerIndex].ReadBoneFromMatrix(24);
      Entity[PlayerIndex].ReadBoneFromMatrix(25);
      Entity[PlayerIndex].ReadBoneFromMatrix(27);
      Entity[PlayerIndex].ReadBoneFromMatrix(28);

      DrawBone(0, 5, PlayerIndex, Color);

      DrawBone(5, 13, PlayerIndex, Color);
      DrawBone(13, 14, PlayerIndex, Color);
      DrawBone(14, 15, PlayerIndex, Color);

      DrawBone(5, 7, PlayerIndex, Color);
      DrawBone(7, 8, PlayerIndex, Color);
      DrawBone(8, 21, PlayerIndex, Color);

      DrawBone(28, 27, PlayerIndex, Color);
      DrawBone(27, 0, PlayerIndex, Color);

      DrawBone(25, 24, PlayerIndex, Color);
      DrawBone(24, 0, PlayerIndex, Color);
      }

      void CVisuals::DrawBone(int Start, int End, int PlayerIndex, Color Color)
      {

      if (!Entity[PlayerIndex].Bone[Start].IsOnScreen)
      return;

      if (!Entity[PlayerIndex].Bone[End].IsOnScreen)
      return;

      Drawings->Line(Entity[PlayerIndex].Bone[Start].PositionOnScreen.x, Entity[PlayerIndex].Bone[Start].PositionOnScreen.y, Entity[PlayerIndex].Bone[End].PositionOnScreen.x, Entity[PlayerIndex].Bone[End].PositionOnScreen.y, 1, Color);
      };


      void CVisuals::DrawDistance(int Index)
      {
      char Buf[32];
      sprintf(Buf, "%.f", Entity[Index].Distance);
      Drawings->ShadowText(Buf, Entity[Index].Box.right + DistancePosX, Entity[Index].Box.top + DistancePosY, DistanceTextColor);

      }

      void CVisuals::DrawWeapon(int Index)
      {
      if (Entity[Index].WeaponID > 0 && Entity[Index].WeaponID<52)
      Drawings->ShadowText(WeaponName[Entity[Index].WeaponID], Entity[Index].Box.right + WearingWeponPosX, Entity[Index].Box.top + WearingWeponPosY, WeaponTextColor);
      }

      void CVisuals::DrawName(int Index)

      {

      ReadProcessMemory(Process->hProcess, (LPCVOID*)(Offsets::RadarBaseAddress + (0x1E0 * Index) + 0x204), &Entity[Index].Name, sizeof(Entity[Index].Name), 0);
      Drawings->ShadowCenterText(Entity[Index].Name, Entity[Index].PosOnScreen.x, Entity[Index].Box.top - 3, NameTextColor);
      }



      void CVisuals::DrawBomb()
      {
      //if (Bomb.Owner != -1)
      // return;

      Vector3D PositionBot;
      Vector3D PositionTop;
      if (WorldToScreen(Bomb.Position, PositionBot))
      {

      Drawings->Box(PositionBot.x - 10, PositionBot.y - 10, 20, 20, 1, BombBoxColor);
      Drawings->ShadowText(_TempXOR("Bomb"), PositionBot.x, PositionBot.y, BombTextColor);
      //DrawString("Bomb", PositionBot.x - 10, PositionBot.y + 10, D3DCOLOR_ARGB(255, 255, 255, 255), m_pFontSmall);
      }

      }

      void CVisuals::DrawDropedWeapons()
      {

      for (int i = 0; i < CWeapon::Count; i++)
      {
      Vector3D PositionBot;
      if (WorldToScreen(Weapon[i].Position, PositionBot))
      {

      Drawings->Box(PositionBot.x - 10, PositionBot.y - 10, 20, 20, 1, WeaponDropedBoxColor);
      Drawings->ShadowText(Weapon[i].Name, PositionBot.x, PositionBot.y, WeaponDropedTextColor);
      //DrawString(Buf, PositionBot.x - 10, PositionBot.y + 10, D3DCOLOR_ARGB(255, 255, 255, 255), m_pFontSmall);
      }
      }

      }

      char *RecoilDrawTypes[2] = { _OnceXOR("Circle"), _OnceXOR("Cross") };

      char *WeaponName[52] =
      {
      _OnceXOR("0"),
      _OnceXOR("Desert Eagle"),
      _OnceXOR("Dual Berettas"),
      _OnceXOR("Five-SeveN"),
      _OnceXOR("Glock"),
      _OnceXOR("5"),
      _OnceXOR("6"),
      _OnceXOR("AK-47"),
      _OnceXOR("AUG"),
      _OnceXOR("AWP"),
      _OnceXOR("FAMAS"),
      _OnceXOR("G3SG1"),
      _OnceXOR("12"),
      _OnceXOR("Galil AR"),
      _OnceXOR("M249"),
      _OnceXOR("15"),
      _OnceXOR("M4A4"),
      _OnceXOR("MAC-10"),
      _OnceXOR("18"),
      _OnceXOR("P90"),
      _OnceXOR("20"),
      _OnceXOR("21"),
      _OnceXOR("22"),
      _OnceXOR("23"),
      _OnceXOR("UMP-45"),
      _OnceXOR("XM1014"),
      _OnceXOR("PP-Bizon"),
      _OnceXOR("MAG-7"),
      _OnceXOR("Negev"),
      _OnceXOR("Sawed-Off"),
      _OnceXOR("30"),
      _OnceXOR("Zeus x27"),
      _OnceXOR("P2000"),
      _OnceXOR("MP7"),
      _OnceXOR("MP9"),
      _OnceXOR("Nova"),
      _OnceXOR("CZ75-Auto"),
      _OnceXOR("37"),
      _OnceXOR("SCAR-20"),
      _OnceXOR("SG 553"),
      _OnceXOR("SSG 08"),
      _OnceXOR("41"),
      _OnceXOR("Knife"),
      _OnceXOR("Flashbang"),
      _OnceXOR("HE Granade"),
      _OnceXOR("Smoke Granade"),
      _OnceXOR("46"),
      _OnceXOR("Decoy Granade"),
      _OnceXOR("48"),
      _OnceXOR("C4"),
      _OnceXOR("50"),
      _OnceXOR("Tec-9"),
      };



      Spoiler: math
      #include "Math.h"
      #include "MyWindow.h"
      #include "Entity.h"
      ViewMatrix vMatrix;
      #ifndef M_PI
      #define M_PI 3.14159265358979323846
      #endif
      float Get3dDistance(Vector3D Pos1, Vector3D Pos2)
      {
      return sqrt(pow((Pos2.x - Pos1.x), 2.0) + pow((Pos2.y - Pos1.y), 2.0) + pow((Pos2.z - Pos1.z), 2.0));
      };

      bool WorldToScreen(Vector3D PositionIn, Vector3D &PositionOut)
      {
      float w = 0.0f;

      PositionOut.x = vMatrix.Matrix[0][0] * PositionIn.x + vMatrix.Matrix[0][1] * PositionIn.y + vMatrix.Matrix[0][2] * PositionIn.z + vMatrix.Matrix[0][3];
      PositionOut.y = vMatrix.Matrix[1][0] * PositionIn.x + vMatrix.Matrix[1][1] * PositionIn.y + vMatrix.Matrix[1][2] * PositionIn.z + vMatrix.Matrix[1][3];
      w = vMatrix.Matrix[3][0] * PositionIn.x + vMatrix.Matrix[3][1] * PositionIn.y + vMatrix.Matrix[3][2] * PositionIn.z + vMatrix.Matrix[3][3];

      if (w < 0.01f)
      return false;

      float InveseValue = 1.0f / w;
      PositionOut.x *= InveseValue;
      PositionOut.y *= InveseValue;

      float x = CMyWindow::Width / 2;
      float y = CMyWindow::Height / 2;

      x += 0.5 * PositionOut.x * CMyWindow::Width + 0.5;
      y -= 0.5 * PositionOut.y * CMyWindow::Height + 0.5;

      PositionOut.x = x;
      PositionOut.y = y;

      return true;

      };
      Vector3D VectorSubtract(Vector3D Vec1, Vector3D Vec2)
      {
      return Vector3D(Vec1.x - Vec2.x, Vec1.y - Vec2.y, Vec1.z - Vec2.z);
      };
      void CalcAngle(Vector3D Source, Vector3D Destination, Vector3D &Angles)
      {
      Vector3D forward = VectorSubtract(Destination, Source);
      float yaw, tmp, pitch;
      tmp = sqrt(forward.x*forward.x + forward.y*forward.y);
      yaw = (atan2(forward.y, forward.x) * 180 / M_PI);
      pitch = (atan2(-forward.z, tmp) * 180 / M_PI);

      Angles.x = pitch;
      Angles.y = yaw;
      Angles.z = 0;

      }

      /*
      void CalcAngle(Vector3D src, Vector3D dst, Vector3D &angles)
      {

      Vector3D delta = { (src.x - dst.x), (src.y - dst.y), (src.z - dst.z) };
      double hyp = sqrt(delta.x * delta.x + delta.y * delta.y);
      angles.x = (float)(asinf(delta.z / hyp) * 57.295779513082f);//asinf
      angles.y = (float)(atanf(delta.y / delta.x) * 57.295779513082f);
      angles.z = 0.0f;

      if (delta.x >= 0.0)
      {
      angles.y += 180.0f;
      }

      }
      */

      Vector3D AngleToDirection(Vector3D Angle)
      {
      Angle.x = (Angle.x) * 3.14159265 / 180;
      Angle.y = (Angle.y) * 3.14159265 / 180;

      float sinYaw = sin(Angle.y);
      float cosYaw = cos(Angle.y);

      float sinPitch = sin(Angle.x);
      float cosPitch = cos(Angle.x);

      Vector3D Direction;
      Direction.x = cosPitch * cosYaw;
      Direction.y = cosPitch * sinYaw;
      Direction.z = -sinPitch;

      return Direction;
      }
      Last edited by Spock; 07-03-2015 at 07:28 AM. Reason: Use the code tags next time.

    4. #4
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      @docc,

      I have edited your post. Next time, please, use the code tags. They're there for a reason.

    5. #5
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      Quote Originally Posted by Spock View Post
      @docc,

      I have edited your post. Next time, please, use the code tags. They're there for a reason.
      okay, sorry

    6. #6
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      Quote Originally Posted by docc View Post
      addresses are correct
      ...code...
      I don't need any code to tell you what's going on.
      If game engines were perfect, ESP's wouldn't be possible to make.
      ESP's basically just exploit the engines inaccuracies on telling wether a client needs information about another client.

      The server gives the client only as much data as it needs in order to draw the player view to your screen.
      The client doesn't need any information about enemies you can't interact with. These clients are marked as dormant. You won't receive any information about them.
      Please check my last post again. I already told you what to do.
      My contributions
      UrbanTerror | OpenGL - ModelLogger | Polymorphic junk code | Tutorial/Article Collection
      Admiring technological singularity

    7. Thanks [GH]Rake thanked for this post
    8. #7
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      Quote Originally Posted by Liduen View Post
      I don't need any code to tell you what's going on.
      If game engines were perfect, ESP's wouldn't be possible to make.
      ESP's basically just exploit the engines inaccuracies on telling wether a client needs information about another client.

      The server gives the client only as much data as it needs in order to draw the player view to your screen.
      The client doesn't need any information about enemies you can't interact with. These clients are marked as dormant. You won't receive any information about them.
      Please check my last post again. I already told you what to do.
      the source code is not mine, and I do not know C ++ well ((( you find it hard to help?

    9. #8
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      Quote Originally Posted by docc View Post
      the source code is not mine, and I do not know C ++ well ((( you find it hard to help?
      Check out my signature. There you can find a link to a useful collection of articles and tutorials about everything you need to know when starting with game hacking.
      That includes links to C++ and C tutorials.
      If you don't want to read that much, then hacking isn't the right thing for you.

      Good luck!
      My contributions
      UrbanTerror | OpenGL - ModelLogger | Polymorphic junk code | Tutorial/Article Collection
      Admiring technological singularity

    10. #9
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      Advertise on GuidedHacking
      New That's the problem ESP

      https://youtu.be/zTHGXwpdLIk

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