Trick was to swap them around, making safe distance higher than death distance, so instead of dieing, you gained health when you fell. 100% death distance you can fall from (lets say 2000) - this means that no matter how much health you have, you always die from that distance safe distance you can fall from (lets say 500)Ģ. In avp2 there was a possibility to manipulate health, i can't remember exactly, but its on forum. why it was shocking, is that game was released in 2010 with client side ammo lol. Yes ofcourse, health is always server sided and so is ammo, well there are rare cases, what shocked me, is that AvP2010 (aliens vs predator 2010 / 3) had ammo client sided when it came out, but after i released some hacks in public they patched it. so in those cases, i do changed / not changed only, make hotkeys for it so you don't have to alt-tab out of game. If so, try using those 2 weapons as base, increased / decreased.Īlso keep in mind, that in some games things don't make sense, if range increases in game, then value decreases (i had similar thing in NFS Shift 2, where something increased in game, but value decreased). I can't remember this game so well, does it have different weapon ranges? like pistol is more close range than some rifle ? i mean can you visually and physically confirm that? like trying to hit enemy from certain distance with pistol has no effect, but with rifle you can hit them? you could go with asm script too, but i prefer pointer scanning, all you do is just few clicks, no need to write code injections. So in short, address can change as many times as it wants, but pointer always points to that address, so you don't have to search again. in most cases it gives good results, obviously you will have tons of pointers there, this is where you reboot your game and re-scan the pointer, either by value (if you know the value) or find the address again and then re-scan the pointer list, its all explained in article how it works. I would start with level 2-3 pointer scan with offset of 150000. You pointer scan the address (right click > pointer scan). Sounds good, I'll PM when I get home later today. it just seems weird to me that this value would affect two different aspects of the game (I also checked processes that reference the address, I don't recall seeing anything call it). I was able to hit a frozen npc from farther away than a single saber I did not alter. maybe I just imagined the hit range increasing on my server but I tested it several times. It still changed the visual appearance of the saber client side though. I wonder if I am just finding one of many dynamic addresses in memory because it didn't seem to have an affect on the hit range once I changed it. I noticed that the addresses I found did not exist on the other MP server I tested on, I searched again and found a completely different set of addresses. Or do I have to group the values somehow? I could just pointer scan the address that holds the first value as the second is not as necessary. You can change either and it will obviously alter the range. I found the 4 (hex 1byte: 34) and 0 (hex 1 byte: 30). I read the article, so basically values don't necessarily exist in the address you find? It will constantly change and that is why you use pointer scanning - to find the address that is actually being read? I'm not sure how to use this as the values I'm changing are two addresses that hold 1 byte each.
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