View Full Version : superjump FIX
mojo007
04-19-2008, 12:42 PM
hi i am trying to add the superjump in d3d
do you need to freeze the value ?
i did
#define Superjump_Addie 0x178
#define Player_Adress 0x1376360
bool bSuperjump;
HANDLE Wrrk;
void JumpOn(){
long playerpointer; ReadProcessMemory(Wrrk,(LPVOID*)(DWORD)Player_Adre ss,&playerpointer, sizeof(playerpointer), NULL);
unsigned long Protection;
VirtualProtect((void*)playerpointer+Superjump_Addi e, 6, PAGE_READWRITE, &Protection);
memcpy((void*))playerpointer+Superjump_Addie, (const void*)Jump1On,1);
VirtualProtect((void*))playerpointer+Superjump_Add ie, 6, Protection, 0);
}
how ´to fix the error!
error C2036: 'void *' : unknown size
error C2059: syntax error : ')'
error C2059: syntax error : ')'
error C2059: syntax error : ')'
error C2059: syntax error : ')'
Wolfe
04-19-2008, 01:37 PM
Superjump is not a writelong code so you cannot use that.
178 is an offset not an address so you'd have to modify it to work for you.
Videl
04-20-2008, 02:35 AM
you dont need to use virtualprotect, because the memory at the playerpointer is not protected. just use pointers or memcpy.
DWORD dwPlayerPointer = *(DWORD*)0x1376360;
if(GetAsyncKeyState(VK_CONTROL))
*(float*)(dwPlayerPointer + 0x178) = 1500.0f;
how simple :p
call this in a thread or in endscene/beginscene
mojo007
04-20-2008, 05:45 AM
ok i will test it
i will put that in beginscene
DWORD dwPlayerPointer = *(DWORD*)0x1376360;
if(GetAsyncKeyState(VK_CONTROL))
*(float*)(dwPlayerPointer + 0x178) = 1500.0f;
how to make nofalingdamage , like this?
DWORD dwPlayerPointer = *(DWORD*)0x1376360;
if(GetAsyncKeyState(VK_CONTROL))
*(float*)(dwPlayerPointer + 0x264) = -2000.0f;
Videl
04-20-2008, 05:51 AM
correct - but i would remove the key check, cause if you not press the key nfd is not activated :p
mojo007
04-20-2008, 06:01 AM
ok but how can i make wirh a hotkey that can turn it on and off? i think i missing something
bool bNFD;
DWORD dwPlayerPointer = *(DWORD*)0x1376360;
*(float*)(dwPlayerPointer + 0x264) = -2000.0f;
if ((GetAsyncKeyState('6')&1) == 1)
bNFD = !bNFD; ///our on and off function
Videl
04-20-2008, 06:22 AM
yeah. you forget to add the check.
static bool bNFD;
if(GetAsyncKeyState(VK_NUMPAD5)&1)
bNFD = !bNFD;
if(bNFD)
{
DWORD dwPlayerPointer = *(DWORD*)0x1376360;
*(float*)(dwPlayerPointer + 0x264) = -2000.0f;
}
and please use code tags
mojo007
04-20-2008, 06:34 AM
ok ty now works
when i press the jumpkey button i am on the sky but i am falling ground againg!
how the make skywalk/stay in the sky!
Videl
04-20-2008, 07:06 AM
just remove the keycheck ;)
:sofa
mojo007
04-20-2008, 07:20 AM
if i remove the keycheck for sumperjump, . then i will aint jump ?
i mean to stay int he sky, and i think i need this
if(GetAsyncKeyState(VK_CONTROL)) if pressed!
mojo007
04-20-2008, 07:53 AM
ok got it!
ty
Yougotowned
04-20-2008, 09:43 AM
you mean skywalker?
mojo007
04-20-2008, 10:46 AM
it works ingame, when you use superjump and NFD
but when you activate it in warrock login, the game crash
Videl
04-20-2008, 11:10 AM
right. u have to check if the playerpointer is valid.
DWORD dwPlayerPointer = *(DWORD*)0x1376360;
if(dwPlayerPointer != 0)
{
//do superjump, nfd, norecoil, stamina, etc
}
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