Author Topic: Some Suggestions for trainers  (Read 1146 times)

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[TKC]thejoker

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Some Suggestions for trainers
« Reply #15 on: October 25, 2004, 06:11:12 pm »
too bad, would this work for joint operations do you think since its nova logic

M. O.

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Some Suggestions for trainers
« Reply #16 on: November 15, 2004, 10:24:28 am »
Another thing:

Depending on how VC-checks collisions it's also possible to move (very close) to a wall and search for an unknown value, and then move away(just a slight bit so you don't lean on the wall), and then sieve. The result could be that you remove the collisions in that axis. I don't know how they make the bullets but when there are no collisions you can move through walls.
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[TKC]thejoker

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« Reply #17 on: November 15, 2004, 08:34:48 pm »
i would try it but
1) VC doesnt work
2) not suppost to be on my comp
3) you know how i am with unknown values mullah  :wink:

shultz69

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« Reply #18 on: November 16, 2004, 11:40:26 am »
I tried, but I couldn't get below 10.000.000 values in a reasonable time (20 mins :D) I will try again this weekend

M. O.

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« Reply #19 on: November 16, 2004, 06:06:48 pm »
Try a diff mem searcher. Cheat Engine is new and is very fast (10x better than old ones). There also is a built in debugger.
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[TKC]_NosTraDomus

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« Reply #20 on: April 29, 2005, 09:08:15 am »
There are alot of games that use the same method as described above, but recently, after making a few trainers...avp2 is a good example. like get the ButterKnife...er the vc Knife when slashing around like a crazed Riceless human, u can toss nades around..and other deadly weps and/or WMD...DOnt think u can..Kn0w you cAn.




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