WALLHACK ( HELP )

Twi$ter

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I look for a wallhack that works on DayZ Remastered, because it seems that this and other servers have a type of anti wallhack, most wallhacks don't get it so I'm looking for a wallhack that activates with some command or some code for example alt + 1.
 

Sam201

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They have a server scripted nametags am I wrong?
 

_Safa

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Do a loop for each player (FOR $PlayerCount = 0 to 999).
Get their actor handle by ID -> $PlayerCount (aka the IDs).
Check if the actor is defined (streamed in).
Get the infos you want to see on them (Name / ID / Health).

Get their position xyz (3d) -> convert to 2D / screen X Y -> render DrawText at their X Y.

you can format the text (you wanna draw) to include name, id, health etc. (alloc sum memory before formatting) and release the allocated memory after drawing.
 

Parazitas

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Do a loop for each player (FOR $PlayerCount = 0 to 999).
Get their actor handle by ID -> $PlayerCount (aka the IDs).
Check if the actor is defined (streamed in).
Get the infos you want to see on them (Name / ID / Health).

Get their position xyz (3d) -> convert to 2D / screen X Y -> render DrawText at their X Y.

you can format the text (you wanna draw) to include name, id, health etc. (alloc sum memory before formatting) and release the allocated memory after drawing.
Something like that , but there is some bugs.. , i'm not good with Aims or WH
PHP:
{$CLEO .cs}

wait 8500

03F0: enable_text_draw 1

while true
wait 0

if
0256:   player $PLAYER_ACTOR defined
then
    0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
    29@ += 0x4
    0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
    for 30@ = 0 to 35584 step 0x100
        0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
        000A: 29@ += 0x1
        if and
        0029: 31@ >= 0x00
        001B: 0x80 > 31@                     
        then
            005A: 31@ += 30@
            if and
            056D:   actor 31@ defined
            803B:   31@ == $PLAYER_ACTOR // not my ped
            then
                if and
                8118:   actor 31@ dead
                02CB:   actor 31@ bounding_sphere_visible
                then
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 31@ BONE 6 _STORE_TO 0@ 1@ 2@  // HEAD
                    0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
                    0226: 5@ = actor 31@ health
                    0AB1: call_scm_func @drawBar 9 coords_X 3@ coords_Y 4@ value 5@ size X 40.0 Y 4.0 thickness 2.0 RGB 255 0 0
                end
            end
        end
    end
end

end



:GET_BONE_POS
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0 // X offset
2@ = 0.0 // Y offset {THX TO: WESSER}
3@ = 0.0 // Z offset
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@ // CPed__getBonePositionWithOffset
0AB2: retn 3 1@ 2@ 3@

:getScreenXYFrom3DCoords
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@

:drawBar
13@ = 100.0
0073: 13@ /= 3@ // (float)
0073: 2@ /= 13@ // (float)
0087: 11@ = 3@ // (float)
0087: 12@ = 4@ // (float)
005B: 11@ += 5@  // (float)
005B: 12@ += 5@  // (float)    
038E: draw_box_position 0@ 1@ size 11@ 12@ RGBA 0 0 0 255
038E: draw_box_position 0@ 1@ size 3@ 4@ RGBA 6@ 7@ 8@ 255
0087: 10@ = 2@ // (float)
0017: 10@ /= 2.0
0017: 3@ /= 2.0
005B: 0@ += 10@  // (float)
0063: 0@ -= 3@  // (float)
038E: draw_box_position 0@ 1@ size 2@ 4@ RGBA 255 0 0 255
0AB2: ret 0
 
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