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Topics - [TKC]cptnhankey

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Vietcong 1 & 2 / VcHook5.1 With Download Link
« on: March 28, 2010, 08:58:57 am »

Found this: Vietcong Hook 5.1 + Download link
It works 2.


Scanned it sandboxie it nothing.

Vietcong 1 & 2 / Vietcong is Really Dead
« on: November 03, 2008, 02:44:40 pm »
Hello Vietcong is Dead well mostly in Australia it was a good game while it lasted but yer HHAA <SCA> PWND but anyway Good game playn u all Vietcong ive moved on now to GTA SA online and other games Cya.

General Modding & Programming / Other Games / Cod4 aimbot tut
« on: October 10, 2008, 02:49:48 pm »
Hello i found this will googlin and thought this might help some ppl.  This is for Cod 4 Only i think.

The three main values you need to have and understand are:
1. lerporigin - vec3_t containing the position coordinates of the target
2. vieworg - vec3_t containing the position coordinates of you
3. refdefviewangles - vec3_t containing the displacement angle between your line of sight and the origin

For headshots only you need to do the following transformation of lerporigin.

float newlerp[3]={lerpOrigin[0] , lerpOrigin[1], lerpOrigin[2]+60.0f};

By adding 60 the 3rd value, the z-value, it moved the position of the lerporigin into the middle of the target's head. This will come in handy later when we do our PITCH calculations.

Now that we have the new lerporigin where we want it, it's time to begin calculation the two angles for our aim. The angles are YAW (side to side) and PITCH (up and down).

First figure out the YAW...

//********** YAW CALCULATIONS **********//

This block creates two new variables: vec & rot. "Vec" stores the differences in the (x,y,z) values of you and your target. "Rot" stores the angles between you and your target. To get the net angle between our line of sight and the enemy we subtract our refdefViewAngles from our rot angles. Since the maximum angle we want to aim left or right is 180 degrees we run our net angle through the AngleNormalize180 function.

From the "vec" variable we can extract vec[0] and vec[1] and assign them to a new variable called "screen".


float screen0=screen[0]-160.000f;
float screen1=screen[1]-1280.000f;

When I was testing I had "screen0" and "screen1" printed to the screen so I could see how they were changing in realtime as I moved around the target. I noticed that my coordinates seemed to be centered on a random point that was offset by (160,1280) on the coordinate system so I subtracted those values from "screen" to produce the values I wanted. Below are 4 screenshots of me testing in-game... they're there to help you picture exactly what the "screen0" and "screen1" values represent.

Use the radar and the yellow box in the top left corner of each screenshot to familiarize yourself with the "screen" variable and to figure out exactly what it represents. If there is a negative sign where you don't think there should be one don't worry, they will be taken care of later on.

The next calculations are just simple trigonometry calculations to find the angle you need to aim at.

float delta_deg=57.29577951;
float hyp=sqrt((screen0*screen0)+(screen1*screen1));
float angle_x=-(asin(screen0/hyp))*delta_deg;

if(screen0>0 && screen1>0)  // quadrant D
else if(screen0<0 && screen1>0)  // quadrant C
else if(screen0<0 && screen1<0)  // quadrant B
else if(screen0>0 && screen1<0)  // quadrant A

When inputting the angles for your aim they must be in degrees but when using trig functions in C++ they are calculated in radians. The variable "delta_deg" is used here as the conversion factor between radians and degrees. The exact value of the conversion factor is (180/PI)... here it has been solved and rounded off. By using the values of "screen" with the Pythagorean Theorem we get the magnitude of the direct line between you and your target. Based on where the target is located on the coordinate system we adjust the angles to aim at the correct quadrant. When looking at the radar the quadrants are labeled counter-clockwise starting with "A" and the top right.

And FINALLY... the YAW calculations are done. We are left with a variable, "angle_x", that is the angle we want to send the game.

Now for the PITCH calculations... (don't worry, this is much shorter)


//********** PITCH CALCULATIONS **********//


Again we start off by getting the difference vector between us and our target. Here is where the "newlerp" variable we created in the beginning comes into play. We run through the same basic trig calculations as we did above to get the angle between you and your target. Another weird thing I noticed while testing (again by printing values to the screen) is how the "refdefViewAngles[0]" value changes as you look up and down. I assumed that when I looked down the values go from 0 to -85 (only 85 b/c of the 5 degree blind spot above and below you) and when I looked up the values would go from 0 to +85. However, when you look up, the values go from 360 to 275. Below are 2 diagrams I created to try to explain this better. The red line simulates the "centerview" mark.

The first image is what the normal game setup is. The second image is the new setup we created to make things easier. It helps keep things more uniform and less confusing.

After we have that completed we calculate the angle to send to the game by subtracting our new "refdefViewAngles[0]" from "angle2".


Now that we have the two target angles, angle_x and angle_y, it is time to aim! I had mine set up with a simple aimkey, left shift...

   *AngleX += angle_x;
   *AngleY += angle_y;

And there you have it! A simple, yet effective method for head shots on your aimbot. This code is kind of long and drawn out, and it can surely be almost cut in half but I showed every detail here to make sure it made sense. Things to be added on to this code would be prediction, some kinda of visibilty check (obviously), and more vectors that would aim at players in various postions (ie. leaning, crouch, prone, etc.). This code will get 100% headshots ONLY when the target is standing!

Vietcong 1 & 2 / More Poke Codes:
« on: October 07, 2008, 03:00:10 pm »
Hey i decided to release some more poke codes that i found:

Such as:
Holographic Texture
Texture Spoof + no gun flash

Holographic Texture


Poke 6DA74ED0 90 90 90 90


Poke 6DA74ED0 0F 7F 04 18

Texture Sp00f + N0 Gun Flash


Poke 6DA74FB4 90 90 90


Poke 6DA74FB4 0F 8F 00



Poke 8BB1EA 90 90 90 90


Poke 8BB1EA 39 5C 7E 3C

Enjoy People.

Vietcong 1 & 2 / Pokes For No Gun
« on: October 06, 2008, 09:09:51 am »
Hey i was playing in Vietcong 1.60 before and i found this No Gun its good but even better if you have a cross.

No Gun

Poke 10107211 90 90 90

Poke 10107211 8B 49 08

Hope This Helps.

Off Topic / Big Help
« on: September 27, 2008, 02:53:51 pm »
Hey Guys it would be a BIG help if some1 could find a working torrent or download link to Visual Basic 6.0
(VB 6.0). Thankyou Guys hopefully you can help me out

Off Topic / How Many people .....
« on: September 20, 2008, 06:42:04 am »
I was just wonmdering how many people hack besides just games

Section of Arts / Can some1 plz make me a Avater
« on: September 07, 2008, 03:27:27 pm »
Could some1 make me a avater plz ive tried makn em but im not as good as the ones as i seen on this forum.

General Modding & Programming / Other Games / Hi All GTA SA Hack
« on: August 14, 2008, 11:10:00 am »
Hello im starting to play GTA SA and on online aswell. So i started searchn for hacks and i found one of the best hacks i tihnk for GTA SA it has everything nearly. **(I didnt make this)**

Section of Science / Test Your Internet Speed.
« on: July 27, 2008, 08:20:17 am »
Found This on the Internet .

www dot speedtest dot net

Found this on the internet. No credit for me hope u enjoy. Comes with a  PUNKBUSTER BYPASS

Detection: 100% undetected with bypass

Room Stats:
* Player Located
* Game mode
* Game Type
* Room Number
* Room Max Players
* Room level limit
* Premium Room
* Vote kick

Player Stats:
* Health
* Team
* Weapon
* Branch
* Money
* Kills
* Deaths
* player Slot

* Anti Spread
* Anti Recoil
* 5th slot
* Scope
* Boxes
* Anti vote kick
* Ul. Stamina
* Instant Repawn + Works for FFA matches
* No Bounds
* No Water
* No Fall Damage
* SuperJump
* Name ESP
* Crosshairs
* Get Weapon
* Teleporter ( Bugged at the moment )

If you receave an error like this. "Application Error .. 0xc0000135"
You will need to download the latest version of .NET Framework from microsoft

Vietcong 1 & 2 / CptntoolsV1
« on: July 22, 2008, 07:29:46 pm »

This hack includes:
Unlimted Ammo:
Unlimted Nades:
No Deaths In Menu:
Unlimted Traps:
GodMod BETA:
Holographic Texture:
Texture Spoof + No Gun Flash:
Maker Cptnhankey...

Vietcong 1 & 2 / Cptn Hankey tools V1
« on: July 16, 2008, 03:39:53 pm »
Hello i made some hacks some r new and some rnt so i hope u enjoy. download is below.

Off Topic / My New Website
« on: July 14, 2008, 05:38:15 pm »
Hello this is my new website and is still under construction so plz wait. The Forums will be up soon and all the info will be there Thankyou  [TKC]Cptn Hankey.

Tell me what you think of it so far

Vietcong 1 & 2 / M79 Makes no sense because....
« on: July 02, 2008, 04:45:47 pm »
Hello i was looking at m79 and i found this.

`a_ammotype 1 0 126   // 5.56mm - --------------------m16,                //m16m203,ar15
`a_ammotype 2 0 12   // 40mm grenade ----------------m79               //m203
`a_ammotype 3 0 140   // 7.62mm - --------------------ak47   


`w_new          1 2201 7941

// AK47
`w_new          2 2202 7943
// M79
`w_new          27 2222 7981

the 1 and 2 and 3 are the ammo So why is it like so it says            
  that the AK-47 should fire M79 bullets ?

the 1 is M16 ammo thats why its (1) 2202 7941
the 2 is Ment to be M79 ammo but on the Gun list thing it says that the AK-47 = Ammotype 2
There isnt no 27 Ammo so What do we have here hmm?

Ammotype 27 = Nothing so thats why theres smoke but no nade.

Tell me what u think

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