salut a tous, c'est modz-eraz je vous releaserai tout les offset que je trouverai afin de vous permettre de coder vos Tools Offset lvl 55 + byte : 0x26FD016 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4C, 0x0F, 0x13 Offset 10 classes : 0x02708522 0x44, 0x80, 0x08, 0x10, 0x01, 0x22, 0x40, 0x04 Offset Tokens : 0x2706938 0xFF, 0xFF Unlock all trophy :Code:string[] strArray = new string[] { "# ZM_DLC2_TRAPPED_IN_TIME", "# ZM_DLC2_POP_GOES_THE_WEASEL", "# ZM_DLC2_FULL_LOCKDOWN", "# ZM_DLC2_GG_BRIDGE", "# ZM_DLC2_PARANORMAL_PROGRESS", "# ZM_DLC2_A_BURST_OF_FLAVOR", "# ZM_DLC2_FEED_THE_BEAST", "# ZM_DLC2_ACID_DRIP", "# ZM_DLC2_MAKING_THE_ROUNDS", "# ZM_DLC1_MONKEY_SEE_MONKEY_DOOM", "# ZM_DLC2_PRISON_SIDEQUEST", "# ZM_DLC1_I_SEE_LIVE_PEOPLE", "# ZM_DLC1_FACING_THE_DRAGON", "# ZM_DLC1_POLYARMORY", "# ZM_DLC1_IM_MY_OWN_BEST_FRIEND", "# ZM_DLC1_MAD_WITHOUT_POWER", "# ZM_DLC1_SLIPPERY_WHEN_UNDEAD", "# ZM_DLC1_SHAFTED", "# ZM_HAPPY_HOUR", "# ZM_DLC1_VERTIGONER", "# ZM_DLC1_HIGHRISE_SIDEQUEST", "# ZM_YOU_HAVE_NO_POWER_OVER_ME", "# ZM_FUEL_EFFICIENT", "# ZM_I_DONT_THINK_THEY_EXIST", "# ZM_UNDEAD_MANS_PARTY_BUS", "# ZM_STANDARD_EQUIPMENT_MAY_VARY", "# ZM_DANCE_ON_MY_GRAVE", "# ZM_TRANSIT_SIDEQUEST", "# ZM_THE_LIGHTS_OF_THEIR_EYES", "# ZM_DONT_FIRE_UNTIL_YOU_SEE", "# MP_MISC_3", "# MP_MISC_5", "# MP_MISC_4", "# SP_MISC_10K_SCORE_ALL", "# MP_MISC_2", "# MP_MISC_1", "# SP_BACK_TO_FUTURE", "# SP_MISC_WEAPONS", "# SP_STORY_99PERCENT", "# SP_STORY_CHLOE_LIVES", "# SP_MISC_ALL_INTEL", "# SP_STORY_MENENDEZ_CAPTURED", "# SP_STORY_HARPER_LIVES", "# SP_STORY_LINK_CIA", "# SP_STORY_OBAMA_SURVIVES", "# ZM_DLC3_WHEN_THE_REVOLUTION_COMES", "# SP_STORY_FARID_DUEL", "# SP_STORY_HARPER_FACE", "# SP_STORY_MASON_LIVES", "# SP_RTS_SOCOTRA", "# SP_RTS_PAKISTAN", "# SP_RTS_CARRIER", "# SP_RTS_DRONE", "# SP_RTS_AFGHANISTAN", "# SP_RTS_DOCKSIDE", "# SP_ONE_CHALLENGE", "# SP_ALL_CHALLENGES_IN_LEVEL", "# SP_ALL_CHALLENGES_IN_GAME", "# SP_VETERAN_FUTURE", "# SP_VETERAN_PAST", "# SP_COMPLETE_HAITI", "# SP_COMPLETE_LA", "# SP_COMPLETE_BLACKOUT", "# SP_COMPLETE_YEMEN", "# SP_COMPLETE_PANAMA", "# SP_COMPLETE_KARMA", "# SP_COMPLETE_PAKISTAN", "# SP_COMPLETE_NICARAGUA", "# SP_COMPLETE_AFGHANISTAN", "# SP_COMPLETE_MONSOON", "# SP_COMPLETE_ANGOLA", "# ZM_DLC3_FSIRT_AGAINST_THE_WALL", "# ZM_DLC3_AWAKEN_THE_GAZEBO", "# ZM_DLC3_MAZED_AND_CONFUSED", "# ZM_DLC3_BURIED_SIDEQUEST", "# ZM_DLC3_IM_YOUR_HUCKLEBERRY", "# ZM_DLC3_ECTOPLASMIC_RESIDUE", "# ZM_DLC3_DEATH_FROM_BELOW", "# ZM_DLC3_CANDYGRAM", "# ZM_DLC3_REVISIONIST_HISTORIAN", "# ZM_DLC4_TOMB_SIDEQUEST", "# ZM_DLC4_ALL_YOUR_BASE", "# ZM_DLC4_PLAYING_WITH_POWER", "# ZM_DLC4_OVERACHIEVER", "# ZM_DLC4_NOT_A_GOLD_DIGGER", "# ZM_DLC4_KUNG_FU_GRIP", "# ZM_DLC4_IM_ON_A_TANK", "# ZM_DLC4_SAVING_THE_DAY_ALL_DAY", "# ZM_DLC4_MASTER_OF_DISGUISE", "# ZM_DLC4_MASTER_WIZARD", "# ZM_PRISON_PERK_CHERRY" }; byte[] c1 = new byte[] { 0x41, 130, 0, 0x7c, 60, 0x60, 0, 0x39, 0x38, 0x80, 0, 0, 0x3b, 0xe3, 0x73, 0xe4, 0x63, 0x43, 0, 0, 0xc3, 0xff, 0, 8 }; byte[] c2 = new byte[] { 0x38, 0x60, 0xff, 0xff, 0x38, 0x80, 0, 1, 60, 160, 2, 0, 0x30, 0xa5, 80, 0, 0x4b, 0xfb, 0x27, 0xd1, 0x41, 130, 0, 0x68 }; for (int i = 0; i < 0x5b; i++) { byte[] c3 = new byte[250]; PS3.SetMemory(0x2005000, c3); PS3.SetMemory(0x2005000, Encoding.ASCII.GetBytes(strArray + "\0")); PS3.SetMemory(0x3979fc, c2); Thread.Sleep(10); PS3.SetMemory(0x3979fc, c1); aimbot :Code: class Offsets { public static uint //G_Client G_Client = 0x1780F28, G_ClientSize = 0x5808, ClientOrigin = 0x28, ClientAngles = 0x56BC, ClientTeam = 0x5504, ClientIsAlive = 0x55D0, ClientStance = 0xFC, //Entity G_Entity = 0x16B9F20, G_EntitySize = 0x31C, SetClientViewAngles = 0x1E1D90; public class Funcs { public static float[] getPlayerPosition(int clientIndex) { float[] Position = Lib.ReadSingle(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientOrigin), 3); return Position; } public static uint G_Client(int clientIndex, uint Mod = 0x00) { return (Offsets.G_Client + (UInt32)Mod) + ((uint)clientIndex * 0x5808); } public static uint G_Entity(int entityIndex, uint Mod = 0x00) { return (Offsets.G_Entity + (UInt32)Mod) + ((uint)entityIndex * 0x31C); } } } public static bool ClientIsSameTeam(int clientIndex, int otherPlayer) { return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) == Lib.ReadInt32(Offsets.Funcs.G_Client(otherPlayer, Offsets.ClientTeam))); } public static bool ClientIsInGame(int clientIndex) { return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, 0x00)) != 0); } public static bool ClientIsAlive(int clientIndex) { return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientIsAlive)) == 0); } public static float[] vectoangles(float[] Angles) { float forward; float yaw, pitch; float[] angles = new float[3]; if (Angles[1] == 0 && Angles[0] == 0) { yaw = 0; if (Angles[2] > 0) pitch = 90f; else pitch = 270f; } else { if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI); else if (Angles[1] > 0) yaw = 90f; else yaw = 270; if (yaw < 0) yaw += 360f; forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1])); pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI); if (pitch < 0) pitch += 360f; } angles[0] = -pitch; angles[1] = yaw; angles[2] = 0; return angles; } public static float[] getVector(float[] point1, float[] point2) { return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) }; } public static float Distance3D(float[] point1, float[] point2) { float deltax = point2[0] - point1[0]; float deltay = point2[1] - point1[1]; float deltaz = point2[2] - point1[2]; return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz))); } public static float Distance2D(float[] point1, float[] point2) { float deltax = point2[0] - point1[0]; float deltaz = point2[1] - point1[1]; return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz))); } public static int GetNearestPlayer(int clientIndex) { int nearestClient = 0; float nearestDistance = 99999999; for (int i = 0; i < MenuBase.MaxClients; i++) { if (i != clientIndex) { if ((ClientIsInGame(i)) && ClientIsAlive(i)) { if (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) != 0) { if (!ClientIsSameTeam(clientIndex, i)) { float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i)); if (Distance < nearestDistance) { nearestDistance = Distance; nearestClient = i; } } } else { float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i)); if (Distance < nearestDistance) { nearestDistance = Distance; nearestClient = i; } } } } } return nearestClient; } private static float CheckStance(int clientIndex) { Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03)); if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A) { return 44f; } if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46) { return 14f; } return 0f; } private static float CheckStanceAttacker(int clientIndex) { Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03)); if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A) { return 46f; } if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46) { return 18f; } return 0f; } private static void SetClientViewAngles(int clientIndex, int Victim) { float[] Vec = getVector(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(Victim)); Vec[2] -= CheckStance(Victim); Vec[2] += CheckStanceAttacker(clientIndex); float[] Angles = vectoangles(Vec); setViewAngles((uint)clientIndex, Angles); } public static void setViewAngles(uint clientIndex, float[] Angles) { Lib.WriteSingle(0x10040000, Angles); RPC.Call(Offsets.SetClientViewAngles, Offsets.Funcs.G_Entity((int)clientIndex), 0x10040000); } (SOURCE NGU ) bonne soirée et bon game