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BlackOps3Modder

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Nope. Megan Hansen has the right offset for no recoil. Not really sure where you got that offset from because it has nothing to do with no recoil lol

updated with ida ik its correct simply cause i just updated redboxes as well..
 
apollyonmods

apollyonmods

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incorrect the offset is 0x821EF8D4
Agreeing with gamer7112 on this one I just tested Megan Hansen's offset and it worked like a charm thank you. I hate to admit this but I am looking through here because I am skidy trying to get offsets to make public cheater for a server :frown: I am so ashamed of my self right now. I really need to learn how to find and update stuff my self.
 
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BlackOps3Modder

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TU2 Offhost

0x825FC3C0
0x825FC3E8

redboxes

0x824A8014

Chams
 
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apollyonmods

apollyonmods

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TU2 Offhost

0x825FC3C0
0x825FC3E8

redboxes

0x824A8014

Chams
c394346132196087c628aab551aa2bd1.png
Vouch
 
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BlackOps3Modder

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I will test out your Chams tomorrow I have to go to bed I feel like cr4p. Thank you for the offsets helps a super noob like me.

Offset Finding is like fuuuuckin an old wrinkly hag its easy

anyways heres UAV

0x822869A8

inf Wall Running..

0x821BDC64
 
xTwinkyModz

xTwinkyModz

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TU2 Offsets Updated by myself ( more coming later )

Code:
0x8209B4DC Jump Height
0x8209B4E4 Fall Demage
0x82659820 SV_GameSendServerCommand
0x82625E98 Cbuf_AddText
0x821F0C2C Ammo Count
0x84509B60 playerState
0x8241FE6C Move before game starts
0x824A8014 Chams
0x825FC3C0 Offhost UAV1
0x825FC3E8 Offhost UAV2
0x824A8014 Redboxes
0x821BDC64 Force Wallrun
0x8220CB04 FPS
 
DeathRGH

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i found the camos on zombies might be the same for multiplayer:
C:
//zombies
public class bo3offset
{
        public static uint
        BO3_TU1_ZM_weapPrimary = 0x8459D49B,
        BO3_TU1_ZM_weapSecondary = 0x8459D44B,
        BO3_TU1_ZM_CamoPrimary = BO3_TU1_ZM_weapPrimary + 0x06,
        BO3_TU1_ZM_CamoSecondary = BO3_TU1_ZM_weapSecondary + 0x06;
}
 
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FFM__iMoDzRGFR

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What is the code for make set model ?

i have writen the code : Jtag.call(gsetmodel, /gentity/ + 0x348)
 
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Oda

Oda

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Com_Error still exists :tongue:

C++:
typedef enum : int
{
    ERROR_NONE,
    ERROR_FATAL,
    ERROR_DROP = (ERROR_FATAL << 1),
    ERROR_FROM_STARTUP = (ERROR_FATAL << 2),
    ERROR_SERVERDISCONNECTED = (ERROR_FATAL << 3),
    ERROR_DISCONNECT = (ERROR_FATAL << 4),
    ERROR_SCRIPT = (ERROR_FATAL << 5),
    ERROR_SCRIPT_DROP = (ERROR_FATAL << 6),
    ERROR_LOCALIZATION = (ERROR_FATAL << 7),
    ERROR_UI = (ERROR_FATAL << 8),
    ERROR_LUA = (ERROR_FATAL << 9),
    ERROR_SOFTRESTART = (ERROR_FATAL << 10),
    ERROR_SOFTRESTART_KEEPDW = (ERROR_FATAL << 11),
    ERROR_SOFTRESTART_SILENT = (ERROR_FATAL << 12)
}errorCode_t;

0x82634720 - void Com_Error(char * szErrorPath, int dwUnknown, errorCode_t type, char * szMessageFmt, ...)

Note that the first two parameters actually do nothing, I guess it was a W.I.P they never finished. They can be anything, and last two parameters are currently the only data segments used within the function. I guess it would be cool to test what each type actually does, just a UI change or functionality change?
 
SC58

SC58

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Com_Error still exists :tongue:

C++:
typedef enum : int
{
    ERROR_NONE,
    ERROR_FATAL,
    ERROR_DROP = (ERROR_FATAL << 1),
    ERROR_FROM_STARTUP = (ERROR_FATAL << 2),
    ERROR_SERVERDISCONNECTED = (ERROR_FATAL << 3),
    ERROR_DISCONNECT = (ERROR_FATAL << 4),
    ERROR_SCRIPT = (ERROR_FATAL << 5),
    ERROR_SCRIPT_DROP = (ERROR_FATAL << 6),
    ERROR_LOCALIZATION = (ERROR_FATAL << 7),
    ERROR_UI = (ERROR_FATAL << 8),
    ERROR_LUA = (ERROR_FATAL << 9),
    ERROR_SOFTRESTART = (ERROR_FATAL << 10),
    ERROR_SOFTRESTART_KEEPDW = (ERROR_FATAL << 11),
    ERROR_SOFTRESTART_SILENT = (ERROR_FATAL << 12)
}errorCode_t;

0x82634720 - void Com_Error(char * szErrorPath, int dwUnknown, errorCode_t type, char * szMessageFmt, ...)

Note that the first two parameters actually do nothing, I guess it was a W.I.P they never finished. They can be anything, and last two parameters are currently the only data segments used within the function. I guess it would be cool to test what each type actually does, just a UI change or functionality change?

first two parameter are (const char * fileName, int line) :tongue:

Edit:

But like you said first two are pointless for what you want the function to do, its just debugging stuff they left in (it seems all 3arc games leave alot stuff they should take out in there games on release)
 
Oda

Oda

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I posted all of the offsets using the playerstates so it is easier to grab all clients ammos this way and not just look for individual offsets.

I-have-no-idea-what-im-talking-about.gif
first two parameter are (const char * fileName, int line) :tongue:

Edit:

But like you said first two are pointless for what you want the function to do, its just debugging stuff they left in (it seems all 3arc games leave alot stuff they should take out in there games on release)

It's not even debugging lol, if it was something would be done with it; right now they are irrelevant and pointless as hell, I don't know why they didn't just remove it after realising they're not going to finish it lmao.
 
Jambeans

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Some TU3 OFssets:

C:
va: 0x826BB250
SL_GetStringOfSize: 0x822D0B70
CG_DObjGetWorldTagPos: 0x82219D30
CG_LocationalTrace: 0x82283F20
BulletPenetrateCheck: 0x822704E8
FireBulletPenetrate: 0x82271190
AddBaseDrawTextCmd: 0x824AE9B0
SetDrawText2DGlowParms: 0x824AEB00
UI_TextWidth: 0x8269C9F0
CG_DrawRotatedPicPhysical: 0x8220F508
BG_GetSpreadForWeapon: 0x821DBD08
CL_WritePacket: 0x822F4090
CG_DrawDebug: 0x82210390
UI_SafeTranslateString: 0x82698AF0
DB_FindXAssetHeader: 0x82326CE8
CG_SpawnTracer: 0x826995B0
CG_BulletHitEvent: 0x822700A8
BG_WeaponFireRecoil: 0x821F2280
CG_DrawReticleSides: 0x82216F50
BG_SetWeaponMovementAngles: 0x821FE9A8
BG_CalculateViewMovement_BobAngles: 0x822006B0
com_sv_running: 0x843DD205
clientObjMap: 0x83E70E90
objBuf: 0x83E20E90
scrPlace: 0x83077210
cgs_t: 0x82E6FD14
cg_s: 0x82E6FD2C
cg_entitiesArray: 0x82E6FD40
clientActive_t: 0x843D8E50
 
Oda

Oda

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Some TU3 OFssets:

C:
va: 0x826BB250
SL_GetStringOfSize: 0x822D0B70
CG_DObjGetWorldTagPos: 0x82219D30
CG_LocationalTrace: 0x82283F20
BulletPenetrateCheck: 0x822704E8
FireBulletPenetrate: 0x82271190
AddBaseDrawTextCmd: 0x824AE9B0
SetDrawText2DGlowParms: 0x824AEB00
UI_TextWidth: 0x8269C9F0
CG_DrawRotatedPicPhysical: 0x8220F508
BG_GetSpreadForWeapon: 0x821DBD08
CL_WritePacket: 0x822F4090
CG_DrawDebug: 0x82210390
UI_SafeTranslateString: 0x82698AF0
DB_FindXAssetHeader: 0x82326CE8
CG_SpawnTracer: 0x826995B0
CG_BulletHitEvent: 0x822700A8
BG_WeaponFireRecoil: 0x821F2280
CG_DrawReticleSides: 0x82216F50
BG_SetWeaponMovementAngles: 0x821FE9A8
BG_CalculateViewMovement_BobAngles: 0x822006B0
com_sv_running: 0x843DD205
clientObjMap: 0x83E70E90
objBuf: 0x83E20E90
scrPlace: 0x83077210
cgs_t: 0x82E6FD14
cg_s: 0x82E6FD2C
cg_entitiesArray: 0x82E6FD40
clientActive_t: 0x843D8E50

Could you PM me the xex?
 
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