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I played this game with enthusiasm a few years ago.

i think this game is a lot of fun for many people. there are many features in this game ...
Many weapons, cars that you can tune and give your own styles and and and ...
I would like to code Esp / Aimbot etc. for this game myself, but unfortunately I don't have the time.
Maybe there is a nice devloper here and takes over this project.

Info and examples:
- is FreeToPlay
- Anti Cheat system find here

https://www.pcgamingwiki.com/wiki/APB_Reloaded

 

- Game website

https://www.gamersfirst.com/apb/

 

- example game

https://www.youtube.com/watch?v=12ncBzqW14Y

 

- Example game with hack

https://www.youtube.com/watch?v=p9s2PGQXaFk

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4 hours ago, SkyForge said:

nice info, you gonna make cheat for this game?

i mean the topic asks for someone to make a cheat because said person doesn't have the time

 

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3 hours ago, Poptart said:

i mean the topic asks for someone to make a cheat because said person doesn't have the time

 

Correct.... 

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Do we have offsets for this game somewhere? Or an almost updated source code?


giphy.gif

Gaben strategies too OP.

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10 hours ago, Feretorix said:

Do we have offsets for this game somewhere? Or an almost updated source code?

I will search, Offset or open source code

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On 7/17/2020 at 6:10 PM, pussykate said:

I played this game with enthusiasm a few years ago.

i think this game is a lot of fun for many people. there are many features in this game ...
Many weapons, cars that you can tune and give your own styles and and and ...
I would like to code Esp / Aimbot etc. for this game myself, but unfortunately I don't have the time.
Maybe there is a nice devloper here and takes over this project.

Info and examples:
- is FreeToPlay
- Anti Cheat system find here

https://www.pcgamingwiki.com/wiki/APB_Reloaded

 

- Game website

https://www.gamersfirst.com/apb/

 

- example game

https://www.youtube.com/watch?v=12ncBzqW14Y

 

- Example game with hack

https://www.youtube.com/watch?v=p9s2PGQXaFk

i liked this game its very good and more good with cheat XD

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14 hours ago, Feretorix said:

Do we have offsets for this game somewhere? Or an almost updated source code?

I looked around ,,, open source there are only older things.
there are still some Aimbots / Esp hacks but they are private.

Old code for Esp from https://www.mpgh.net/forum/showthread.php?t=531194

Spoiler

FColor MakeColor(int R, int G, int B, int A)
{
FColor ReturnedColor;
ReturnedColor.R = R;
ReturnedColor.G = G;
ReturnedColor.B = B;
ReturnedColor.A = A;
return ReturnedColor;
}


FColor Green = MakeColor(0,255,0,255);
FColor Yellow = MakeColor(255,255,0,255);
FColor Red = MakeColor(255,0,0,255);
FColor Blue = MakeColor(0,0,255,255);
FColor LightGreen = MakeColor(100,255,150,120);
FColor DarkGreen = MakeColor(100,190,60,120);
FColor White = MakeColor(255,255,255,255);
FColor Black = MakeColor(0,0,0,0);
FColor Pink = MakeColor(200,0,200,255);
FColor MenuBlack = MakeColor(0,0,0,200);
FColor MenuBlue = MakeColor(59,209,237,150);
FColor Orange = MakeColor(255,128,0,255);


bool ValidLocalPlayer ( APawn* Pawn )
{
return Pawn != NULL
&& !Pawn->bDeleteMe
&& !Pawn->bHidden
&& Pawn->Health > 0;
}

bool ValidTarget ( APawn* Pawn, AcAPBPawn* MyPawn )
{
return Pawn != NULL
&& !Pawn->bDeleteMe
&& !Pawn->bHidden
&& Pawn != MyPawn
&& ((AcAPBPawn*)Pawn)->m_DyingData.eDyingState == 0;
}

bool IsBounty( APawn* Pawn )// Not used in this source atm But feel free to add bounty ESP
{
return ((AcAPBPawn*)Pawn)->m_nHeatLevel == 5;
}

void DrawString( UCanvas* pCanvas, float X, float Y, FString String, float XScale, float YScale, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawTextClipped( String, false, XScale, YScale );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

float StrLen( UCanvas* pCanvas, FString InputString )
{
float X,Y;
pCanvas->StrLen( InputString, &X, &Y );
return X;
}

float StrHeight( UCanvas* pCanvas, FString InputString )
{
float X,Y;
pCanvas->StrLen( InputString, &X, &Y );
return Y;
}

FRotator inline VectorToRotation ( FVector vVector )
{
FRotator rRotation;

rRotation.Yaw = pPC->Atan ( vVector.Y, vVector.X ) * CONST_RadToUnrRot;
rRotation.Pitch = pPC->Atan ( vVector.Z, pPC->Sqrt ( ( vVector.X * vVector.X ) + ( vVector.Y * vVector.Y ) ) ) * CONST_RadToUnrRot;
rRotation****ll = 0;

return rRotation;
}

FVector RotationToVector(FRotator R)
{
FVector Vec;
float fYaw = R.Yaw * CONST_UnrRotToRad;
float fPitch = R.Pitch * CONST_UnrRotToRad;
float CosPitch = pPC->Cos(fPitch);
Vec.X = pPC->Cos(fYaw) * CosPitch;
Vec.Y = pPC->Sin(fYaw) * CosPitch;
Vec.Z = pPC->Sin(fPitch);

return Vec;
}

UObject* GetInstanceOf ( UClass* Class )
{
static UObject* ObjectInstance;

ObjectInstance = NULL;

for ( int i = 0; i < UObject::GObjObjects()->Count; ++i )
{
UObject* CheckObject = ( *UObject::GObjObjects() )( i );

if ( CheckObject && CheckObject->IsA( Class ) )
{
if ( !strstr( CheckObject->GetFullName(), "Default" ) )
ObjectInstance = CheckObject;
}
}

return ObjectInstance;
};


FVector Loc;
FRotator Rot;
FVector WorldToScreen( UCanvas* pCanvas, FVector Location )
{

FVector Return;

FVector AxisX, AxisY, AxisZ, Delta, Transformed;

pCanvas->GetAxes( Rot , &AxisX, &AxisY, &AxisZ );


Delta = pPC->Subtract_VectorVector( Location, Loc );
Transformed.X = pPC->Dot_VectorVector( Delta, AxisY );
Transformed.Y = pPC->Dot_VectorVector( Delta, AxisZ );
Transformed.Z = pPC->Dot_VectorVector( Delta, AxisX );

if( Transformed.Z < 1.00f )
Transformed.Z = 1.00f;


float FOVAngle = pPC->PlayerCamera->GetFOVAngle();

Return.X = ( pCanvas->ClipX / 2.0f ) + Transformed.X * ( ( pCanvas->ClipX / 2.0f ) / pPC->Tan( FOVAngle * CONST_Pi / 360.0f ) ) / Transformed.Z;
Return.Y = ( pCanvas->ClipY / 2.0f ) + -Transformed.Y * ( ( pCanvas->ClipX / 2.0f ) / pPC->Tan( FOVAngle * CONST_Pi / 360.0f ) ) / Transformed.Z;
Return.Z = 0;

return Return;

}

void DrawRect( UCanvas* pCanvas, float X, float Y,float Width, float Height, UTexture2D* Texture, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawRect( Width, Height, Texture );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

void DrawBox( UCanvas* pCanvas, float X, float Y,float Width, float Height, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawBox( Width, Height );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

void PlayerEsp ( UCanvas* pCanvas, UAPBGameEngine* GameEngine, APawn* Target, FColor Color)
{
if( GameEngine )
{
if( GameEngine->m_HostingClient && GameEngine->m_HostingClient->m_namequery )
{
FString Names;

GameEngine->m_HostingClient->m_namequery->GetCharacterNameNative(((AcAPBPawn*)Target)->m_nControllerCharacterUID, &Names );

FBox TargetBox;
Target->GetComponentsBoundingBox(&TargetBox );
FVector Vec = pCanvas->Divide_VectorFloat(pCanvas->Add_VectorVector(TargetBox.Min ,TargetBox.Max),2);

FVector VecX = WorldToScreen( pCanvas, Vec );
FVector VecY = WorldToScreen( pCanvas, TargetBox.Min );

wchar_t Temp [MAX_PATH];
swprintf( Temp, L"%s", Names );
DrawString( pCanvas, VecX.X - StrLen( pCanvas, Temp ) /2 , VecY.Y -2, Temp, 1.0, 1.0, Color );
}
}
}

void CrossHair ( UCanvas* pCanvas )
{
DrawRect( pCanvas, pCanvas->ClipX/2 - 10, pCanvas->ClipY/2 - 2, 20, 4, pCanvas->DefaultTexture, Orange );
DrawRect( pCanvas, pCanvas->ClipX/2 - 2, pCanvas->ClipY/2 - 10, 4, 20, pCanvas->DefaultTexture, Orange );
}

AcAPBVehicleBase* MyDrivenVehicle = NULL;

void PostRender( UCanvas* pCanvas )
{
if( pCanvas )
{
if( pPC )
{
static UAPBGameEngine* GameEngine = ( UAPBGameEngine* )GetInstanceOf( UAPBGameEngine::StaticClass() );

if( pPC->PlayerCamera )
{
Loc = pPC->PlayerCamera->Location;
Rot = pPC->PlayerCamera->Rotation;

if( ValidLocalPlayer( pPC->Pawn ) )
{
AcAPBPawn* MyPawn = (AcAPBPawn*)pPC->Pawn;

CrossHair( pCanvas );

if( pPC->Pawn->WorldInfo && pPC->Pawn->WorldInfo->PawnList )
{
APawn* Target = pPC->Pawn->WorldInfo->PawnList;

while( Target != NULL )
{
if( ValidTarget( Target, MyPawn ) && Target->IsA(AcAPBPawn::StaticClass() ) )
{
AcAPBPawn* TargetPawn = (AcAPBPawn*)Target;

if( TargetPawn->m_DyingData.eDyingState == 0 )
{
if( !MyPawn->IsA(AcAPBVehicleBase::StaticClass () ) )
{
if( MyPawn->m_DyingData.eDyingState == 0 )
{
if( MyPawn->m_MissionSideInfo.m_nMissionUID != NULL && TargetPawn->m_MissionSideInfo.m_nMissionUID != NULL
&& MyPawn->m_MissionSideInfo.m_nMissionUID != -1 && TargetPawn->m_MissionSideInfo.m_nMissionUID != -1
&& MyPawn->m_MissionSideInfo.m_nMissionUID == TargetPawn->m_MissionSideInfo.m_nMissionUID )
{
if( MyPawn->m_eFaction != TargetPawn->m_eFaction )
{
PlayerEsp( pCanvas, GameEngine, Target, Red );
}
}
}
}
else if( MyPawn->IsA(AcAPBVehicleBase::StaticClass () ) )
{
MyDrivenVehicle = (AcAPBVehicleBase*)MyPawn;

if( ValidLocalPlayer( MyDrivenVehicle->Driver ) )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_DyingData.eDyingState == 0 )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID != NULL && TargetPawn->m_MissionSideInfo.m_nMissionUID != NULL
&& ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID != -1 && TargetPawn->m_MissionSideInfo.m_nMissionUID != -1
&& ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID == TargetPawn->m_MissionSideInfo.m_nMissionUID )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_eFaction != TargetPawn->m_eFaction )
{
PlayerEsp( pCanvas, GameEngine, Target, Red );
}
}
}
}
}
}
}
Target = Target->NextPawn;
}
}
}
}
}
}

 

 

 

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Posted (edited)
4 hours ago, pussykate said:

I looked around ,,, open source there are only older things.
there are still some Aimbots / Esp hacks but they are private.

Old code for Esp from https://www.mpgh.net/forum/showthread.php?t=531194

  Reveal hidden contents


FColor MakeColor(int R, int G, int B, int A)
{
FColor ReturnedColor;
ReturnedColor.R = R;
ReturnedColor.G = G;
ReturnedColor.B = B;
ReturnedColor.A = A;
return ReturnedColor;
}


FColor Green = MakeColor(0,255,0,255);
FColor Yellow = MakeColor(255,255,0,255);
FColor Red = MakeColor(255,0,0,255);
FColor Blue = MakeColor(0,0,255,255);
FColor LightGreen = MakeColor(100,255,150,120);
FColor DarkGreen = MakeColor(100,190,60,120);
FColor White = MakeColor(255,255,255,255);
FColor Black = MakeColor(0,0,0,0);
FColor Pink = MakeColor(200,0,200,255);
FColor MenuBlack = MakeColor(0,0,0,200);
FColor MenuBlue = MakeColor(59,209,237,150);
FColor Orange = MakeColor(255,128,0,255);


bool ValidLocalPlayer ( APawn* Pawn )
{
return Pawn != NULL
&& !Pawn->bDeleteMe
&& !Pawn->bHidden
&& Pawn->Health > 0;
}

bool ValidTarget ( APawn* Pawn, AcAPBPawn* MyPawn )
{
return Pawn != NULL
&& !Pawn->bDeleteMe
&& !Pawn->bHidden
&& Pawn != MyPawn
&& ((AcAPBPawn*)Pawn)->m_DyingData.eDyingState == 0;
}

bool IsBounty( APawn* Pawn )// Not used in this source atm But feel free to add bounty ESP
{
return ((AcAPBPawn*)Pawn)->m_nHeatLevel == 5;
}

void DrawString( UCanvas* pCanvas, float X, float Y, FString String, float XScale, float YScale, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawTextClipped( String, false, XScale, YScale );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

float StrLen( UCanvas* pCanvas, FString InputString )
{
float X,Y;
pCanvas->StrLen( InputString, &X, &Y );
return X;
}

float StrHeight( UCanvas* pCanvas, FString InputString )
{
float X,Y;
pCanvas->StrLen( InputString, &X, &Y );
return Y;
}

FRotator inline VectorToRotation ( FVector vVector )
{
FRotator rRotation;

rRotation.Yaw = pPC->Atan ( vVector.Y, vVector.X ) * CONST_RadToUnrRot;
rRotation.Pitch = pPC->Atan ( vVector.Z, pPC->Sqrt ( ( vVector.X * vVector.X ) + ( vVector.Y * vVector.Y ) ) ) * CONST_RadToUnrRot;
rRotation****ll = 0;

return rRotation;
}

FVector RotationToVector(FRotator R)
{
FVector Vec;
float fYaw = R.Yaw * CONST_UnrRotToRad;
float fPitch = R.Pitch * CONST_UnrRotToRad;
float CosPitch = pPC->Cos(fPitch);
Vec.X = pPC->Cos(fYaw) * CosPitch;
Vec.Y = pPC->Sin(fYaw) * CosPitch;
Vec.Z = pPC->Sin(fPitch);

return Vec;
}

UObject* GetInstanceOf ( UClass* Class )
{
static UObject* ObjectInstance;

ObjectInstance = NULL;

for ( int i = 0; i < UObject::GObjObjects()->Count; ++i )
{
UObject* CheckObject = ( *UObject::GObjObjects() )( i );

if ( CheckObject && CheckObject->IsA( Class ) )
{
if ( !strstr( CheckObject->GetFullName(), "Default" ) )
ObjectInstance = CheckObject;
}
}

return ObjectInstance;
};


FVector Loc;
FRotator Rot;
FVector WorldToScreen( UCanvas* pCanvas, FVector Location )
{

FVector Return;

FVector AxisX, AxisY, AxisZ, Delta, Transformed;

pCanvas->GetAxes( Rot , &AxisX, &AxisY, &AxisZ );


Delta = pPC->Subtract_VectorVector( Location, Loc );
Transformed.X = pPC->Dot_VectorVector( Delta, AxisY );
Transformed.Y = pPC->Dot_VectorVector( Delta, AxisZ );
Transformed.Z = pPC->Dot_VectorVector( Delta, AxisX );

if( Transformed.Z < 1.00f )
Transformed.Z = 1.00f;


float FOVAngle = pPC->PlayerCamera->GetFOVAngle();

Return.X = ( pCanvas->ClipX / 2.0f ) + Transformed.X * ( ( pCanvas->ClipX / 2.0f ) / pPC->Tan( FOVAngle * CONST_Pi / 360.0f ) ) / Transformed.Z;
Return.Y = ( pCanvas->ClipY / 2.0f ) + -Transformed.Y * ( ( pCanvas->ClipX / 2.0f ) / pPC->Tan( FOVAngle * CONST_Pi / 360.0f ) ) / Transformed.Z;
Return.Z = 0;

return Return;

}

void DrawRect( UCanvas* pCanvas, float X, float Y,float Width, float Height, UTexture2D* Texture, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawRect( Width, Height, Texture );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

void DrawBox( UCanvas* pCanvas, float X, float Y,float Width, float Height, FColor DesiredColor )
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;

FColor OldColor = pCanvas->DrawColor;

pCanvas->CurX = X;
pCanvas->CurY = Y;
pCanvas->DrawColor = DesiredColor;

pCanvas->DrawBox( Width, Height );

pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;

pCanvas->DrawColor = OldColor;
}

void PlayerEsp ( UCanvas* pCanvas, UAPBGameEngine* GameEngine, APawn* Target, FColor Color)
{
if( GameEngine )
{
if( GameEngine->m_HostingClient && GameEngine->m_HostingClient->m_namequery )
{
FString Names;

GameEngine->m_HostingClient->m_namequery->GetCharacterNameNative(((AcAPBPawn*)Target)->m_nControllerCharacterUID, &Names );

FBox TargetBox;
Target->GetComponentsBoundingBox(&TargetBox );
FVector Vec = pCanvas->Divide_VectorFloat(pCanvas->Add_VectorVector(TargetBox.Min ,TargetBox.Max),2);

FVector VecX = WorldToScreen( pCanvas, Vec );
FVector VecY = WorldToScreen( pCanvas, TargetBox.Min );

wchar_t Temp [MAX_PATH];
swprintf( Temp, L"%s", Names );
DrawString( pCanvas, VecX.X - StrLen( pCanvas, Temp ) /2 , VecY.Y -2, Temp, 1.0, 1.0, Color );
}
}
}

void CrossHair ( UCanvas* pCanvas )
{
DrawRect( pCanvas, pCanvas->ClipX/2 - 10, pCanvas->ClipY/2 - 2, 20, 4, pCanvas->DefaultTexture, Orange );
DrawRect( pCanvas, pCanvas->ClipX/2 - 2, pCanvas->ClipY/2 - 10, 4, 20, pCanvas->DefaultTexture, Orange );
}

AcAPBVehicleBase* MyDrivenVehicle = NULL;

void PostRender( UCanvas* pCanvas )
{
if( pCanvas )
{
if( pPC )
{
static UAPBGameEngine* GameEngine = ( UAPBGameEngine* )GetInstanceOf( UAPBGameEngine::StaticClass() );

if( pPC->PlayerCamera )
{
Loc = pPC->PlayerCamera->Location;
Rot = pPC->PlayerCamera->Rotation;

if( ValidLocalPlayer( pPC->Pawn ) )
{
AcAPBPawn* MyPawn = (AcAPBPawn*)pPC->Pawn;

CrossHair( pCanvas );

if( pPC->Pawn->WorldInfo && pPC->Pawn->WorldInfo->PawnList )
{
APawn* Target = pPC->Pawn->WorldInfo->PawnList;

while( Target != NULL )
{
if( ValidTarget( Target, MyPawn ) && Target->IsA(AcAPBPawn::StaticClass() ) )
{
AcAPBPawn* TargetPawn = (AcAPBPawn*)Target;

if( TargetPawn->m_DyingData.eDyingState == 0 )
{
if( !MyPawn->IsA(AcAPBVehicleBase::StaticClass () ) )
{
if( MyPawn->m_DyingData.eDyingState == 0 )
{
if( MyPawn->m_MissionSideInfo.m_nMissionUID != NULL && TargetPawn->m_MissionSideInfo.m_nMissionUID != NULL
&& MyPawn->m_MissionSideInfo.m_nMissionUID != -1 && TargetPawn->m_MissionSideInfo.m_nMissionUID != -1
&& MyPawn->m_MissionSideInfo.m_nMissionUID == TargetPawn->m_MissionSideInfo.m_nMissionUID )
{
if( MyPawn->m_eFaction != TargetPawn->m_eFaction )
{
PlayerEsp( pCanvas, GameEngine, Target, Red );
}
}
}
}
else if( MyPawn->IsA(AcAPBVehicleBase::StaticClass () ) )
{
MyDrivenVehicle = (AcAPBVehicleBase*)MyPawn;

if( ValidLocalPlayer( MyDrivenVehicle->Driver ) )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_DyingData.eDyingState == 0 )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID != NULL && TargetPawn->m_MissionSideInfo.m_nMissionUID != NULL
&& ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID != -1 && TargetPawn->m_MissionSideInfo.m_nMissionUID != -1
&& ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_MissionSideInfo.m_nMissionUID == TargetPawn->m_MissionSideInfo.m_nMissionUID )
{
if( ((AcAPBPawn*)MyDrivenVehicle->Driver)->m_eFaction != TargetPawn->m_eFaction )
{
PlayerEsp( pCanvas, GameEngine, Target, Red );
}
}
}
}
}
}
}
Target = Target->NextPawn;
}
}
}
}
}
}

 

 

 

I can provide the new SDK if you would like
https://www.unknowncheats.me/forum/all-points-bulletin/

Edited by Poptart

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8 hours ago, pussykate said:

You can, i think it help alot

give me 2 days, gotta buy the game and get most current offsets then I will dump and post here for you.

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2 hours ago, Poptart said:

give me 2 days, gotta buy the game and get most current offsets then I will dump and post here for you.

If you can get these, I can get it working...

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3 hours ago, Poptart said:

give me 2 days, gotta buy the game and get most current offsets then I will dump and post here for you.

You dont need buy,,, the game is FreeToPlay  😉

1 hour ago, GameHackerPM said:

If you can get these, I can get it working...

Very nice info,,, thanks 

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1 hour ago, GameHackerPM said:

If you can get these, I can get it working...

I can lol i can do UE SDK all day long but ca'nt get W2S working XD

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2 hours ago, Poptart said:

I can lol i can do UE SDK all day long but ca'nt get W2S working XD

If so, get me all offsets for Dead By Daylight to improve it and if possible PM me to teach me! xD I'm noob with "UE" stuff.. Still trying to learn more about it tbh. So we can handle the way to get your W2S also working via AnyDesk or TeamViewer etc..

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WorldToScreens in UE3/UE4 could be a little bit different and I will be implementing W2S functions for that in the Core.


giphy.gif

Gaben strategies too OP.

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2 hours ago, Feretorix said:

WorldToScreens in UE3/UE4 could be a little bit different and I will be implementing W2S functions for that in the Core.

That's why the problem for Z pos in DBD is wrong? I though it could be something wrong with the vector offset and found it should be 0x17C , correct me if I'm wrong.

image.png

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27 minutes ago, GameHackerPM said:

That's why the problem for Z pos in DBD is wrong? I though it could be something wrong with the vector offset and found it should be 0x17C , correct me if I'm wrong.

image.png

It's the weird matrix I am trying to read instead from UE4 ... https://github.com/WeScript/WeScript.Assemblies/blob/master/DeadByDaylight/Program.cs#L235

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giphy.gif

Gaben strategies too OP.

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