Crytech's Far Cry.
Sticky Threads
Hi, Here are some PB proof memory patches ( using my new hybrid base ): bool bPatched = false; DWORD dwNoSpread; DWORD dwNoRecoil; DWORD dwNoSway; void InitMemoryPatches( )
It seems that some people need more than a "worldtoscreen" post to achieve their own aimbot. So, here is a basic (distance based) aimbot example: IEntityItPtr pEntityIt = pCXGame->GetSystem( )->GetIEntitySystem( )->GetEntityIterator( ); IEntity *pEntity; float fBestDist = 999;
Hello, Here is the interesting function: int CScriptObjectPlayer::CalculateAccuracyFactor(IFunctionHandler *pH) { CHECK_PARAMETERS(1); float accuracy; // The JE we will patch
Hi, Here is how to make a radar hack ( show all friends/enemies on your radar ), using the entity's script object :) IEntityItPtr pEntityIterator = m_pEntitySystem->GetEntityIterator( ); IEntity *pEntity; while( pEntity = pEntityIterator->Next( ) ) {
Hi, Here is the player container's VTable offset ( FarCry v1.4 ): 0xFB8F0 #define PlayerIndex_Init 0 // dwGameBase + 0xA36E8 #define PlayerIndex_Update 1 // dwGameBase + 0xADB1E #define PlayerIndex_SetEntity 2 // dwGameBase + 0x85B3D #define...
Hi, Here is some basis needed to draw 2D stuff in FarCry ( Custom crosshairs, GUI, menus, esp, ... ): 1/ Load once a texture ( ie: at game initialization ): // globals IRenderer *g_pRenderer = 0; int iWhiteTextID; // During Game initialization
Hi, This code will auto lean while you strafe :) m_pClient = m_pGame->GetClient( ); if( m_pClient->m_PlayerProcessingCmd.CheckAction( ACTION_MOVE_RIGHT ) ) m_pClient->m_PlayerProcessingCmd.AddAction( ACTION_LEANRIGHT ); else if( m_pClient->m_PlayerProcessingCmd.CheckAction(...
Hi, This code shows wireframe and solid alpha blended colored BBoxes: Vec3 BBoxMin, BBoxMax; pEntity->GetBBox( BBoxMin, BBoxMax ); if( pPlayer->IsAlive( ) ) { float fTeamColor = { 0, 0, 0, 0.3f };
FarCry V1.4 only! #define SOEGetPos 0x36541BF1 #define SOEGetCenterOfMassPos 0x36541CC6 #define SOESetPos 0x36541DBC #define SOESetName 0x3653E527 #define SOEGetName 0x3654A336 #define SOESetAIName 0x3653E4A5 #define SOEGetAIName 0x3654A283 #define SOELoadCharacter 0x3653E593
Hi, Here is how to manage a trigger bot ( auto shoots if the crosshair is over an enemy ) using a processing command: m_pClient = m_pGame->GetClient( ); CWeaponClass *pLocalWeapon = m_pLocalPlayer->GetSelectedWeapon( ); ray_hit WeaponHitTest; if( pLocalWeapon )
FarCry V1.4 only! #define SOSCreateDownload 0x36554624 #define SOSLoadFont 0x36556798 #define SOSExecuteCommand 0x365517C8 #define SOSLogToConsole 0x365566E8 #define SOSLogAlways 0x3655183C #define SOSClearConsole 0x36551A00 #define SOSGetConsoleKeyName 0x365518B3 #define SOSLog 0x36556740
FarCry V1.4 only! All CScriptObjectInput functions are int, and have one arg passed ( IFunctionHandler *pH ): #define SOIBindCommandToKey 0x3304FF37 #define SOIBindAction 0x33050006 #define SOIBindActionMultipleMaps 0x330500B9 #define SOIClearAction 0x3305015B #define...
FarCry V1.4 only! All CScriptObjectPlayer functions are int, and have one arg passed ( IFunctionHandler *pH ): #define SOPGetWeaponInfo 0x3305330F #define SOPGetWeaponsSlots 0x330533E6 #define SOPCalculateAccuracyFactor 0x33051F58 #define SOPWaitForFireRelease 0x33051FDB...
FarCry V1.4 only! All CScriptObjectClient functions are int, and have one arg passed ( IFunctionHandler *pH ): #define SOCGetGameStartTime 0x33042788 #define SOCGetGameState 0x330427ED #define SOCGetGameStateString 0x33042845 #define SOCCallVote 0x33042C4F #define...
FarCry V1.4 only! All CScriptObjectGame functions are int, and have one arg passed ( IFunctionHandler *pH ): #define SOGGetCDPath 0x33049946 #define SOGGetUserName 0x33043FA6 #define SOGLoad 0x3304A17D #define SOGGetPlayers 0x33045881 #define...
Some people asked for it ( for triggerbot, aimbot, better text ESP, sprites ESP or whatever) so here it is: Vec3 Min, Max; pEntity->GetBBox( Min, Max ); Min *= pEntity->GetScale(); Max *= pEntity->GetScale(); Vec3 Center3D = ( Max - Min )/2 + Min;
Here are the weapons id -> names in a little function: const char * Weapon( CPlayer *pPlayer ) { int weapon = pPlayer->m_stats.weapon; switch( weapon ) { case 13:
First we set the screen effect: // on SYSPtr->GetI3DEngine( )->ResetScreenFx( ); SYSPtr->GetI3DEngine( )->SetScreenFx( "NightVision", 1 ); // off SYSPtr->GetI3DEngine( )->SetScreenFx( "NightVision", 0 ); SYSPtr->GetI3DEngine( )->ResetScreenFx( );
Here you got an example of how to retrieve bones 3D coords: http://forum.gamedeception.net/showthread.php?t=8377 And here are the 19 valid bones: const char *boneName = { "Bip01 Head", "Bip01 Neck", "Bip01 Spine2", "Bip01 L Clavicle", "Bip01 R Clavicle",
Hello, Here is where the game creates a new player container. In the SDK (xsystembase.cpp): CPlayer *pPlayer = new CPlayer( m_pGame ); Here is this function in CryGame.dll: http://okidoki.gamedeception.net/CPlayer.txt
Hello, Here is a method that let you call engine functions. 1/ The GetISystem( ) function. // In the SDK ISystem* GetISystem() {
Here is a method to check if your target stills receives damages if you shoot through something ( walls, trees, bushes, vehicules, ... ). ray_hit RayHitTest; bool bHitTest = false; .../... Diff = TargetPos3D - MyPos3D;
First you need to know how to use custom shaders: http://forum.gamedeception.net/showthread.php?t=8379 Then here is a simple way to manage dynamic colored skins using shaders. solid white: non visible and alive glowing orange: current visible and alive aimbot target glowing green: visible...
Hi! I spoke some time ago about this function: http://forum.gamedeception.net/showthread.php?t=8388 Here is a way to use it for: 1/ Retreive a usefull local player's pointer 2/ Remove the weapons recoil 3/ Remove the zoom sway
Here is a little function to get the current direction of an entity. Function: void GetEntDirection( IEntity *pEntity, Vec3& vDirection ) { Matrix44 m; m.SetIdentity( ); m = Matrix44::CreateRotationZYX( -pEntity->GetAngles( )*gf_DEGTORAD )*m; vDirection = GetTransposed44( m...
If you are using CLASS_CRYCHARBODY in your models recognition you should have lot of useless stuff like birds, grasshoppers, fishes etc... So here is a perfect player models, and flag model recognition. Anywhere in your included headers, or in a new included header: // player model files...
bool bIsFFA( ) { if( pCXGame->g_GameType->GetString( ) == "FFA" || pCXGame->g_GameType->GetString( ) == "ffa" ) return true; return false; } If it returns false, all the other game types are team based ( Red/Blue ).
You can add a clean Lambert effect to your models in a client hook without Direct3D, by changing the light parameters ( SRendParams struct ) in the functions that draw / render the ICryCharInstance/IBindable models. :) before: after: In your ICryCharInstance->Draw( const SRendParams &...
You have to declare your variable: ICVar *myNewVar; then create it only once: IConsole *pConsole = pCXGame->GetSystem( )->GetIConsole( ); static bool bCvarOK = false;
You can have a nice no recoil by setting the stanceRecoilModifier to 0.0f. The recoil is calculated in CPlayer->ProcessAngles(CXEntityProcessingCmd &ProcessingCmd): // final recoil dx *= stanceRecoilModifier; dz *= stanceRecoilModifier; So if stanceRecoilModifier == 0.0f, dx and dz are ==...
You can use it with the other weapons function for more details in your ESP. const char * cWeaponStatus( CPlayer *pPlayer ) { if( pPlayer->m_stats.reloading ) return "Reloading"; else if( pPlayer->m_stats.has_binoculars ) return "Using binoculars"; else if(...
If you are using my Hybrid base, use it in GameUpdate (Engine) or EndScene/Present (D3D). IEntityItPtr pEntityIt = SYSPtr->GetIEntitySystem( )->GetEntityIterator( ); IEntity *pEntity; IEntity *Me = pEntity->GetMyPlayer( ); while ( pEntity = pEntityIt->Next( ) )
we need the player's model, so it's like for grabbing the bones, but we gonna change its shader intead of taking the bones positions. if( SYSPtr != NULL ) { IEntityItPtr pEntityIt = SYSPtr->GetIEntitySystem( )->GetEntityIterator( ); IEntity *pEntity; IEntity *Me =...
If you are using my Hybrid base, use it in GameUpdate (Engine) or EndScene/Present (D3D). Bones coords are USEFULL if you want good coords for aimbot (the bullet hits are calculated with the model's skeleton/bones and with instant ray hit for most of the weapons). if( SYSPtr != NULL ) {...
Normal Threads
Hi okidoki , im to be favourably impressed by your work here on GD. Its of course a very hard Process to learn that stuff. I mean the Coder-Language .I read the threads and postings about FC / FCHook .Very interesting for me. But sorry okidoki , im a Noob on that Topic !!! Ok...hmmm i tell u...
There are currently 1 users browsing this forum. (0 members & 1 guests)
Use this control to limit the display of threads to those newer than the specified time frame.
Allows you to choose the data by which the thread list will be sorted.
Order threads in...
Note: when sorting by date, 'descending order' will show the newest results first.
Forum Rules