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Issue With Fly Hack

 
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hodayfa000h
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PostPosted: Tue Dec 19, 2023 1:42 pm    Post subject: Issue With Fly Hack Reply with quote

So i found the jump flag and i did freeze it at 0 when jumping i fly but when i release the jump button it instantly teleports me to the ground i tried to see what is causing it but too many instructions for me to go 1 by 1 and look around, is there a solution?
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++METHOS
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PostPosted: Tue Dec 19, 2023 5:05 pm    Post subject: Reply with quote

Really depends on the type of game and what your goal is. Sometimes, you can just NOP the instruction that writes to the jump value (or create a script so that a specific value is always written to it). Sometimes, you might need to NOP the instruction that handles gravity (or elevation coordinate).
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hodayfa000h
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PostPosted: Wed Dec 20, 2023 4:42 am    Post subject: Reply with quote

++METHOS wrote:
Really depends on the type of game and what your goal is. Sometimes, you can just NOP the instruction that writes to the jump value (or create a script so that a specific value is always written to it). Sometimes, you might need to NOP the instruction that handles gravity (or elevation coordinate).

how will i find which one handles gravity? do i look in the y coordinates?

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PostPosted: Wed Dec 20, 2023 5:58 am    Post subject: Reply with quote

Typically, yes. You find the elevation coordinate and see what is writing/accessing it. NOP each instruction, one-by-one to see which one is applying gravity. You may start floating up forever, however.

The value that you found is likely something to do with a timer/trigger. For example, when you jump, a timer starts to determine how long you can jump before you have to return to the ground; either the timer finished and/or a trigger or flag is set. By freezing/NOPing the timer (or locking the flag), you can stay in the air indefinitely, and only once you release the jump key/button, does it activate the fall sequence. This is just a guess, but it could be why you are not getting the result that you want.

Depending on the game, you could also try an infinite jump feature that could produce a similar result (search for 1/0 to see if jumping can be performed and lock that value to trick the game into thinking that jump is always possible), but code that is associated with jumping is not usually used for flying.

For flying, you would typically look for elevation coordinate and NOP any instruction that is applying gravity. Then, you would write a script that would allow you to manipulate elevation coordinate with keys/buttons so that you can control your height (since NOPing gravity will likely cause you to float up endlessly).

You could also create a script that would trigger the NOP of gravity, only when the jump button is being held down. This would probably produce a result that is similar to what you are currently seeing, with the exception that it would allow you to keep rising as high as you want until you release the jump button.

Different ways to go about these things.
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hodayfa000h
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PostPosted: Wed Dec 20, 2023 7:37 am    Post subject: Reply with quote

++METHOS wrote:
Typically, yes. You find the elevation coordinate and see what is writing/accessing it. NOP each instruction, one-by-one to see which one is applying gravity. You may start floating up forever, however.

The value that you found is likely something to do with a timer/trigger. For example, when you jump, a timer starts to determine how long you can jump before you have to return to the ground; either the timer finished and/or a trigger or flag is set. By freezing/NOPing the timer (or locking the flag), you can stay in the air indefinitely, and only once you release the jump key/button, does it activate the fall sequence. This is just a guess, but it could be why you are not getting the result that you want.

Depending on the game, you could also try an infinite jump feature that could produce a similar result (search for 1/0 to see if jumping can be performed and lock that value to trick the game into thinking that jump is always possible), but code that is associated with jumping is not usually used for flying.

For flying, you would typically look for elevation coordinate and NOP any instruction that is applying gravity. Then, you would write a script that would allow you to manipulate elevation coordinate with keys/buttons so that you can control your height (since NOPing gravity will likely cause you to float up endlessly).

You could also create a script that would trigger the NOP of gravity, only when the jump button is being held down. This would probably produce a result that is similar to what you are currently seeing, with the exception that it would allow you to keep rising as high as you want until you release the jump button.

Different ways to go about these things.

ok thanks i will try that, i made an alternative way but i want it to be the real way, but another question is: how do i check if it is held down? i know how to make it when the jump button is pressed but not held down
oops with the exception didn't see that alright

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++METHOS
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PostPosted: Wed Dec 20, 2023 8:04 am    Post subject: Reply with quote

Not sure what you're saying here, but if you're asking how to check if a button/key is being held down (as in, how the game knows this), then the value is usually going to be some kind of boolean. Simply search for changed/unchanged when pressing the key/button and then releasing. You will probably find several results, and maybe only one of them will actually result in an action occurring in-game if you manually change it (and maybe none of them will, just depends).

By the way, you can create hotkeys for scripts/booleans etc. (using either keyboard or controller). That way, you can create a script that will only execute the NOP section of code when the key/button is being pressed. You can set up a check for that.
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hodayfa000h
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PostPosted: Wed Dec 20, 2023 8:08 am    Post subject: Reply with quote

++METHOS wrote:
Not sure what you're saying here, but if you're asking how to check if a button/key is being held down (as in, how the game knows this), then the value is usually going to be some kind of boolean. Simply search for changed/unchanged when pressing the key/button and then releasing. You will probably find several results, and maybe only one of them will actually result in an action occurring in-game if you manually change it (and maybe none of them will, just depends).

By the way, you can create hotkeys for scripts/booleans etc. (using either keyboard or controller). That way, you can create a script that will only execute the NOP section of code when the key/button is being pressed. You can set up a check for that.

what i meant is i didn't understand what you meant first but thanks this also helped me Very Happy

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