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Teleport question
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Matroix123
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PostPosted: Mon Mar 16, 2015 4:49 pm    Post subject: Teleport question Reply with quote

hey all. i'm hacking game called zombie army trilogy.
i have mouse & zombie coords.
my question is how to make zombies teleport to my crosshair position.
writing in asm script.
please help me. it's very necessary.
THX in advance

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Rissorr
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PostPosted: Mon Mar 16, 2015 5:30 pm    Post subject: Reply with quote

Should be something like this:
Code:


code:
push ecx      //push any unused register

mov ecx,[cursorX]
mov [zombieX],ecx

mov ecx,[cursorY]
mov [zombieY],ecx

mov ecx,[cursorZ]
mov [zombieZ],ecx

pop ecx       //pop the register
jmp return   //or whatever you use to get out of the script
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vng21092
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PostPosted: Mon Mar 16, 2015 5:41 pm    Post subject: Reply with quote

well what exactly do you mean by mouse coordinates? If you mean mouse coordinates in relation to it's position on the screen, then that has no relation to where the zombie is. Coordinates of the mouse in relation to the screen is 2D, you have a X and a Y. Which means that if your mouse Y was something like 50, 50 on the zombies Y is in a completely different location and wouldn't even line up with your mouse.
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Matroix123
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PostPosted: Tue Mar 17, 2015 2:44 am    Post subject: Reply with quote

vng21092 wrote:
well what exactly do you mean by mouse coordinates? If you mean mouse coordinates in relation to it's position on the screen, then that has no relation to where the zombie is. Coordinates of the mouse in relation to the screen is 2D, you have a X and a Y. Which means that if your mouse Y was something like 50, 50 on the zombies Y is in a completely different location and wouldn't even line up with your mouse.


yes, i know. i need to make zombie coords move / teleport to my mouse coords, where it is
well i wanna make hack, which will teleport enemies where my crosshair is. or just to my position and will make them freeze but i can still walk, etc.
i have player / enemy XZY. which moves me and enemy.
i got
fld dword ptr [esi]
shl eax,05
add eax,edx
mov edx,[ebp+0C]
fstp dword ptr [eax]
fld dword ptr [esi+04]
fstp dword ptr [eax+04]
fld dword ptr [esi+08]
fstp dword ptr [eax+08]


and mouse coords: XZY

fld dword ptr [eax+5C]
fstp dword ptr [ecx+5C]
fld dword ptr [eax+60]
fstp dword ptr [ecx+60]
fld dword ptr [eax+64]
fstp dword ptr [ecx+64]

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vng21092
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PostPosted: Tue Mar 17, 2015 8:57 am    Post subject: Reply with quote

which instruction are you using to get the mouse coordinates? Provide an injection point, or aobscan if you could.
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Matroix123
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PostPosted: Tue Mar 17, 2015 10:58 am    Post subject: . Reply with quote

this is for another game but if u need trilogy mouse zombie / player instructions to try yourself let me know. i'll send for trilogy.

mouse
x: game.exe, 24 D9 40 5C D9 59 5C
z: game.exe, D9 40 60 D9 59 60 D9 40 64 D9 59 64 8B
y: game.exe, D9 40 64 D9 59 64 8B

player / enemy
x: game.exe, D9 06 C1 E0 05
z: game.exe, D9 46 04 D9 58 04 D9 46 08 D9 58 08 F3
y: game.exe, D9 46 08 D9 58 08 F3 0F 7E

not matter zombies teleports to my crosshair position or no. i just wanna make script from this XZY positions which will trap zombies to my position , and i can move. like in your script, just with this position and without valuable things or save position etc , if possible.

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++METHOS
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PostPosted: Tue Mar 17, 2015 12:16 pm    Post subject: Reply with quote

Rolling Eyes

Vac-to-player (or, teleport to wherever) is usually easier to write than vac-to-reticle. The reason being, not all games handle reticle/crosshair coordinates in the same way. Sometimes, finding the reticle coordinates is easy, and a 3-axis system is used. Other times, it can be a bit tricky. Regardless, you can usually get around this problem by utilizing the XYZ for 'ammo'.

A true vac cheat is not always ideal, however, as some games will lag too much or even crash when you overload it like that.

In my opinion, it is better to vac-to-stored coordinates as opposed to a 'constant, vac-to-player' type cheat where the enemies essentially follow you around like a moving mosh pit.
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Matroix123
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PostPosted: Tue Mar 17, 2015 12:22 pm    Post subject: Reply with quote

++METHOS wrote:
Rolling Eyes

Vac-to-player (or, teleport to wherever) is usually easier to write than vac-to-reticle. The reason being, not all games handle reticle/crosshair coordinates in the same way. Sometimes, finding the reticle coordinates is easy, and a 3-axis system is used. Other times, it can be a bit tricky. Regardless, you can usually get around this problem by utilizing the XYZ for 'ammo'.

A true vac cheat is not always ideal, however, as some games will lag too much or even crash when you overload it like that.

In my opinion, it is better to vac-to-stored coordinates as opposed to a 'constant, vac-to-player' type cheat where the enemies essentially follow you around like a moving mosh pit.


it's not necessary to make enemies teleport to my crosshair position.
it will be better if it will trap all enemies to my position and they can't move. but i can move. it will be awesome. can you help me making it with this coords i wrote upper? i make mov function example in zet and it's moving up me and enemies. but i need to make them move to my position and can't walk, etc, always stay at the same point.

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vng21092
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PostPosted: Tue Mar 17, 2015 12:30 pm    Post subject: Reply with quote

Matroix123 wrote:
it will be better if it will trap all enemies to my position and they can't move. but i can move.
Rolling Eyes I already mentioned to you this in a P.M, when you activate the trap enemies at saved, you can run around and save a new location for the zombies to teleport (and trap) to. It does exactly what you're asking for. You run around, and press 9(not on the numpad) when you want to pick a new location for the zombies to teleport to. And when you want to let the zombies run free again, press 0 to free them.
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Matroix123
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PostPosted: Tue Mar 17, 2015 12:35 pm    Post subject: Reply with quote

vng21092 wrote:
Matroix123 wrote:
it will be better if it will trap all enemies to my position and they can't move. but i can move.
Rolling Eyes I already mentioned to you this in a P.M, when you activate the trap enemies at saved, you can run around and save a new location for the zombies to teleport (and trap) to. It does exactly what you're asking for. You run around, and press 9(not on the numpad) when you want to pick a new location for the zombies to teleport to. And when you want to let the zombies run free again, press 0 to free them.


ye ye, i need same, just all in one script, without valuable needs.
1 script which will generate my position and if it's generated teleport to that generated position. thats all i need , and with this instruction i have, fld fstp 00 04 08.

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vng21092
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PostPosted: Tue Mar 17, 2015 12:45 pm    Post subject: Reply with quote

Here, just toggle it on or off, I set the hotkey for 0 (not numpad). Every time you turn it on they'll be trapped to your current position. When you turn it off they run free again.
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Matroix123
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PostPosted: Tue Mar 17, 2015 12:52 pm    Post subject: Reply with quote

vng21092 wrote:
Here, just toggle it on or off, I set the hotkey for 0 (not numpad). Every time you turn it on they'll be trapped to your current position. When you turn it off they run free again.


This is that, what i really need. THANK YOU. but i need with fld fstp instruction XZY i wrote upper. i can send from trilogy. and please look on it. this is all i need, just with fld fstp. maybe you will have question. why with fld fstp? because in most games i find it as fld fstp. fld 00 = x, fld 04 = z , fld 08 = y. i try to make this one on it but it always crash my game. that's why i please you to look at it

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vng21092
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PostPosted: Tue Mar 17, 2015 1:11 pm    Post subject: Reply with quote


Here are all the codes that access the coordinates...

Matroix123 wrote:
because in most games
MOST games, not ALL games will have the same codes. You can't look for something that doesn't exist.
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Matroix123
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PostPosted: Tue Mar 17, 2015 1:22 pm    Post subject: Reply with quote

so, with coords ( not with address which accesses coords ) its impossible to make?
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vng21092
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PostPosted: Tue Mar 17, 2015 1:27 pm    Post subject: Reply with quote

impossible to make what? If the code isn't in the game by default then you're not gonna find it. In the above picture do you see fld/fstp anywhere? No, because this game is using movaps to manipulate the coordinates.
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