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Spawning entities?

 
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Woza
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PostPosted: Sat Aug 31, 2013 7:44 am    Post subject: Spawning entities? Reply with quote

Is it possible for example to spawn a grenade on an enemy's head? How would I go about doing that. I did think about Ultimap, but it doesnt work on my system.
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PostPosted: Sat Aug 31, 2013 7:50 am    Post subject: Reply with quote

As always, it depends on the game. One way is finding the instructions that handle enemy coordinates and grenade coordinates. Write a script that will vac all of your thrown grenades to your enemy coordinates.
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Woza
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PostPosted: Sat Aug 31, 2013 7:59 am    Post subject: Reply with quote

How would I find the grenades coordinates? It explodes so fast that I don't think I can do much in that time.
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PostPosted: Sat Aug 31, 2013 8:05 am    Post subject: Reply with quote

Really, it depends on the game. It may not even be possible for your game. If you can throw a grenade at a specific location, it should be possible. Either use CE's speed function to slow the game down...or, if the game has crosshairs that appear when you 'aim' the grenade, sometimes that can be used.
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Woza
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PostPosted: Sat Aug 31, 2013 9:34 am    Post subject: Reply with quote

Okay so I found the function that seems to spawn the grenade. I debugged it and it returned to an opcode after this:
0F7DA7F3 - FF 50 0C - call dword ptr [eax+0C]

Now if I nop that, it doesn't spawn the grenade. If I'm correct "call" means that it calls the function. Now is there a way of me to call that function manually? Wouldn't that spawn a grenade?



Please note that I have little knowledge about assembly.
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PostPosted: Sat Aug 31, 2013 10:36 am    Post subject: Reply with quote

Perhaps I misunderstood your original post regarding what it is that you are actually trying to accomplish. Spawning a grenade above an enemy player is only useful if that grenade explodes on its own, or, can be remotely activated etc.

Regarding your question...yes, you can inject code to call a function. However, this is not the approach that I would take, as previously noted.

Maybe you can give me more information about the game and what it is that you are trying to do?
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Woza
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PostPosted: Sat Aug 31, 2013 10:43 am    Post subject: Reply with quote

Well, I have the instruction that accesses the enemies location. Now I would like to spawn a grenade on those coordinates by editing the coordinates of the nade I for example throw. Of course the best case scenario would be to get the instruction that accesses the grenades location, but that would seem very hard.
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PostPosted: Sat Aug 31, 2013 10:57 am    Post subject: Reply with quote

Can you throw a grenade up in the air and it descend to the ground before exploding? If so, just slow the game down to a halt, set CE to pause during scan, then search for increased/decreased float value.
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Woza
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PostPosted: Sat Aug 31, 2013 11:18 am    Post subject: Reply with quote

Hmm, seems that I cant find the address. Maybe it is impossible on this game. I will inspect this thoroughly later. Do you have any other ideas?
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PostPosted: Sat Aug 31, 2013 11:37 am    Post subject: Reply with quote

Keep trying. Maybe you made a mistake...or...search for changed/unchanged value. You can also try searching for all value types, but I doubt that will help.
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Woza
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PostPosted: Sat Aug 31, 2013 1:15 pm    Post subject: Reply with quote

Hmh. So I have been trying for the past couple of hours searching for the position of the grenade with no luck. Are there any more practical ways to try achieve this? I don't want to give up yet.
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grasmanek94
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PostPosted: Sat Aug 31, 2013 1:51 pm    Post subject: Reply with quote

I would say, Set the CE hotkey to pause a game to CTRL+P or the pause break key and set the speed of the game to 0.01 ? throw a grenade in the air, pause before throwing, unknown initial value, unpause, pause, higher value, repeat a few times, then when it start falling do the decrease step, when you got the grenade Z address, the X and Y addresses will be respectively 8 and 4 bytes before the Z one..
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Woza
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PostPosted: Sat Aug 31, 2013 2:07 pm    Post subject: Reply with quote

The sad thing is that I have already tried that. I don't know where I go wrong. Maybe I'm switching to decreased value too soon since the grenade is so far up its hard to tell?
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Gniarf
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PostPosted: Sat Aug 31, 2013 4:48 pm    Post subject: Reply with quote

Woza wrote:
Maybe I'm switching to decreased value too soon since the grenade is so far up its hard to tell?
Or maybe that's the moment where you should switch to increased value, ie: reversed axis where greater Z means deeper into the ground.

Also disable fast scan, just in case coordinates would be unaligned.

grasmanek94 wrote:
pause before throwing, unknown initial value [...]
I would start my scans after throwing the grenade, just in case grenade_in_hand is just a cosmetic attachment and the actual projectile is a different object.
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