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3 posters

    How to Make Combat arms Hotkey

    SouLsister
    SouLsister
    2nd Class Trainee
    2nd Class Trainee


    Posts : 3
    GZD Reputation : 0
    Join date : 2010-09-27

    How to Make Combat arms Hotkey  Empty How to Make Combat arms Hotkey

    Post  SouLsister Mon Sep 27, 2010 6:17 am

    This is not really a TUT.

    i am just releasing how i make a Hotkey's for Combat arms

    i did not leech this ok. so just copy and pest the code below into your compiler

    I WILL RELEASE A COMBAT ARM HOTKEY HACKS.

    I AM NOT GOING TO CALL YOU NOOB. I START WITH NOOB. TNX FOR ALL YOU GAMERZPLANET MODIRATOR FOR HELPING ME START WITH THIS CODE.

    THIS CODE IS CREDIT TO GAMERZPLANET c/c++ section.

    BUT THIS CODE IS MADE BY SouLsister

    I LOVE YOU GAMERZDESTROY!

    Code:
    // THIS CODE IS MADE BY SouLsister
    #include <windows.h>
    #include <shellapi.h>
    #pragma comment(lib,"shell32.lib")
    void __cdecl PushToConsole( const char* szCommand )
    {
       DWORD *LTCient = ( DWORD* )( 0x3776FCC8 );
       void* CONoff = ( void* )*( DWORD* )( *LTCient + 0x208 );
     
       __asm
       {
          push szCommand;
          call CONoff;
          add esp, 4;
       }
    }
    bool IsGameReadyForHook()
    {
        if( GetModuleHandleA( "d3d9.dll"    ) != NULL
        && GetModuleHandleA( "ClientFX.fxd" ) != NULL
        && GetModuleHandleA( "CShell.dll"  ) != NULL )
            return true;

        return false;
    }
          void MemCopy(void* Dest, const void* Src, int Len)
    {
        DWORD OldProtect;
        DWORD OldProtect2;
        VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect);
        memcpy(Dest, Src, Len);
        VirtualProtect(Dest, Len, OldProtect, &OldProtect2);
        FlushInstructionCache(GetCurrentProcess(), Dest, Len);
    }
    void main()
    {
    MessageBoxA(NULL," Enter You Text Here ","Bravia's  Source",MB_OK);
       while (!IsGameReadyForHook()){
          Sleep(20);
       }
       bool boxes = false;
       bool fog = false;   
       bool speed = false;
       PushToConsole("FallDamageMinHeight 0.000000");
       PushToConsole("FallDamageMaxHeight 0.000000");
       PushToConsole("FallDamageMax 0.000000");
       while(true){
          if(GetAsyncKeyState(VK_NUMPAD1)<0){
             if(boxes){
                PushToConsole("ModelDebug_DrawBoxes 0");
                PushToConsole("SkelModelStencil 0");
                boxes = false;
             } else {
                PushToConsole("ModelDebug_DrawBoxes 1");
                PushToConsole("SkelModelStencil 1");
                boxes = true;
             }
          }
          if(GetAsyncKeyState(VK_NUMPAD2)<0){
             if(fog){
                PushToConsole("FogEnable 1");
                fog = false;
             } else {
                PushToConsole("FogEnable 0");
                fog = true;
             }
          }
          if(GetAsyncKeyState(VK_NUMPAD3)<0){
             if(speed){
                PushToConsole("BaseMoveAccel 3000.000000");
                PushToConsole("StartAccel 500.000000");
                PushToConsole("MaxAccel 3000.000000");
                PushToConsole("AccelInc 6000.000000");
                PushToConsole("WalkVel 70.000000");
                PushToConsole("FRunVel 285.000000");
                PushToConsole("BRunVel 285.000000");
                PushToConsole("SRunVel 285.000000");
                PushToConsole("DuckVel 50.000000");
                speed = false;
             } else {
                PushToConsole("BaseMoveAccel 3000.000000");
                PushToConsole("StartAccel 3000.000000");
                PushToConsole("MaxAccel 3000.000000");
                PushToConsole("AccelInc 3000.000000");
                PushToConsole("WalkVel 3000.000000");
                PushToConsole("FRunVel 3000.000000");
                 PushToConsole("BRunVel 3000.000000");
                PushToConsole("SRunVel 3000.000000");
                PushToConsole("DuckVel 3000.000000");
                speed = true;
             }
          }
                Sleep(20);
       }
    }
    BOOL APIENTRY DllMain( HMODULE hModule,
                          DWORD  ul_reason_for_call,
                          LPVOID lpReserved
                    )
    {
       switch (ul_reason_for_call)
       {
       case DLL_PROCESS_ATTACH:
          ShellExecute;
          CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
          break;
       case DLL_THREAD_ATTACH:
       case DLL_THREAD_DETACH:
       case DLL_PROCESS_DETACH:
          break;
       }
       return TRUE;
    }




    HOPE YOU LIKE IT!
    Cool
    [GZD]Administrator
    [GZD]Administrator
    Admin
    Admin


    Posts : 13
    GZD Reputation : 4
    Join date : 2010-09-25
    Age : 27

    How to Make Combat arms Hotkey  Empty Re: How to Make Combat arms Hotkey

    Post  [GZD]Administrator Mon Sep 27, 2010 6:26 am

    SouLsister wrote:This is not really a TUT.

    i am just releasing how i make a Hotkey's for Combat arms

    i did not leech this ok. so just copy and pest the code below into your compiler

    I WILL RELEASE A COMBAT ARM HOTKEY HACKS.

    I AM NOT GOING TO CALL YOU NOOB. I START WITH NOOB. TNX FOR ALL YOU GAMERZPLANET MODIRATOR FOR HELPING ME START WITH THIS CODE.

    THIS CODE IS CREDIT TO GAMERZPLANET c/c++ section.

    BUT THIS CODE IS MADE BY SouLsister

    I LOVE YOU GAMERZDESTROY!

    Code:
    // THIS CODE IS MADE BY SouLsister
    #include <windows.h>
    #include <shellapi.h>
    #pragma comment(lib,"shell32.lib")
    void __cdecl PushToConsole( const char* szCommand )
    {
       DWORD *LTCient = ( DWORD* )( 0x3776FCC8 );
       void* CONoff = ( void* )*( DWORD* )( *LTCient + 0x208 );
     
       __asm
       {
          push szCommand;
          call CONoff;
          add esp, 4;
       }
    }
    bool IsGameReadyForHook()
    {
        if( GetModuleHandleA( "d3d9.dll"    ) != NULL
        && GetModuleHandleA( "ClientFX.fxd" ) != NULL
        && GetModuleHandleA( "CShell.dll"  ) != NULL )
            return true;

        return false;
    }
          void MemCopy(void* Dest, const void* Src, int Len)
    {
        DWORD OldProtect;
        DWORD OldProtect2;
        VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect);
        memcpy(Dest, Src, Len);
        VirtualProtect(Dest, Len, OldProtect, &OldProtect2);
        FlushInstructionCache(GetCurrentProcess(), Dest, Len);
    }
    void main()
    {
    MessageBoxA(NULL," Enter You Text Here ","Bravia's  Source",MB_OK);
       while (!IsGameReadyForHook()){
          Sleep(20);
       }
       bool boxes = false;
       bool fog = false;   
       bool speed = false;
       PushToConsole("FallDamageMinHeight 0.000000");
       PushToConsole("FallDamageMaxHeight 0.000000");
       PushToConsole("FallDamageMax 0.000000");
       while(true){
          if(GetAsyncKeyState(VK_NUMPAD1)<0){
             if(boxes){
                PushToConsole("ModelDebug_DrawBoxes 0");
                PushToConsole("SkelModelStencil 0");
                boxes = false;
             } else {
                PushToConsole("ModelDebug_DrawBoxes 1");
                PushToConsole("SkelModelStencil 1");
                boxes = true;
             }
          }
          if(GetAsyncKeyState(VK_NUMPAD2)<0){
             if(fog){
                PushToConsole("FogEnable 1");
                fog = false;
             } else {
                PushToConsole("FogEnable 0");
                fog = true;
             }
          }
          if(GetAsyncKeyState(VK_NUMPAD3)<0){
             if(speed){
                PushToConsole("BaseMoveAccel 3000.000000");
                PushToConsole("StartAccel 500.000000");
                PushToConsole("MaxAccel 3000.000000");
                PushToConsole("AccelInc 6000.000000");
                PushToConsole("WalkVel 70.000000");
                PushToConsole("FRunVel 285.000000");
                PushToConsole("BRunVel 285.000000");
                PushToConsole("SRunVel 285.000000");
                PushToConsole("DuckVel 50.000000");
                speed = false;
             } else {
                PushToConsole("BaseMoveAccel 3000.000000");
                PushToConsole("StartAccel 3000.000000");
                PushToConsole("MaxAccel 3000.000000");
                PushToConsole("AccelInc 3000.000000");
                PushToConsole("WalkVel 3000.000000");
                PushToConsole("FRunVel 3000.000000");
                 PushToConsole("BRunVel 3000.000000");
                PushToConsole("SRunVel 3000.000000");
                PushToConsole("DuckVel 3000.000000");
                speed = true;
             }
          }
                Sleep(20);
       }
    }
    BOOL APIENTRY DllMain( HMODULE hModule,
                          DWORD  ul_reason_for_call,
                          LPVOID lpReserved
                    )
    {
       switch (ul_reason_for_call)
       {
       case DLL_PROCESS_ATTACH:
          ShellExecute;
          CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
          break;
       case DLL_THREAD_ATTACH:
       case DLL_THREAD_DETACH:
       case DLL_PROCESS_DETACH:
          break;
       }
       return TRUE;
    }




    HOPE YOU LIKE IT!
    Cool

    Post :
    /Accept
    SouLsister
    SouLsister
    2nd Class Trainee
    2nd Class Trainee


    Posts : 3
    GZD Reputation : 0
    Join date : 2010-09-27

    How to Make Combat arms Hotkey  Empty Re: How to Make Combat arms Hotkey

    Post  SouLsister Mon Sep 27, 2010 6:27 am

    Thank you so much Admin.
    Wink
    avatar
    darkstarr
    PFC
    PFC


    Posts : 7
    GZD Reputation : 0
    Join date : 2011-07-22

    How to Make Combat arms Hotkey  Empty THX MAN THX YOU:D

    Post  darkstarr Fri Jul 22, 2011 8:22 am

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    How to Make Combat arms Hotkey  Empty Re: How to Make Combat arms Hotkey

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