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  1. 06-02-2005
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Forum: Far Cry

Crytech's Far Cry.

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Code [PB Proof]Accuracy memory patches

    Hi, Here are some PB proof memory patches ( using my new hybrid base ): bool bPatched = false; DWORD dwNoSpread; DWORD dwNoRecoil; DWORD dwNoSway; void InitMemoryPatches( )

    Started by okidoki, 06-22-2007 07:32 PM
    2 Staff Post(s) farcry, memory, patch, punkbuster
    • Replies: 2
    • Views: 1,968
    04-05-2009 01:39 PM Go to last post
  3. Sticky Thread Sticky: Code Basic aimbot

    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;

    Started by okidoki, 01-26-2006 08:32 AM
    4 Staff Post(s) aimbot, farcry
    • Replies: 7
    • Views: 3,950
    12-26-2008 09:45 PM Go to last post
  4. Sticky Thread Sticky: Code Weapon accuracy

    Hello, Here is the interesting function: int CScriptObjectPlayer::CalculateAccuracyFactor(IFunctionHandler *pH) { CHECK_PARAMETERS(1); float accuracy; // The JE we will patch

    Started by okidoki, 06-03-2006 08:52 AM
    5 Staff Post(s) accuracy, farcry
    • Replies: 7
    • Views: 2,234
    07-15-2008 10:47 AM Go to last post
  5. Sticky Thread Sticky: Code Radar hack

    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( ) ) {

    Started by okidoki, 04-18-2007 02:40 PM
    1 Staff Post(s) farcry, radar
    • Replies: 1
    • Views: 1,563
    11-25-2007 08:04 PM Go to last post
  6. Sticky Thread Sticky: Info CPlayer VMT

    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...

    Started by okidoki, 07-11-2007 05:02 AM
    1 Staff Post(s) cplayer, farcry, vmt
    • Replies: 0
    • Views: 486
    07-11-2007 05:02 AM Go to last post
  7. Sticky Thread Sticky: Code IRenderer 2D Drawing

    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

    Started by okidoki, 04-25-2007 08:03 AM
    1 Staff Post(s) farcry, irenderer
    • Replies: 0
    • Views: 277
    04-25-2007 08:03 AM Go to last post
  8. Sticky Thread Sticky: Code Auto strafe/lean

    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(...

    Started by okidoki, 04-19-2007 03:42 AM
    5 Staff Post(s) farcry, lean, strafe
    • Replies: 4
    • Views: 368
    04-19-2007 01:17 PM Go to last post
  9. Sticky Thread Sticky: Code Colored BBoxes

    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 };

    Started by okidoki, 04-19-2007 03:57 AM
    1 Staff Post(s) bbox, farcry
    • Replies: 0
    • Views: 221
    04-19-2007 03:57 AM Go to last post
  10. Sticky Thread Sticky: Info CScriptObjectEntity

    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

    Started by okidoki, 04-18-2007 03:41 PM
    1 Staff Post(s) cscriptobjectentity, farcry
    • Replies: 0
    • Views: 191
    04-18-2007 03:41 PM Go to last post
  11. Sticky Thread Sticky: Code TriggerBot

    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 )

    Started by okidoki, 04-18-2007 02:49 PM
    1 Staff Post(s) farcry, triggerbot
    • Replies: 0
    • Views: 276
    04-18-2007 02:49 PM Go to last post
  12. Sticky Thread Sticky: Info CScriptObjectSystem

    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

    Started by okidoki, 04-11-2007 07:48 AM
    1 Staff Post(s) cscriptobjectsystem, farcry
    • Replies: 0
    • Views: 191
    04-11-2007 07:48 AM Go to last post
  13. Sticky Thread Sticky: Info CScriptObjectInput

    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...

    Started by okidoki, 03-22-2007 09:22 AM
    4 Staff Post(s) cscriptobjectinput, farcry
    • Replies: 3
    • Views: 306
    03-24-2007 02:22 AM Go to last post
  14. Sticky Thread Sticky: Info CScriptObjectPlayer

    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...

    Started by okidoki, 03-22-2007 09:22 AM
    1 Staff Post(s) cscriptobjectplayer, farcry
    • Replies: 0
    • Views: 194
    03-22-2007 09:22 AM Go to last post
  15. Sticky Thread Sticky: Info CScriptObjectClient

    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...

    Started by okidoki, 03-22-2007 09:21 AM
    1 Staff Post(s) cscriptobjectclient, farcry
    • Replies: 0
    • Views: 168
    03-22-2007 09:21 AM Go to last post
  16. Sticky Thread Sticky: Info CScriptObjectGame

    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...

    Started by okidoki, 03-22-2007 09:20 AM
    1 Staff Post(s) cscriptobjectgame, farcry
    • Replies: 0
    • Views: 187
    03-22-2007 09:20 AM Go to last post
  17. Sticky Thread Sticky: Code WorldToScreen

    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;

    Started by okidoki, 01-12-2006 05:33 AM
    7 Staff Post(s) farcry, worldtoscreen
    • Replies: 14
    • Views: 2,845
    10-19-2006 11:10 AM Go to last post
  18. Sticky Thread Sticky: Code Weapon's name ESP

    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:

    Started by okidoki, 01-15-2006 04:52 AM
    2 Staff Post(s) esp, farcry
    • Replies: 2
    • Views: 1,360
    09-25-2006 05:53 AM Go to last post
  19. Sticky Thread Sticky: Code Cry Vision

    First we set the screen effect: // on SYSPtr->GetI3DEngine( )->ResetScreenFx( ); SYSPtr->GetI3DEngine( )->SetScreenFx( "NightVision", 1 ); // off SYSPtr->GetI3DEngine( )->SetScreenFx( "NightVision", 0 ); SYSPtr->GetI3DEngine( )->ResetScreenFx( );

    Started by okidoki, 12-31-2005 02:09 AM
    1 Staff Post(s) cryvision, farcry
    • Replies: 2
    • Views: 1,290
    09-25-2006 02:44 AM Go to last post
  20. Sticky Thread Sticky: Info 34 bone names

    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",

    Started by okidoki, 05-21-2006 05:12 AM
    7 Staff Post(s) bones, farcry
    • Replies: 8
    • Views: 1,332
    06-11-2006 09:44 AM Go to last post
  21. Sticky Thread Sticky: Info Function that create a player

    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

    Started by okidoki, 06-10-2006 12:59 PM
    1 Staff Post(s) constructor, cplayer, farcry
    • Replies: 0
    • Views: 766
    06-10-2006 12:59 PM Go to last post
  22. Sticky Thread Sticky: Code Calling ISystem functions

    Hello, Here is a method that let you call engine functions. 1/ The GetISystem( ) function. // In the SDK ISystem* GetISystem() {

    Started by okidoki, 06-03-2006 06:30 AM
    1 Staff Post(s) call, farcry, isystem
    • Replies: 0
    • Views: 837
    06-03-2006 06:30 AM Go to last post
  23. Sticky Thread Sticky: Code Piercability check

    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;

    Started by okidoki, 05-21-2006 06:09 AM
    1 Staff Post(s) autowall, farcry, piercability
    • Replies: 0
    • Views: 713
    05-21-2006 06:09 AM Go to last post
  24. Sticky Thread Sticky: Code Dynamic colored skins

    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...

    Started by okidoki, 05-21-2006 05:35 AM
    1 Staff Post(s) colored models, farcry
    • Replies: 0
    • Views: 807
    05-21-2006 05:35 AM Go to last post
  25. Sticky Thread Sticky: Code CPlayer::ProcessAngles

    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

    Started by okidoki, 05-21-2006 05:07 AM
    1 Staff Post(s) farcry, norecoil, nosway, processangles
    • Replies: 0
    • Views: 797
    05-21-2006 05:07 AM Go to last post
  26. Sticky Thread Sticky: Code Get an entity's direction

    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...

    Started by okidoki, 02-01-2006 04:19 AM
    6 Staff Post(s) direction, entity, farcry
    • Replies: 5
    • Views: 1,169
    02-03-2006 07:36 AM Go to last post
  27. Sticky Thread Sticky: Code Player and flag models recognition

    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...

    Started by okidoki, 02-01-2006 05:15 AM
    1 Staff Post(s) farcry, models, recognition
    • Replies: 0
    • Views: 1,275
    02-01-2006 05:15 AM Go to last post
  28. Sticky Thread Sticky: Code Get game type

    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 ).

    Started by okidoki, 01-29-2006 01:40 PM
    1 Staff Post(s) farcry, gametype
    • Replies: 0
    • Views: 292
    01-29-2006 01:40 PM Go to last post
  29. Sticky Thread Sticky: Code Engine lambert

    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 &...

    Started by okidoki, 01-21-2006 05:15 PM
    1 Staff Post(s) farcry, lambert
    • Replies: 0
    • Views: 1,023
    01-21-2006 05:15 PM Go to last post
  30. Sticky Thread Sticky: Code Custom cvars

    You have to declare your variable: ICVar *myNewVar; then create it only once: IConsole *pConsole = pCXGame->GetSystem( )->GetIConsole( ); static bool bCvarOK = false;

    Started by okidoki, 01-21-2006 02:44 PM
    1 Staff Post(s) custom, cvar, farcry
    • Replies: 0
    • Views: 849
    01-21-2006 02:44 PM Go to last post
  31. Sticky Thread Sticky: Info Weapon's recoil

    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 ==...

    Started by okidoki, 01-03-2006 06:36 AM
    5 Staff Post(s) farcry, norecoil
    • Replies: 9
    • Views: 1,848
    01-20-2006 07:31 AM Go to last post
  32. Sticky Thread Sticky: Code Weapon's status ESP

    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(...

    Started by okidoki, 01-15-2006 05:05 AM
    3 Staff Post(s) esp, farcry
    • Replies: 2
    • Views: 874
    01-15-2006 07:36 AM Go to last post
  33. Sticky Thread Sticky: Code player's name ESP

    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( ) )

    Started by okidoki, 12-30-2005 06:33 PM
    3 Staff Post(s) esp, farcry
    • Replies: 6
    • Views: 1,588
    12-31-2005 07:57 PM Go to last post
  34. Sticky Thread Sticky: Code Colored models

    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 =...

    Started by okidoki, 12-31-2005 01:48 AM
    1 Staff Post(s) colored models, farcry
    • Replies: 0
    • Views: 1,193
    12-31-2005 01:48 AM Go to last post
  35. Sticky Thread Sticky: Code Bones position

    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 ) {...

    Started by okidoki, 12-30-2005 06:55 PM
    1 Staff Post(s) bones, farcry
    • Replies: 0
    • Views: 1,316
    12-30-2005 06:55 PM Go to last post
  36.   Normal Threads  

  1. Solution Change values to seen enemies on radar

    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...

    Started by gray, 08-26-2008 01:57 PM
    1 Staff Post(s) farcry, lua, radar
    • Replies: 4
    • Views: 726
    08-28-2008 03:52 PM Go to last post

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