Yo, heres a quick and dirty guide on how to begin to make yer own teleporter
Assuming you have an understanding of C++ and are able to inject your own dll and/or grab the player object and simply find the offsets from the class structure and do it yer own way (WPM/RPM for the beginners..)
I just got the game today to see what the current state of play is - so I might write up a lame Teleporter app for free with way points for those that don't understand this post...
Ok first of all we need to aquire the "Player Object" from the game, I'll just provide it for you here.
If you wan't to know how to find this then don't hesitate to ask me in MIRC
Code:
//(Static Data P-Pointer as of 27/09 client - Player data)
#define WAR_PLAYER_OBJECT 0xC6CD90
//Assuming you are injected into this process
class WAREntity
{
private:
void* vtable; //vtable entries
BYTE unk1[0x20]; //id and other shit
float X; //You can set this to whatever you like to warp there
float Y; //You can set this to whatever you like to warp there
float Z; //You can set this to whatever you like to warp there
float dX;
float dY; //Buffers for the game you don't need to touch
float dZ;
BYTE unk2[0xc]; //Empty Entries
float Heading; //You can alter your heading here too (radians)
public:
void WarpMeTo(float X, float Y, float Z)
{
this->X = X;
this->Y = Y;
this->Z = Z;
}
void SetHeading(float rad)
{
//rad = absf(rad % (2*pi)); to be sure ;)
this->Heading = rad;
}
};
//Example: how to warp anywhere you like
WAREntity** ppPlayer = (WAREntity**) WAR_PLAYER_OBJECT;
(*ppPlayer)->WarpMeTo(x,y,z);
PS: Punkbuster isn't doing shit currently, guess they are waiting for some hax to appear
first before they do anything.
Next up, how to GHOST + SpeedHacking...
:wave:
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