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Playerchams


icon Playerchams #1

Join Date: Aug 2007

Posts: 8643

User-Rating:

199 positive
33 negative
ich hab heute morgen mal schnell die NumVertices und PrimCounts für Call of Duty 6 geloggt. Wer weiß, was er damit zu tun hat, kann sich jetzt einfach nen Chamshack machen:

TEXT Code:
  1. --OPFOR--
  2. -(NumVertices == 418 && primCount == 434 ) ||
  3. -(NumVertices == 629 && primCount == 1050 ) ||
  4. -(NumVertices == 1894 && primCount == 2732 ) ||
  5. -(NumVertices == 248 && primCount == 350 ) ||
  6. -(NumVertices == 451 && primCount == 610 ) ||
  7. -(NumVertices == 592 && primCount == 488 ) ||
  8. -(NumVertices == 927 && primCount == 1522 ) ||
  9. -(NumVertices == 594 && primCount == 570 ) ||
  10. -(NumVertices == 1705 && primCount == 2466 ) ||
  11. -(NumVertices == 292 && primCount == 292 ) ||
  12. -(NumVertices == 754 && primCount == 858 ) ||
  13. -(NumVertices == 68 && primCount == 60 ) ||
  14. -(NumVertices == 112 && primCount == 150 ) ||
  15. -(NumVertices == 493 && primCount == 248 ) ||
  16. -(NumVertices == 193 && primCount == 246 ) ||
  17. -(NumVertices == 1484 && primCount == 1010 ) ||
  18. -(NumVertices == 449 && primCount == 658 ) ||
  19. -(NumVertices == 647 && primCount == 700 ) ||
  20. -(NumVertices == 65 && primCount == 44 ) ||
  21. -(NumVertices == 705 && primCount == 1008 ) ||
  22. -(NumVertices == 486 && primCount == 432 ) ||
  23. -(NumVertices == 1397 && primCount == 1770 ) ||
  24. -(NumVertices == 3210 && primCount == 2994 ) ||
  25. -(NumVertices == 2581 && primCount == 2184 ) ||
  26. -(NumVertices == 1397 && primCount == 1770 ) ||
  27. -(NumVertices == 1545 && primCount == 2178 ) ||
  28. -(NumVertices == 320 && primCount == 260 ) ||
  29. -(NumVertices == 1060 && primCount == 1030 ) ||
  30. -(NumVertices == 64 && primCount == 40 ) ||
  31. -(NumVertices == 664 && primCount == 642 ) ||
  32. -(NumVertices == 287 && primCount == 356 ) ||
  33. -(NumVertices == 667 && primCount == 1078 ) ||
  34. -(NumVertices == 325 && primCount == 330 )
  35. --SK 141--
  36. -(NumVertices == 60 && primCount == 84 ) ||
  37. -(NumVertices == 981 && primCount == 1392 ) ||
  38. -(NumVertices == 2294 && primCount == 3132 ) ||
  39. -(NumVertices == 182 && primCount == 144 ) ||
  40. -(NumVertices == 661 && primCount == 1078 ) ||
  41. -(NumVertices == 8 && primCount == 4 ) ||
  42. -(NumVertices == 276 && primCount == 196 ) ||
  43. -(NumVertices == 347 && primCount == 284 ) ||
  44. -(NumVertices == 894 && primCount == 1462 ) ||
  45. -(NumVertices == 347 && primCount == 266 ) ||
  46. -(NumVertices == 934 && primCount == 1526 ) ||
  47. -(NumVertices == 223 && primCount == 188 ) ||
  48. -(NumVertices == 986 && primCount == 1438 ) ||
  49. -(NumVertices == 1545 && primCount == 2178 ) ||
  50. -(NumVertices == 523 && primCount == 778 ) ||
  51. -(NumVertices == 3210 && primCount == 2994 ) ||
  52. -(NumVertices == 717 && primCount == 1174 ) ||
  53. -(NumVertices == 300 && primCount == 164 ) ||
  54. -(NumVertices == 2581 && primCount == 2184 ) ||
  55. -(NumVertices == 1397 && primCount == 1770 ) ||
  56. -(NumVertices == 667 && primCount == 1078 ) ||
  57. -(NumVertices == 320 && primCount == 260 ) ||
  58. -(NumVertices == 1060 && primCount == 1030 ) ||
  59. -(NumVertices == 930 && primCount == 1416 ) ||
  60. -(NumVertices == 2072 && primCount == 2834 )
  61. --SPEZNAS--
  62. -(NumVertices == 618 && primCount == 594 ) ||
  63. -(NumVertices == 890 && primCount == 1388 ) ||
  64. -(NumVertices == 700 && primCount == 1100 ) ||
  65. -(NumVertices == 247 && primCount == 208 ) ||
  66. -(NumVertices == 1499 && primCount == 1960 ) ||
  67. -(NumVertices == 926 && primCount == 1522 ) ||
  68. -(NumVertices == 351 && primCount == 314 ) ||
  69. -(NumVertices == 668 && primCount == 1078 ) ||
  70. -(NumVertices == 433 && primCount == 550 ) ||
  71. -(NumVertices == 576 && primCount == 860 ) ||
  72. -(NumVertices == 1545 && primCount == 2178 ) ||
  73. -(NumVertices == 3210 && primCount == 2994 ) ||
  74. -(NumVertices == 2581 && primCount == 2184 ) ||
  75. -(NumVertices == 705 && primCount == 1008 ) ||
  76. -(NumVertices == 486 && primCount == 432 ) ||
  77. -(NumVertices == 930 && primCount == 1416 ) ||
  78. -(NumVertices == 2072 && primCount == 2834 ) ||
  79. -(NumVertices == 320 && primCount == 260 ) ||
  80. -(NumVertices == 64 && primCount == 40 ) ||
  81. -(NumVertices == 667 && primCount == 1078 )
  82. --SEALS--
  83. -(NumVertices == 687 && primCount == 1064 ) ||
  84. -(NumVertices == 2244 && primCount == 2944 ) ||
  85. -(NumVertices == 949 && primCount == 1532 ) ||
  86. -(NumVertices == 290 && primCount == 352 ) ||
  87. -(NumVertices == 421 && primCount == 286 ) ||
  88. -(NumVertices == 2080 && primCount == 2940 ) ||
  89. -(NumVertices == 808 && primCount == 1216 ) ||
  90. -(NumVertices == 892 && primCount == 1462 ) ||
  91. -(NumVertices == 660 && primCount == 1078 ) ||
  92. -(NumVertices == 687 && primCount == 1064 ) ||
  93. -(NumVertices == 232 && primCount == 342 ) ||
  94. -(NumVertices == 930 && primCount == 1416 ) ||
  95. -(NumVertices == 2072 && primCount == 2834 ) ||
  96. -(NumVertices == 667 && primCount == 1078 ) ||
  97. -(NumVertices == 320 && primCount == 260 ) ||
  98. -(NumVertices == 1060 && primCount == 1030 ) ||
  99. -(NumVertices == 1397 && primCount == 1770 ) ||
  100. -(NumVertices == 1545 && primCount == 2178 ) ||
  101. -(NumVertices == 523 && primCount == 778 ) ||
  102. -(NumVertices == 3210 && primCount == 2994 ) ||
  103. -(NumVertices == 717 && primCount == 1174 ) ||
  104. -(NumVertices == 2581 && primCount == 2184 )
  105. --RANGER--
  106. -(NumVertices == 319 && primCount == 354 ) ||
  107. -(NumVertices == 249 && primCount == 194 ) ||
  108. -(NumVertices == 941 && primCount == 1524 ) ||
  109. -(NumVertices == 930 && primCount == 1416 ) ||
  110. -(NumVertices == 2072 && primCount == 2834 ) ||
  111. -(NumVertices == 263 && primCount == 202 ) ||
  112. -(NumVertices == 959 && primCount == 1532 ) ||
  113. -(NumVertices == 247 && primCount == 194 ) ||
  114. -(NumVertices == 1397 && primCount == 1770 ) ||
  115. -(NumVertices == 1545 && primCount == 2178 ) ||
  116. -(NumVertices == 523 && primCount == 778 ) ||
  117. -(NumVertices == 2581 && primCount == 2184 ) ||
  118. -(NumVertices == 667 && primCount == 1078 ) ||
  119. -(NumVertices == 320 && primCount == 260 ) ||
  120. -(NumVertices == 1060 && primCount == 1030 ) ||
  121. -(NumVertices == 64 && primCount == 40 )

greetz KN4CK3R

__________________

Hallo
icon #2

Join Date: Dec 2009

Posts: 11

Argh >.<
Genau das brauch ich...nur das ich nicht weis was ich damit anfangen soll  :schaden:
icon #3

Join Date: Dec 2009

Posts: 131

Und für was brauchst du es dann?  :schaden:

__________________

Teigwaren heißen Teigwaren, weil Teigwaren mal Teig waren.
http://s1.directupload.net/images/user/100122/4lg7vxyh.gif
icon #4

Join Date: Aug 2008

Posts: 2594

User-Rating:

17 positive
5 negative
OH NOOOOO!
WIeso hab ich kein WH2.  
icon #5

Join Date: Mar 2010

Posts: 529

Quote from Ghostrider
Und für was brauchst du es dann?  :schaden:

das sind die stings die du brauchst um das model zu definieren....
das heist im klartext du brauchst den code damit du sagen kannst,
dass das model durch die wand sichtbar ist

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MfG geddo  :schaden:
icon #6

Join Date: Dec 2009

Posts: 131

Das war auf

Quote
Argh >.<
Genau das brauch ich...nur das ich nicht weis was ich damit anfangen soll"

bezogen. Denn für was braucht man etwas, wenn man nicht weiß was man damit anfangen soll?

__________________

Teigwaren heißen Teigwaren, weil Teigwaren mal Teig waren.
http://s1.directupload.net/images/user/100122/4lg7vxyh.gif
icon #7

Join Date: Mar 2010

Posts: 529

hat sich geregelt^^ das sind die offsets für die typen...

ich erklärs dir mal als nicht hacker

das ist sozusagen die nummer für die typen in cod6...
wie im knast da hat jeder seine nummer....
und wenn du ein hack codest musst du einen typen definieren indem du sagst

Opfor = die und die nummer...

und dann kannst du später beim hauptcoden wie zumbeispiel chams... bestimmen welche farben Opfor haben soll... verstanden?

habs jetzt in "nichthackersprache" ausgedrückt

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MfG geddo  :schaden: