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Messages - hater

Pages: [1] 2
1
Armed Assault / Re: Huge Explosion
« on: August 02, 2007, 04:32:51 am »
i think moving to a memory based one will be the better solution in the long run,  There starting to ban / kick 10 digit ids on connect now.

2
Armed Assault / Re: D3D Hack
« on: August 01, 2007, 05:03:43 am »
seriously zero, google is your friend :)

3
Armed Assault / Re: Huge Explosion
« on: August 01, 2007, 05:00:17 am »
i dont see the point in blowing the fuck out of spawn, its reasons like this some shit is best kept to oneselves.


ID changing is very very easy, infact if u cant do it well maybee you dont deserve to do it. Gotta learn to use whats right in front of you and resources available, anythings possible if you use your brain.




4
Armed Assault / Re: Other Game Hacks in Download
« on: July 27, 2007, 04:46:40 am »
color aimbots work best with solid coloring, chams using settexture() dont work real well because they arent a solid color, the best way is to use pixel shader chams which color the model a solid color,

 u might want to perfect your model rec to so u can get it to really aim where u want.  Face  texture is a good start :)


5
Armed Assault / Re: Glass cockpits for vehicles. D3D9
« on: July 16, 2007, 11:32:22 am »
A D3D bot i can achieve using a crappy lock on color type aimbot, but your talking about a vec based aimbot. However i find by memory hacking class names and properties for the weapons is pretty effective, like i mean theres no real need for a aimbot in ArmA, its pretty easy to kill people with 0 recoil anyway. I I spent some time with w2s in CreateVertexShader (). You need to use disassembleshader() to get the matrixes (xyz etc) however i didnt have much sucess with diassembleshader and found it would always crash when trying to read the vertex buffer :(

I am however reversing the player structs in arma so i can use the game engine to get x y z co ords, names etc of players.  However i got distracted with GRAW2 recently so have been spending time with that.


6
Armed Assault / Re: ArmAAC Released
« on: July 16, 2007, 11:24:17 am »
i havnt had it effect me in any way at all..

Just a waste of resources... like punkbuster .

7
Armed Assault / Re: Glass cockpits for vehicles. D3D9
« on: July 15, 2007, 05:30:47 am »
good job, locrect was where i traced the crc blues down to aswell. If you have  crc working why not try using quickchecksum() by absorbix from GD. You will find that it does the same but without the lag crc can give you.  :)

With the vertex stuff you can try playing around with UINT StartRegister,CONST float* pConstantData,UINT Vector4fCountUINT.

Opfor is a startregister of 45 so eg.

if (startregister == 45)
{

.... do whatever

}

You can also use Vector4fCountUINT aswell.

What i liked about doing stuff through setvertexshader was that you can skipp the LOD stuff, ie one value will detect the same model at whatever distance..


8
Armed Assault / Re: Glass cockpits for vehicles. D3D9
« on: July 14, 2007, 06:16:08 pm »
crc only caused woes when i tried it on arma, i find it can cause a bit oflag when u have alot of checks to.

Im using a custom method using vertexshaders for my model rec.



care to share this method ? there are a lot of people interested in d3d here

i have made a d3d hack for arma which i may release soon.

i would love to share it but its not really a public method that i know of.  However im sure you can work out what to do if i tell you to check out the GetVertexShaderConstant functions.  if you get stuck send me a pm and ill elp you out  :)

Theres eally alot of ways to do model detection if you start logging different functions. What are you currently using for model detection?

 I know logging all the models in arma can be a pain but te map editor makes it a bit eaier as u can just spawn all te models and off you go, it has 5 LOD so tat makes it a bit more time intensive to do.  Good luck :)





9
Armed Assault / Re: Glass cockpits for vehicles. D3D9
« on: July 13, 2007, 03:32:19 pm »
crc only caused woes when i tried it on arma, i find it can cause a bit oflag when u have alot of checks to.

Im using a custom method using vertexshaders for my model rec.


10
Armed Assault / Re: Glass cockpits for vehicles. D3D9
« on: July 13, 2007, 03:11:36 pm »
you should its known as a "asus" hack. Most use it for walls but i recon its even better for the vehicles :)


11
Armed Assault / Re: patch 1.08 == more crashes?
« on: July 13, 2007, 02:37:09 pm »
hmmm interesting, i have a retail copy and so does my mate and i just cant shake em. Might have to patch it myself lol

12
Armed Assault / patch 1.08 == more crashes?
« on: July 13, 2007, 11:08:57 am »
Anyone one else find that the latest patch seems to crash alot more often?

Ive been raging with mates and had the server crash us both at the exact same time so
im pretty confident is a server thing ... i seem to get 2-3 crashes per session these days :(


13
Armed Assault / Glass cockpits for vehicles. D3D9
« on: July 13, 2007, 06:23:17 am »
This curent texture list for Bluefor. I wont provide copy paste code, but if you can code you will know what to do.


bool IsVehicle
(UINT xTexture) {
	
if (
modeldetection) {
	
	
return 
true;
	
}

	
else return 
false;
}



In DIP:


if (xstride 36 && settings.bVOverlays) {

if (
IsVehicle(modeldetection)) {
	
	

  
xD3Ddev->SetRenderStateD3DRS_SRCBLEND0x5 );
  
xD3Ddevv->SetRenderStateD3DRS_DESTBLEND0x2 );
  
xD3Ddev->SetRenderStateD3DRS_ALPHABLENDENABLETRUE );
	
	

   return 
xD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
   }
}



Eg:







14
Armed Assault / Re: Requirements for Dev Section
« on: July 05, 2007, 04:34:37 am »
no problems mate its all good.

Yea one ip is usually when im at work, the others probaby when im back home :)

ill send u a message later.

15
Armed Assault / Re: Requirements for Dev Section
« on: July 04, 2007, 04:49:11 am »
Quote
Z - I aint using a proxy - because i am Australian

Is there a problem with being australian?

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