Enemy Territory Development
Sticky Threads
ETPro offers a 'certified configs' feature which basically means "this server is running the unmodified version of the config file leagues uploaded to their site". It's used for stopping people from modifying limitations and other stuff. Here's a small command line tool you can use for...
I looked at the SDK, and I found a SysCall with the name G_R_ADDLIGHTTOSCENE, so I decided to mess around with it. This is the code, that the SDK supplied: ... if ( ent->currentState.teamNum < 4 ) { mult = 0.004f*(cg.time - ent->currentState.effect1Time)/300000.0f; trap_R_AddLightToScene(...
another nice method how to get staff without modify the memory at all i posted a method like that some days ago and haven't been detected jet so i posted again a hook with the same method vm_s are not documented by the ET sdk you can find it inside q3 sdk and figure it out how to get the...
case CG_R_REGISTERSKIN: { const char* skinName = (const char *) arg/*const char**/; /*does not work if you register inside cg_inits*/ ax_tce_soldier = trap_R_RegisterSkin( "models/players/temperate/axis/soldier/body_s.skin" ); al_tce_soldier = trap_R_RegisterSkin(...
simple weapon names: my function was designed for ET, but it should work for every other q3a engine games. i dont know if there is a more dynamic way, but my way fully suits my interests ;) First of all, you should have a look at bg_public.h and search for an enumeration called "weapon_t"...
ok, my old thread was filled too much, so i am starting a new one :) et overview radar: this feature is known from nearly every cs 1.6 counter-strike hack (greets to patrick ;)), but you dont need deep maths knowledges (greets to the sdk :D). first of all, i tell you where to look:...
Okay here is how you would do Sprite ESP for EnemyTerritory (or any Q3 Game) First, set up a weapons table. const char *szWeapons = { { "" }, { "Knife" }, { "Luger" }, { "MP40" }, // 3 { "Nade" }, { "Panzer" }, { "Flamethrower" }, { "Colt" }, // 7 { "Tommy...
Normal Threads
this PoC allows users to configure bot/addon/whatever through custom cvars that are not picked up by punkbuster (they are not registered at all, so saving / loading will have to be handled manually) for testing i used a detected cvar 'wl_vecy': ]\pb_sv_cvarsrch wl_vecy PunkBuster Server: ...
since i posted this elsewhere aswell mod-specific data, using the offset from vmMain to the cgame base: this struct is based on that (the first identifier is the offset), maybe offsets are still good dunno struct et_version { UINT offset; UINT ptr_rd; UINT ...
RE_AddRefEntityToScene: if( GetAsyncKeyState( VK_F5 ) &1 ) modelLoger++; if( GetAsyncKeyState( VK_F4 ) &1 ) modelLoger--; if(ref->hModel == modelLoger )
Hey i am new to the coding scene for hacking in games. I want to start with ET as Wolfenstein was one of the first games i played! Could anyone send me in the right direction to how to create charms + aimbot for this game? I already downloaded the q3 SDK + looked at ASM but I need help...
struct addresses can be found inside r_init ,the other functions can be found inside RB_EndSurface shaderCommands_t * et_tess = (shaderCommands_t *) 0x16B53E0; trGlobals_t * et_tr = (trGlobals_t *) 0x1787B00; backEndState_t * et_backEnd ...
30054B30 >/$ 8B4424 04 mov eax,dword ptr ss: 30054B34 |. A3 48D10930 mov dword ptr ds:,eax 30054B39 \. C3 retn *(unsigned long*)0x3009D148 = (unsigned long)&mysyscall; untested, but im quite sure, that this is gonna work.
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