[Wow] [3.1.0] General Info menu

User Tag List

Page 3 of 7 FirstFirst 1234567 LastLast
Results 31 to 45 of 95
  1. #31
    mordok's Avatar Member
    Reputation
    11
    Join Date
    Oct 2007
    Posts
    103
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Would you be so kind to tell me the adresses where I can find this four in IDA, so I can jump to adress and see from where they come so I can find a pattern and make an IDA script that auto finds em ^^.

    Code:
    const uint offset_localGuid = 0xC0;
    const uint offset_curObj = 0xAC;
    const uint offset_cGUID = 0x30;
    const uint offset_nextObj = 0x3C;
    Just the adresses, would be nice ^^
    Last edited by mordok; 04-15-2009 at 03:09 PM.
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

    [Wow] [3.1.0] General Info
  2. #32
    lanman92's Avatar Active Member
    Reputation
    50
    Join Date
    Mar 2007
    Posts
    1,033
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Does anyone have the new function that handles falling? I had it a couple patches ago but stopped doing it. I compared it to the 2.4.3 version i had, but can't seem to find it.

  3. #33
    luciferc's Avatar Contributor
    Reputation
    90
    Join Date
    Jul 2008
    Posts
    373
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    everything moved a shitton :P so good luck

  4. #34
    Robske's Avatar Contributor
    Reputation
    305
    Join Date
    May 2007
    Posts
    1,062
    Thanks G/R
    3/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by luciferc View Post
    everything moved a shitton :P so good luck
    Yus

    Can anyone confirm these addresses?
    Code:
    CINPUTCONTROL_Classpointer    = 0x011388C4; /// = 0x01178A44;
    CINPUTCONTROL_SetFlags        = 0x0068EE80; /// = 0x00558390;
    
    GETOBJECTBYGUID       = 0x007B93A0; /// = 0x0046DB20;
    Can't even update addresses myself across fricking patches, how fail :/

    Also, Interact seems quite unresponsive (it moved to VMT 38 right?)
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  5. #35
    Kyzight's Avatar Member
    Reputation
    1
    Join Date
    Jun 2008
    Posts
    6
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I dunno if this is a dumb question or not but im not good with this stuff i just like to use XYZ hack and was wondering
    is any of these things for xyz that i am supposed to replace
    with the old pointers
    down there
    | | | | | |
    VVVVVVVV
    [Pointers]
    Version=0x0D75250
    Main=0x0E29D28
    Build=8606
    [Plus]
    X=0xBF4
    Y=0xBF0
    Z=0xBF8
    ????
    sorry if its a dumb question

  6. #36
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
    Reputation
    1019
    Join Date
    May 2007
    Posts
    922
    Thanks G/R
    1/3
    Trade Feedback
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Robske007a View Post
    Also, Interact seems quite unresponsive (it moved to VMT 38 right?)
    Same here :/

    but look at : LUA Dump : 0x006EF8B0 -> InteractUnit

  7. #37
    risyer's Avatar Member
    Reputation
    3
    Join Date
    Apr 2009
    Posts
    5
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    For those looking for updated position offsets for unit objects (players and mobs).

    x = basePtr + 0x798
    y = basePtr + 0x79C
    z = basePtr + 0x7A0
    rotation = basePtr + 0x7A8

    Have fun.

  8. #38
    Kyzight's Avatar Member
    Reputation
    1
    Join Date
    Jun 2008
    Posts
    6
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by risyer View Post
    For those looking for updated position offsets for unit objects (players and mobs).

    x = basePtr + 0x798
    y = basePtr + 0x79C
    z = basePtr + 0x7A0
    rotation = basePtr + 0x7A8

    Have fun.
    is this refering to me and if it is what am i supposed to put in these
    Version=0x0D75250
    Main=0x0E29D28
    Build=8606

  9. #39
    argh44z's Avatar Member
    Reputation
    19
    Join Date
    Nov 2007
    Posts
    93
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Gameobject names:
    [[objectptr+0x1A4] + 0x88]

    Unit object names:
    [[objectptr+0x968] + 0x54]

    player names:
    looks like same as before, but the Name Cache is at 0x01137CE0
    Last edited by argh44z; 04-15-2009 at 06:32 PM.

  10. #40
    UnknOwned's Avatar Legendary
    Reputation
    713
    Join Date
    Nov 2006
    Posts
    583
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by ShoniShilent View Post
    Regarding the PlayerBase:

    for 3.0.9 I was using 127F13C

    which was used in the following fashion:

    [[[127f13c]+0x30]+0x28]== PlayerBase

    you post:

    playerObject = 0x01357CE4

    you also post:

    [[playerObject + address_offset_1] + address_offset_2]

    doing a memread of [0x01357CE4] gives me a 0

    also using your above posted data:

    doing a memread of [[playerObject + address_offset_1] + address_offset_2] gives me a zero;

    is anyone found the playerbase address that can be used in the above method?

    i.e. [[[0xXXXXXXXX]+0x30]+0x28]== PlayerBase

    thanks!

    Well off cause it gives 0... its for 3.0.9
    Just put in the new ones.


    Playerbase 3.1.0 :
    [[[0x010B65F4]+0x34]+0x24]


    remember if you are going to update any of the many XYZ hack copies to use the the structures also mentioned earlier in this post, ie
    x = basePtr + 0x798
    y = basePtr + 0x79C
    z = basePtr + 0x7A0
    rotation = basePtr + 0x7A8
    Last edited by UnknOwned; 04-15-2009 at 07:32 PM.

  11. #41
    jjaa's Avatar Contributor
    Reputation
    245
    Join Date
    Dec 2006
    Posts
    562
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Robske007a View Post

    Also, Interact seems quite unresponsive (it moved to VMT 38 right?)

    That's the VMT i am using in my code, and its working fine.

    Here is my Lua Dump i am posting it on pastebin because i think Cypher will have a better one


    pastebin - collaborative debugging tool

  12. #42
    luciferc's Avatar Contributor
    Reputation
    90
    Join Date
    Jul 2008
    Posts
    373
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Player Static Guid :: (WorkAround for PlayerBase Finding)

    0x011110E0

    Player Class:

    0x011330E5

  13. #43
    lanman92's Avatar Active Member
    Reputation
    50
    Join Date
    Mar 2007
    Posts
    1,033
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    To find the playerbase BASE pointer, you just search for ".\world.cpp" in the IDA names. That will give you a XRef to some code just below the first pointer in the base. It should be moving something into that address, eax currently. This is the worldframptr i think. I don't have any clue how Unknowned does the rest though =/ I found that first one myself and haven't had a chance to figure out the rest yet.

    BTW: new offset for TLS is 0x10.
    Last edited by lanman92; 04-15-2009 at 07:38 PM.

  14. #44
    boomingranny's Avatar Member
    Reputation
    4
    Join Date
    Mar 2009
    Posts
    24
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    some easy to find Statics (verified by 2 wow.exe restarts)

    Const $AccountName[2]=[0x011328A0,"char[12]"]
    Const $PlayerName[2] =[0x01132F98,"char[12]"]
    Const $Chat[2] = [0x1172364,"char[512]"]
    Const $offChatNxtMsg[2] = [0x17C0,"char[512]"]

    (yes i use AutoIT, don't hassle :P)

  15. #45
    lanman92's Avatar Active Member
    Reputation
    50
    Join Date
    Mar 2007
    Posts
    1,033
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Did they change the offset to the movement class as well? I guess that's a dumb question since this is a large patch =/

Page 3 of 7 FirstFirst 1234567 LastLast

Similar Threads

  1. [WoW] [3.0.9] Symbolic info
    By barthen in forum WoW Memory Editing
    Replies: 12
    Last Post: 03-21-2009, 05:02 PM
  2. WoW-Blaze Need to know Info
    By *Icy* in forum WoW Items & Quests
    Replies: 0
    Last Post: 10-14-2008, 08:43 PM
  3. Info on taking Ragnaros (And other MC general info)
    By Cush in forum World of Warcraft Guides
    Replies: 4
    Last Post: 05-28-2006, 03:53 AM
All times are GMT -5. The time now is 02:41 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search