BHD Pointers/Offsets & Value INFO

Hacking Delta Force: Black Hawk Down

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BHD Pointers/Offsets & Value INFO

Postby IcameIsawIcheated » Fri Jul 21, 2006 10:17 pm

Here is all the information you will need to create the best possible hacks for this game. This is the first time someone has made all this info public. I hope this information will encourage you to share yours. (provided I haven't covered it yet).

I will be updating this list periodically with new information as well as methods to use this information in order to make cheats.


Code: Select all
MyBase   = 96C290
MyBase2  = 7F2DD4
HostBase = 715900
MapBase  = 715908
MapBase2 = 71590c

71F4F0   // CI (see CI Explanation)
7F2DB0   // 3rd Person View X
7F2DB4   // 3rd Person View Y
7F2DB8   // 3rd Person View Z
7F2DD0   // 3rd Person View (See 3rd Person View explanation)

---iCiSiC---------------------------------------------------------------------
-----------------------------------CI-----------------------------------
------------------------------------------------------------------------

This address is the packet counter.
Freezing the value of this address will stop sending packets to the server.
During this period, you can move about freely and your body will stay in the position it was in just before you froze the value.
Think of it as as creating a "ghost" player from your player. Once you have "left" your body the "ghost" cannot die.
After 30 seconds of having the value frozen, the server will kill you. So unfreeze at 29 seconds.

------------------------------------------------------------------------
-----------------------------3rd Person View----------------------------
------------------------------------------------------------------------

0:   //1st person
1:   //3rd person
2:   //Follow from behind in 3rd Person
3:   //Follow from the front in 3rd Person

------------------------------------------------------------------------
--------------------All offsets in regards to MyBase--------------------
------------------------------------------------------------------------

+8       // x
+12      // y
+16      // z
+20      // Screen X
+24      // Screen Y
+32      // 1=alive 5=dead (1byte)
+60    // Camera X
+64    // Camera Y
+68    // Camera Z
+104    // Recoil
+108    // Jump X ***EXPLORE MORE***
+112    // Jump Y ***EXPLORE MORE***
+116    // Jump Z ***EXPLORE MORE***
+135     // lean (1byte) (See Lean section for values)
+150     // Universal respawn X - ??? ***EXPLORE MORE***
+166     // Universal respawn Y - ??? ***EXPLORE MORE***
+182     // Universal respawn Z - ??? ***EXPLORE MORE***
+200     // Name
+226     // Health (See Health section for values)
+246     // Team (See Team section for values)
+248     // Spawn Armour (host only?)  - ??? ***EXPLORE MORE***
+258     // 0 = Straight 2 = Left lean 4 = Right lean
+280    // Movement timer??? ***EXPLORE MORE***
+307     // Emplacement Guns 1=on 0 =0ff (not important just a reference)
+356     // Stance (See stance section for values)
+376     // Weapon (See weapon section for values)
+515     // Reload 255=normal 255<=reloading (might be glitchy)
+580     // Character type (see character type section for values)
+584     // Alive or dead=0 Revived=1
+668     // Slots (See slot section for explanation)
+4743588 // "Number of players" ASCII - Good for use of changing the text to display something needed... (17bytes)

-------------------------------------------------------------------------
--------------------All offsets in regards to MapBase--------------------
-------------------------------------------------------------------------

+150  // Buildings X (slot orientated)
+166  // Buildings Y
+182  // Buildings Z

-------------------------------------------------------------------------
--------------------All offsets in regards to MapBase2-------------------
-------------------------------------------------------------------------

+150 // Map Respawn point X (Like building object)
+166 // Map Respawn point Y
+182 // Map Respawn point Z

-------------------------------------------------------------------------
-----------------------------------Lean----------------------------------
-------------------------------------------------------------------------

0   //Value after returning from a right lean
255   //Value after returning from a left lean

------Sequence------

255    //Sub 1 until 208 is reached = Full Left lean
0      //Add 1 until 47 is reached = Full Right lean

-------------------------------------------------------------------------
----------------------------------Health---------------------------------
-------------------------------------------------------------------------

100-76   //Green
75-44   //Yellow
43-1   //Red

Anything else = DEAD

-------------------------------------------------------------------------
-----------------------------------Team----------------------------------
-------------------------------------------------------------------------

0:   //green
1:   //blue
2:   //red
3:   //yellow
4:   //violet
5+:   //unkown

-------------------------------------------------------------------------
----------------------------------Stance---------------------------------
-------------------------------------------------------------------------

1:   //Standing (before it changes to 2)
2:   //standing

13:   //Crouching
14:   //Prone

21:    //Salute
22:   //Go Forward
23:    //Take cover
24:    //Let's Go
25:    //Come this way
26:    //Celebration 1
27:    //Celebration 2
28:    //Play dead
29:    //Flex
30:   //On Ladder
31:   //Climb UP Ladder
32:   //Climbing off ladder
33:   //Climb DOWN Ladder
37:   //Standing moving forward right
38:   //Standing strafe right
39:   //Standing moving backwards right
40:   //Standing moving backwards
41:   //Standing moving backwards left
42:   //Standing strafe left
43:   //Standing moving forward left
44:   //Gunner run forward
45:   //Gunner forward right
46:   //Gunner strafe right
47:   //Gunner back right
48:   //Gunner backwards
49:   //Gunner back left
50:   //Gunner strafe left
51:   //Gunner forward left
52:   //Crouching moving forward
53:   //Crouching moving forward right
54:   //Crouching strafe right
55:   //Crouching moving backward right
56:   //Crouching moving backward
57:   //Crouching moving backward left
58:   //Crouching Strafe left
59:   //Crouching moving forward left
60:   //Prone moving forward
61:   //Prone moving forward right
62:   //Prone strafe right
63:   //Prone moving backward right
64:   //Prone moving backward
65:   //Prone moving backward left
66:   //Prone strafe left
67:   //Prone moving forward left

70:   //In Water (floating)
71:   //Swimming Forward

90:   //Flash Banged

94:   //Jump (stance anim) ?
95:   //Roll Left
96:    //Roll Right
97:   //On 50cal Emplacement //On Grenade Launcher //On Humvee
98:   //On Minigun

100:   //Standing moving forward
101:   //Standing moving forward running with knife (medic only)

110:   //Dragged by medic??
111:   //Swimming Backwards
112:   //Swimming Left
113:   //Swimming Right
114:   //Jump
115:   //Falling

----Death Sequences---- (Unfinished)

178: Is Dead ?
182: On fire?
183: Chest shot head over heals forward
184: Chestshot falling forward (shot from behind)
186: Headshot 1
188: Headshot falling forward (shot from behind)
187: Headshot 2
189: Headshot 3
190: Chestshot falling backwards right
195: Chestshot
212: Cheshot from behind
218: Chestshot falling forward
221: Shot to the groin
202: Chestshot falling backwards left
234: Footshot
238: Death by grenade while stationary, or moving backwards, or strafing left
239: Death by greande while strafing right
240: Death by greande while running forward
243: Death by falling or helicopter rotor blades
244: lying dead

-------------------------------------------------------------------------
----------------------------------Weapon---------------------------------
-------------------------------------------------------------------------

1   //Knife
2   //Colt
3   //Berreta
4   //Shotgun
5   //Car15
6   //Car15-Semi
7   //Car15/203
8   //Car15/203-Semi
9   //Car15/203-m203
10   //M16
11   //M16-Semi
12   //M16/203
13   //M16/203-Semi
14   //M16/203-m203
15   //M21
16   //M24
17   //MCRT .300 Tactical
18   //Barret .50 Cal
19   //SAW
20   //M60
21   //M240
22   //Mp5
23   //G3
24   //G3-Semi
25   //G36
26   //G36-Semi
27   //PSG-1
28   //Flash Bang
29   //Frag Grenade
30   //Smoke Grenade
31   //Med Pack
32   //Satchel Charge
33   //Detonator
34   //Claymore
35   //AT4
36   //Humvee 50Cal
37   //Minigun
38   //Grenade Launcher
?
?
41   //50Cal Emplacement Gun

-------------------------------------------------------------------------
------------------------------Character Type-----------------------------
-------------------------------------------------------------------------

0   //Null (Makes you run at Medic with knife speed all the time)
5   //Delta Force CQB
6   //Delta Force Medic
7   //Delta Force Sniper
8   //Delta Force Gunner
9   //SAS CQB
10   //SAS Medic
11   //SAS Sniper
12   //SAS Gunner

-------------------------------------------------------------------------
-----------------------------------Slots---------------------------------
-------------------------------------------------------------------------

HostBase is always the host slot, which is slot 0
MyBase   is always MY slot
MyBase2  is always MY slot

The difference between mbase from hbase will be your slot number.

+668 will go to the next slot (player) above you
-668 will go to the next slot (player) below you
Last edited by IcameIsawIcheated on Tue Aug 01, 2006 5:06 am, edited 3 times in total.
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Postby IcameIsawIcheated » Sat Jul 22, 2006 12:56 am

Here are a few cheats you can make with the info posted above. I am not even going to go into D3D possibilities as that is not my thing. I'm a memory hacker. That's what I love to do.


Code: Select all
--iCiSiC-----------------------------------------------------------------
------------------------Delta Force Black Hawk Down----------------------
----------------------------------Cheats---------------------------------

-------------------------------------------------------------------------
----------------------------------Aimbot---------------------------------
-------------------------------------------------------------------------

You can make a pretty damn accurate aimbot with the info from above.
I may update this area eventually on the intricies of an aimbot.

-------------------------------------------------------------------------
-----------------------------MassKill/MassMed----------------------------
-------------------------------------------------------------------------

For this, the only info we need is our x, y & z addresses and team address for Masskill, for MassMed we are gonna need the health address too.

The basic idea is, you read the info in from the slots. You need to copy the value of the xyz from the enemy / friend you want to teleport to and apply that value to your xyz.

You will need to apply the CI before attempting the teleport otherwise the server will kill you. The longer distance you travel the longer you need to have CI on for.

A basic forumla for this would be;

CreateCI(); Sleep(500); me.data->x = Player[target].data->x; me.data->y = Player[target].data->y; me.data->z = Player[target].data->z; double CITime = distxyz * 20; Sleep(CITime); KillCI();

For massmed you obviously only want to teleport to your team mates, and only if they are dead. Basically the opposite of masskill.

-------------------------------------------------------------------------
----------------------------Spawn where you die--------------------------
-------------------------------------------------------------------------

There are several ways to do this. I will only cover 2 of them.

1) Read in your XYZ. When you die copy/store the values of your XYZ. Then when you respawn, apply CI, then write the values back to your xyz that you stored. Then turn CI Off.

2) Read in your XYZ. Apply the same value to all the spawn points addresses.

I use option 1.

-------------------------------------------------------------------------
-----------------------------------Speed---------------------------------
-------------------------------------------------------------------------

This is really easy too. Just simply;

Add a dword value of 1 to your X to go EAST
Sub a dword value of 1 to your X to go WEST
Add a dword value of 1 to your Y to go NORTH
Sub a dword value of 1 to your Y to go SOUTH

Set this on a timer of about 40ms for when you hold down your hotkey... and you will be screaming across the map in no time.

The only problem with this, is it is directional. It also works best when facing north. Fortunately we can solve this.


We can beat this by simple changing our hotkey according to what direction we are facing.

Now, take your lookx and looky addresses.

If you are facing North then I suggest hotkeys as W=NORTH S=SOUTH A=WEST D=EAST
If you are facing South you will need to change the hotkeys to W=SOUTH S=NORTH A=EAST D=WEST
If you are facing East you will need to change the hotkeys to W=EAST S=WEST A=NORTH D=SOUTH
If you are facing West you will need to change the hotkeys to W=WEST S=EAST A=SOUTH D=EAST

Hope that makes sense. Now it shouldn't be directional, which ever way you face, W=Forwards S=Backwards A=Left D=Right

-------------------------------------------------------------------------
----------------------------------Fly/Jump-------------------------------
-------------------------------------------------------------------------

As straight forward as they come.

To go up,

Add a dword value of 1 to your Z

To go down,

Sub a dword value of 1 to your Z

-------------------------------------------------------------------------
----------------------------------Spectate-------------------------------
-------------------------------------------------------------------------

There are 2 ways of doing this.

1) This method involves using the 3rd person XYZ. Pretty straight forward, your just writing the values of 3rd person view xyz to the players xyz you want to spectate.
   This will get your 3rd eprson view as theirs. You can manually adjust this to make the view for forward and down a bit to make it almost first person height etc.

   You also need to write the values of their lookx and looky to your lookx and looky so you are veiwing the same as them.

NOTE: Doing it this way makes your player "follow" the movements of the player you are spectating and people might find it odd that your player is looking at funny directions but never moving.


2) This is by far the easiest way to do it but like the other will require some tweaking also.

All you have to do is adjust your MyBase2 pointer value to coincide with the player you want to spectate. so say your in slot 6 and you want to view someone in slot 7, just add 668 to your MyBase2 value.

-------------------------------------------------------------------------
-------------------------------Xray/ Wallhack----------------------------
-------------------------------------------------------------------------

As usual, very simple.

Sub a dword value of 100 to the buildings Z address value. This will make that building go underground.

Only doing this to one building obviously isn't going to help us much. So we need to do it to everybuilding.

You can count how many buildings/Objects there are in the map by reading from the address of 683F14.

The distance between each building is same as slots.

NOTE: The downside of this is that if a player is ontop of a building, he will appear to be at ground level when he is not. Work a way around this I haven't looked into it much.

-------------------------------------------------------------------------
----------------------------Flag/Target/PSP Padder-----------------------
-------------------------------------------------------------------------

This is just a teleport with a bookmark function.

To make a bookmark, just store the xyz values.

To flag pad in flaggball, set a bookmark on the flag respawn point, then another bookmark on the flag bay.

Then just teleport back and forth. Using CI obviously interchangeably when needed. Use common sense really.

Same method for Targets and PSP's except you dont need to go back and forth.
Last edited by IcameIsawIcheated on Sat Jul 22, 2006 6:41 am, edited 2 times in total.
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Postby SoLo- » Sat Jul 22, 2006 1:06 am

Nice one m8. This will help alot of people. :wink:
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Postby -|Dc|- Jr RageR » Sat Jul 22, 2006 2:45 am

Holy cow , thats a hell of a lot of help to those who want to get started nice one
-|Dc|- Jr RageR
 

Postby IcameIsawIcheated » Sat Jul 22, 2006 3:02 am

This is jsut the beginning :)
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Postby RageR » Sat Jul 22, 2006 3:31 am

uhm m8 i dont think you put the facer value there did you if u didnt it is

+ 20
RageR
 

Postby Rager » Sat Jul 22, 2006 3:35 am

RageR wrote:uhm m8 i dont think you put the facer value there did you if u didnt it is

+ 20




Sorry , u did , my fault
Rager
 

Postby Skins » Wed Jul 26, 2006 5:31 am

nice list....... but could you help me with one aspect.
I've created a listbox and the player slots and names appear.

What would the vb formula be to choose the player I've highlighted in the listbox and take their view?

Thanks
Skins
 

Postby PsychoMantis » Mon Jun 23, 2008 10:59 pm

where do u get them hot keys and dwords on xyz please send me forum `-` i wanna no the flying hack
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Postby PsychoMantis » Fri Jun 27, 2008 1:27 am

[quote="IcameIsawIcheated"]This is jsut the beginning :)[/quote] how do u do them hacks? i need help getting the dwords and the hotkeys :( please help

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Postby Pulse » Sun Feb 01, 2009 5:00 pm

lol
The Pulse™ Of Death™ Has Been Awakened™...Crushing All In Its Way.
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Postby L. Spiro » Sun Feb 01, 2009 7:06 pm

Do you think you are bummybum?
Stop spamming.
Stop reviving dead topics.
Stop posting nonsense.
Stop posting off-topic shit.


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Re: BHD Pointers/Offsets & Value INFO

Postby duke » Mon Dec 07, 2009 1:28 am

if so I must have moderators here I run my job ..
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