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15th May 2022, 03:49 AM
#13741
Quote:
Originally Posted by
ftpzion
-snip
afaik you cant do player outlines like that
Code:
entity -> actor -> component + 0xB0 = 0x20748000
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cxtgirl is offline
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15th May 2022, 04:01 AM
#13742
Quote:
Originally Posted by
ftpzion
anyone know what I am doing wrong? I can read/write fine as I tested with nosky and ambient color.
Code:
constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178 ; const auto networkableManager = Driver :: read < UINT64 >( pid , BaseAddr + kNetworkableManagerOffset ); printf ( "networkableManager: 0x%llX\n" , networkableManager ); if ( networkableManager == 0 ) break ; const auto networkedObjectsList = Driver :: read < UINT64 >( pid , networkableManager + 0x40 ); printf ( "networkedObjectsList: 0x%llX\n" , networkedObjectsList ); const auto networkedObjectsSize = Driver :: read < UINT64 >( pid , networkableManager + 0x48 ) & 0x3fffffff ; printf ( "networkedObjectsSize: 0x%llX\n" , networkedObjectsSize ); if ( networkedObjectsSize == 0 ) Sleep ( 3000 ); for ( std :: uint32_t i {}; i < networkedObjectsSize ; ++ i ) { const auto networkedObject = Driver :: read < UINT64 >( pid , networkedObjectsList + ( i * 8 )); /*if (!networkedObject) continue;*/ printf ( "networkedObject: 0x%llX\n" , networkedObject ); const auto entity = Driver :: read < UINT64 >( pid , networkedObject + 0x60 ); /*if (!entity) continue;*/ printf ( "entity: 0x%llX\n" , entity ); const auto component = __ROL8__ ( Driver :: read <uint64_t> ( pid , entity + 0x1C8 ) ^ 0xAE43C62F812A63B0ui64 , 41 ) - 0x5E838FF784FCE781i64 ; if ( component < 0x0001000 || component > 0x7FFFFFFEFFFF ) { return ; } if ( Driver :: read <uint64_t> ( pid , component + 0xB0 ) == 0 || Driver :: read <uint64_t> ( pid , entity + 0x1C8 ) == 0x5E838FF784FCE781i64 ) { return ; } Driver :: write <uint32_t> ( pid , component + 0xB0 , 0x20748000 );
It outlines everything if I shoot at it, including walls etc.
But my goal is to make it only outline players.
You are using the wrong Array. There is one reserved for players only in GameManager, which you have actually posted. In order to enable Outlines you need to use actor, meaning Entity->Pawn->Actor->OutlineComponent->OutlineState (0xB0) = 0x20748000
unFairFightCPP is offline
15th May 2022, 04:14 AM
#13743
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Quote:
Originally Posted by
althainside
for pasters out there having hard time for cam decs.
Code:
bool R6S :: WorldToScreen ( uintptr_t pCamera , Vector2 vecResolution , Vector3 vecTargetPosition , Vector2 * vecScreenPosition ) { Vector2 vecCameraViewFoV = GetCameraViewFoV ( pCamera ); vecCameraViewFoV . X *= - 1.0f ; vecCameraViewFoV . Y *= - 1.0f ; // uint64_t v1 = 0xD31271C53E45CA8E , v2 = 0xD515A9C6F8FF5327 ; // __m128i pRight = Memory :: ReadProcessMemoryEx < __m128i >( R6SVars . dwProcessId , pCamera + 0x80 + 0x0 ); pRight . m128i_i64 [ 0 ] = __ROL8__ ( pRight . m128i_i64 [ 0 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; pRight . m128i_i64 [ 1 ] = __ROL8__ ( pRight . m128i_i64 [ 1 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; Vector3 vecRight = *( Vector3 *)&( pRight ); printf ( "vecRight : (%f, %f, %f)\n" , vecRight . X , vecRight . Y , vecRight . Z ); __m128i pUp = Memory :: ReadProcessMemoryEx < __m128i >( R6SVars . dwProcessId , pCamera + 0x80 + 0x10 ); pUp . m128i_i64 [ 0 ] = __ROL8__ ( pUp . m128i_i64 [ 0 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; pUp . m128i_i64 [ 1 ] = __ROL8__ ( pUp . m128i_i64 [ 1 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; Vector3 vecUp = *( Vector3 *)&( pUp ); printf ( "vecUp : (%f, %f, %f)\n" , vecUp . X , vecUp . Y , vecUp . Z ); __m128i pForward = Memory :: ReadProcessMemoryEx < __m128i >( R6SVars . dwProcessId , pCamera + 0x80 + 0x10 + 0x10 ); pForward . m128i_i64 [ 0 ] = __ROL8__ ( pForward . m128i_i64 [ 0 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; pForward . m128i_i64 [ 1 ] = __ROL8__ ( pForward . m128i_i64 [ 1 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; Vector3 vecForward = *( Vector3 *)&( pForward ); printf ( "vecForward : (%f, %f, %f)\n" , vecForward . X , vecForward . Y , vecForward . Z ); __m128i pTranslation = Memory :: ReadProcessMemoryEx < __m128i >( R6SVars . dwProcessId , pCamera + 0x80 + 0x10 + 0x10 + 0x10 ); pTranslation . m128i_i64 [ 0 ] = __ROL8__ ( pTranslation . m128i_i64 [ 0 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; pTranslation . m128i_i64 [ 1 ] = __ROL8__ ( pTranslation . m128i_i64 [ 1 ] ^ v1 , 0x16 ) ^ v2 ; v1 -= 0xE7E116AC94E36CF ; v2 += 0x1B77911D5B1428B3 ; Vector3 vecTranslation = *( Vector3 *)&( pTranslation ); printf ( "vecTranslation : (%f, %f, %f)\n" , vecTranslation . X , vecTranslation . Y , vecTranslation . Z ); // R6SVars . vecCameraViewTranslation = vecTranslation ; Vector3 vecDelta = vecTargetPosition - vecTranslation ; float X = vecDelta . Dot ( vecRight ); float Y = vecDelta . Dot ( vecUp ); float Z = vecDelta . Dot ( vecForward * - 1.0f ); vecScreenPosition -> X = ( vecResolution . X / 2.0f ) * ( 1.0f + X / vecCameraViewFoV . X / Z ); vecScreenPosition -> Y = ( vecResolution . Y / 2.0f ) * ( 1.0f - Y / vecCameraViewFoV . Y / Z ); return Z >= 1.0f ? true : false ; }
What is your GetCameraViewFoV code?
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2858357545 is offline
15th May 2022, 07:08 AM
#13744
Gay Master <33
Code:
uintptr_t BulletPerShot ( uintptr_t Weapon ) { __int64 v15 ; // rax __int64 v16 ; // rdi __int64 v17 ; // r13 __int64 v19 ; // rcx __int64 v20 ; // rcx uintptr_t BulletPerShotAddr = 0 ; v15 = ( __ROL8__ ( memclass . Read <uint64> ( Weapon + 0x28 ), 50 ) ^ 0x244563E6F384CD00i64 ) - 106 ; if (! v15 ) return v15 ; if ((( memclass . Read <uint64> ( v15 + 8i64 * memclass . Read < unsigned int >( v15 + 632 ) + 448 ) - 0x424674B789805CE4i64 ) ^ 0x2B ) == 0x884575CC2EE60179ui64 ) { v16 = memclass . Read <uint64> ( v15 + 472 ); if ( v16 ) { LABEL_4 : v17 = memclass . Read <uint64> ( v16 ); if ( v17 ) { v19 = memclass . Read <uint64> ( v17 + 344 ); if ( v19 ) { v20 = memclass . Read <uint64> ( v19 ); if ( v20 ) { BulletPerShotAddr = ( v20 + 80 ); return BulletPerShotAddr ; } } } } } else { v16 = __ROL8__ ( memclass . Read <uint64> ((( memclass . Read <uint64> ( v15 + 8i64 * memclass . Read < unsigned int >( v15 + 632 ) + 448 ) - 0x424674B789805CE4i64 ) ^ 0x2B ) + 0x77BA8A33D119FE9Fi64 ) ^ 0xFD715BD5CDF4E11Aui64 , 28 ) - 6i64 ; if ( v16 ) goto LABEL_4 ; } }
Code:
memclass . Write <int> ( Game :: BulletPerShot ( weapon ), 100 );
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EmilyButGay#2548
EmilyButGay is offline
15th May 2022, 10:12 AM
#13745
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Quote:
Originally Posted by
unFairFightCPP
You are using the wrong Array. There is one reserved for players only in GameManager, which you have actually posted. In order to enable Outlines you need to use actor, meaning Entity->Pawn->Actor->OutlineComponent->OutlineState (0xB0) = 0x20748000
Hmm. Weird since it was working before this latest update.
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ftpzion is offline
15th May 2022, 11:45 AM
#13746
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Does anyone have the latest WS2 decryption? Can you share?
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15th May 2022, 09:37 PM
#13747
Join Date: Mar 2020
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Quote:
Originally Posted by
unFairFightCPP
You are using the wrong Array. There is one reserved for players only in GameManager, which you have actually posted. In order to enable Outlines you need to use actor, meaning Entity->Pawn->Actor->OutlineComponent->OutlineState (0xB0) = 0x20748000
At first I did this:
Code:
constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178 ; constexpr uint64_t kCharacterComponentIndexOffset = 0x20D + 0x7 ; const auto decryptEntityShape = []( const uint64_t x ) noexcept { return _rotl64 ( x + 0xCD6372C55BE4EF33 , 0x19 ) + 0xEC7EB90CCD1BAD7F ; }; const auto networkableManager = Driver :: read < UINT64 >( pid , Base + kNetworkableManagerOffset ); printf ( "networkableManager: 0x%llX\n" , networkableManager ); if ( networkableManager == 0 ) break ; const auto networkedObjectsList = Driver :: read < UINT64 >( pid , networkableManager + 0x40 ); printf ( "networkedObjectsList: 0x%llX\n" , networkedObjectsList ); const auto networkedObjectsSize = Driver :: read < UINT64 >( pid , networkableManager + 0x48 ) & 0x3fffffff ; printf ( "networkedObjectsSize: 0x%llX\n" , networkedObjectsSize ); if ( networkedObjectsSize == 0 ) Sleep ( 3000 ); for ( std :: uint32_t i {}; i < networkedObjectsSize ; ++ i ) { const auto networkedObject = Driver :: read < UINT64 >( pid , networkedObjectsList + ( i * 8 )); /*if (!networkedObject) continue;*/ printf ( "networkedObject: 0x%llX\n" , networkedObject ); const auto entity = Driver :: read < UINT64 >( pid , networkedObject + 0x60 ); /*if (!entity) continue;*/ printf ( "entity: 0x%llX\n" , entity ); const auto componentIndex = Driver :: read < std :: uint8_t >( pid , entity + kCharacterComponentIndexOffset ); /*if (componentIndex == 0xff) continue;*/ printf ( "componentIndex: 0x%llX\n" , componentIndex ); const UINT64 shape = decryptEntityShape ( Driver :: read < UINT64 >( pid , entity + 0x1C8 )); /*if (!shape) continue;*/ printf ( "shape: 0x%llX\n" , shape + 0xB3 ); Driver :: write < UINT64 >( pid , shape + 0xB3 , 0xB0 ); }
But I was not getting any results, because ComponentIndex was returning 0.
So then I changed the code to this:
Code:
constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178 ; const auto networkableManager = Driver :: read < UINT64 >( pid , BaseAddr + kNetworkableManagerOffset ); printf ( "networkableManager: 0x%llX\n" , networkableManager ); if ( networkableManager == 0 ) break ; const auto networkedObjectsList = Driver :: read < UINT64 >( pid , networkableManager + 0x40 ); printf ( "networkedObjectsList: 0x%llX\n" , networkedObjectsList ); const auto networkedObjectsSize = Driver :: read < UINT64 >( pid , networkableManager + 0x48 ) & 0x3fffffff ; printf ( "networkedObjectsSize: 0x%llX\n" , networkedObjectsSize ); if ( networkedObjectsSize == 0 ) Sleep ( 3000 ); for ( std :: uint32_t i {}; i < networkedObjectsSize ; ++ i ) { const auto networkedObject = Driver :: read < UINT64 >( pid , networkedObjectsList + ( i * 8 )); /*if (!networkedObject) continue;*/ printf ( "networkedObject: 0x%llX\n" , networkedObject ); const auto entity = Driver :: read < UINT64 >( pid , networkedObject + 0x60 ); /*if (!entity) continue;*/ printf ( "entity: 0x%llX\n" , entity ); const auto component = __ROL8__ ( Driver :: read <uint64_t> ( pid , entity + 0x1C8 ) ^ 0xAE43C62F812A63B0ui64 , 41 ) - 0x5E838FF784FCE781i64 ; if ( component < 0x0001000 || component > 0x7FFFFFFEFFFF ) { return ; } if ( Driver :: read <uint64_t> ( pid , component + 0xB0 ) == 0 || Driver :: read <uint64_t> ( pid , entity + 0x1C8 ) == 0x5E838FF784FCE781i64 ) { return ; } Driver :: write <uint32_t> ( pid , component + 0xB0 , 0x20748000 );
And now it outlines anything I shoot at. I think ComponentIndex in the original code is wrong. Does anyone know what the newest ComponentIndex is? Thanks in advance.
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ftpzion is offline
16th May 2022, 03:19 AM
#13748
Banned
Quote:
Originally Posted by
EmilyButGay
Code:
uintptr_t BulletPerShot ( uintptr_t Weapon ) { __int64 v15 ; // rax __int64 v16 ; // rdi __int64 v17 ; // r13 __int64 v19 ; // rcx __int64 v20 ; // rcx uintptr_t BulletPerShotAddr = 0 ; v15 = ( __ROL8__ ( memclass . Read <uint64> ( Weapon + 0x28 ), 50 ) ^ 0x244563E6F384CD00i64 ) - 106 ; if (! v15 ) return v15 ; if ((( memclass . Read <uint64> ( v15 + 8i64 * memclass . Read < unsigned int >( v15 + 632 ) + 448 ) - 0x424674B789805CE4i64 ) ^ 0x2B ) == 0x884575CC2EE60179ui64 ) { v16 = memclass . Read <uint64> ( v15 + 472 ); if ( v16 ) { LABEL_4 : v17 = memclass . Read <uint64> ( v16 ); if ( v17 ) { v19 = memclass . Read <uint64> ( v17 + 344 ); if ( v19 ) { v20 = memclass . Read <uint64> ( v19 ); if ( v20 ) { BulletPerShotAddr = ( v20 + 80 ); return BulletPerShotAddr ; } } } } } else { v16 = __ROL8__ ( memclass . Read <uint64> ((( memclass . Read <uint64> ( v15 + 8i64 * memclass . Read < unsigned int >( v15 + 632 ) + 448 ) - 0x424674B789805CE4i64 ) ^ 0x2B ) + 0x77BA8A33D119FE9Fi64 ) ^ 0xFD715BD5CDF4E11Aui64 , 28 ) - 6i64 ; if ( v16 ) goto LABEL_4 ; } }
good job, though if I may add you don't need like 3/4 of that function lol you just need to get [REDACTED]
then [REDACTED] at +0x158
Code:
[ REDACTED ]->[ REDACTED ]()->[ AMMO ]()-> setBulletsPerShot ( 25 );
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Last edited by SoundTheSame; 17th May 2022 at 09:11 PM .
Reason: restored back because a [REDACTED] restored it
SoundTheSame is offline
16th May 2022, 04:21 AM
#13749
Join Date: Mar 2020
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Quote:
Originally Posted by
SoundTheSame
this "networkedObjectsList" can suffice perfectly fine you just need to differentiate the "objects"... (i.e get the "objects" entities controller and check it's class name etc)
I did not need to do that before the most recent update.
Here is my current code (does not work atm):
(the commented out code is part of the code FYI)
Code:
constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178 ; constexpr uint64_t kLightManager = 0x6CE1E48 ; constexpr uint64_t kCharacterComponentIndexOffset = 0x20D + 0x7 ; const auto decryptEntityShape = []( const uint64_t x ) noexcept { return _rotl64 ( x + 0xCD6372C55BE4EF33 , 0x19 ) + 0xEC7EB90CCD1BAD7F ; }; //const auto networkableManager = Driver::read<UINT64>(pid, BaseAddr + kNetworkableManagerOffset); //printf("networkableManager: 0x%llX\n", networkableManager); //if (networkableManager == 0) // break; //const auto networkedObjectsList = Driver::read<UINT64>(pid, networkableManager + 0x40); //printf("networkedObjectsList: 0x%llX\n", networkedObjectsList); //const auto networkedObjectsSize = Driver::read<UINT64>(pid, networkableManager + 0x48) & 0x3fffffff; //printf("networkedObjectsSize: 0x%llX\n", networkedObjectsSize); //if (networkedObjectsSize == 0) // Sleep(3000); //for (std::uint32_t i{}; i < networkedObjectsSize; ++i) { // const auto networkedObject = Driver::read<UINT64>(pid, networkedObjectsList + (i * 8)); // /*if (!networkedObject) continue;*/ // printf("networkedObject: 0x%llX\n", networkedObject); // const auto entity = Driver::read<UINT64>(pid, networkedObject + 0x60); // /*if (!entity) continue;*/ // printf("entity: 0x%llX\n", entity); // const auto componentIndex = Driver::read<std::uint8_t>(pid, entity + kCharacterComponentIndexOffset); // /*if (componentIndex == 0xff) continue;*/ // printf("componentIndex: 0x%llX\n", componentIndex); // const UINT64 shape = decryptEntityShape(Driver::read<UINT64>(pid, entity + 0x1C8)); // /*if (!shape) continue;*/ // printf("shape: 0x%llX\n", shape + 0xB3); // Driver::write<UINT64>(pid, shape + 0xB3, 0xB0);
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Last edited by ftpzion; 16th May 2022 at 05:07 AM .
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17th May 2022, 06:07 PM
#13751
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Someone can share fov offsets? Thanks
Lpx4 is offline
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18th May 2022, 01:31 AM
#13752
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Anyone have the latest W2S they wouldnt mind sharing
I think mine works im just not sure if my fov is right
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21st May 2022, 01:44 AM
#13753
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Hello, im very very new to coding like i havent even typed a line, but ik what i want to do can someone send caveria reveal offsets and shit so i can make caveria esp?
YGWfgigywyg is offline
25th May 2022, 12:00 AM
#13754
Super l337
Quote:
Originally Posted by
SurgeGotTapped
Field Of View
Base + 0x6995B90 ] 0x4C8
you cant change it
Howie420 is offline
30th May 2022, 02:01 PM
#13755
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anyone tryna share all new recent offsets?
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1st June 2022, 06:32 AM
#13756
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Does somebody know where to find the clean text api routes?
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1st June 2022, 08:51 PM
#13757
Quote:
Originally Posted by
Howie420
you cant change it
writable one
Code:
/* RainbowSix.exe+3B8C0F0 - 48 B8 B817E0C1268136FC - mov rax,FC368126C1E017B8 { -28.01 } RainbowSix.exe+3B8C0FA - 48 03 81 78010000 - add rax,[rcx+00000178] RainbowSix.exe+3B8C101 - 48 B9 E1B86DAC2BAA39A2 - mov rcx,A239AA2BAC6DB8E1 { -1402095391 } RainbowSix.exe+3B8C10B - 48 31 C1 - xor rcx,rax RainbowSix.exe+3B8C10E - 48 B8 C50D50915677DC75 - mov rax,75DC775691500DC5 { -1857024571 } RainbowSix.exe+3B8C118 - 48 01 C8 - add rax,rcx */ uintptr_t rcx = *( uintptr_t *)( g_moduleBase + 0x7BCDB50 ); uintptr_t rax = 0xFC368126C1E017B8 ; rax += *( uintptr_t *)( rcx + 0x178 ); rcx = 0xA239AA2BAC6DB8E1 ; rcx ^= rax ; rax = 0x75DC775691500DC5 ; rax += rcx ; *( float *)(*( uintptr_t *)( rax ) + 0x48 ) = encryptFov ( 120.f ); /* your pretty fov value */ //also *( float *)(*( uintptr_t *)( rax ) + 0x48 + 8 ) = encryptDistance ( 0.09f ); /* your render distance value */ decryptions : // fov ===> ((*( _DWORD *)( v69 + 0x1A1265D0 ) ^ 0x48 ) - 0x3601A46 // render distance ====> ((*( _DWORD *)( v56 + 0x50 ) - 0x7011377F ) ^ 0x5857384C ) - 0x4D // do encryption urself
Last edited by InsideExploit; 1st June 2022 at 09:15 PM .
Reason: removed useless instruction
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6th June 2022, 10:05 AM
#13758
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can anyone post working outline esp code that DOESN'T use actor? I want one that uses networkmanager.
apesex is offline
6th June 2022, 11:55 AM
#13759
Quote:
Originally Posted by
apesex
can anyone post working outline esp code that DOESN'T use actor? I want one that uses networkmanager.
Wtf? First of all, actor and NetworkableManager are two different things, one is derived from the entity pawn and the other is a big list of objects, and why not go through the entity actor which is the easiest way,and its how the game does?
If you can explain yourself maybe we can help you
InsideExploit is offline
6th June 2022, 10:58 PM
#13760
anyone has unlock all offsets?
nvm : 20A7D95
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Last edited by xfly44037; 6th June 2022 at 11:01 PM .
Reason: found it
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