Posted: Sat Jan 02, 2016 8:22 pm Post subject: player speed
Hello people. i'm struggling to find a way to speed up player movement
i have found the player's XYZ and i have check the structure.... but i can't find any costant that has to be multiplied with coordinates, i have to backtrace? and if yes in what way? and how to do this kind of cheat?
If whatever instructions that write to the player's coordinates only access the player's coordinates, then you can do a code injection on that write. In the script, multiply the difference between the new value and the old value by some amount you specify. It could be easier than that depending on the instructions leading up to that write.
If you want to try backtracing, there's a topic on that here. _________________
I don't know where I'm going, but I'll figure it out when I get there.
One way would be to allocate it in your memory and use that. Then, use mulss for a float or mulsd for a double.
Code:
// assume the value is a double in xmm1
newmem: // your newmem
mulsd xmm1,[speedMul] // multiplies it
... // other code
jmp return // end of your code injection
speedMul: // label to reference multiplier
dq (double)2.0 // the multiplier
// for a float, use dd (float)2.0
You can also use registersymbol on the label speedMul to add it to your cheat table so you can change the multiplier without needing to change the script. It'll only be valid when the script is enabled, though. _________________
I don't know where I'm going, but I'll figure it out when I get there.
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