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Finding collision and health triggers.

 
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pox911
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Joined: 29 Nov 2008
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PostPosted: Mon Aug 06, 2012 11:17 pm    Post subject: Finding collision and health triggers. Reply with quote

I've searched the forums but havent gotten a solid understanding of this yet. Im still learning the debugger and assembly so that's probably why. I'm using borderlands as a test for now and will try to expand from there.

Basicly what im trying to do is dissable clipping when it comes to walking into a wall but not the ground and also getting a one shot kill. I have a pointer for both my X Y Z values and for the health of the enemy im currently looking at.

I've tried a few things based on what i thought i understood but so far i am having no luck with the debugger to get to the right values. When i try to find out what writes to the value i only get one result and the closset i got to the noclip was when doing a search for what accesses it i found the value that stops you from moving when you collide with a wall so when i hit it i build up force and can launch myself instead of go through it.

I've read about using stacks to read data but i still dont fully understand it or how to go about it on CE.

Any help would be great. I probably just didnt use the correct keywords when trying to search the forums.
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coolman++
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Joined: 19 Jul 2012
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Location: Saudi Arabia

PostPosted: Mon Aug 06, 2012 11:52 pm    Post subject: Reply with quote

i always recommend people to use my strategy instead of the collision one. Not only is it easier, but it also decreases the chances of your game crashing and gives you more control over your hack. What you wanna do is set hotkeys to navigate upon each axis. (like pressing "UP" increases X-axis address by about 10).
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pox911
Grandmaster Cheater
Reputation: 28

Joined: 29 Nov 2008
Posts: 918

PostPosted: Tue Aug 07, 2012 12:32 am    Post subject: Reply with quote

I've used the hotkey method before and while it works, it's also a pain at times. Yeah i could use some trig and scripting to make it push me forward based on the direction i'm looking instead but this is more for the learning than being efficient. If i can learn to do it the hard way then i can apply the knowlage toward other codes in other games.


So far the most complex code ive made was teleporting npcs into a nice circle around me. It made doing all my town stuff easier but it was also unstable since i was doing a search with the hotkey and if the data shifted during the search it crashed.

Edit: When doing the "what accesses" how can i make a code differentiate between different inputs that come from the same code. For example i see the same code being written to for different reasons. One of them is when getting shot by a gun. How do i get rid of that one over the other inputs. I know it would be a conditional but i dont know how to set it up.
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coolman++
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PostPosted: Wed Aug 08, 2012 12:13 am    Post subject: Reply with quote

ive had the problem of multiple addresses too. trick is to attach debugger right before u shoot, then quickly shoot and pause.. if you still get alot, trial and error my friend.
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pox911
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Joined: 29 Nov 2008
Posts: 918

PostPosted: Wed Aug 08, 2012 7:58 am    Post subject: Reply with quote

what i mean is that i can find the adresses i want the opcode effect, i just dont fully understand how to setup the conditional to have the opcode only effect my bullets and not everyone elses.
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