Offsets VALORANT

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Trydos12

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16 Ocak 2023
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Does anyone have the latest offsets for Valorant?
and he could share

discord: wifigod0001


Valorant için en son dengelemelere sahip olan var mı?

ve paylaşabilirdi

anlaşmazlık: wifigod0001
 
valorant bonecount & bonearray offsetlerini verebilecek varmı thread acamıyorum 10 mesajım var bide eski olan degil ucde paylasılmadı daha yeni atın calısan
 
namespace offsets
{
std::ptrdiff_t uworld_pointer = 0x60; //UWorld*
std::ptrdiff_t uworld_state = 0xA9EEAC0; // game_base (Pointer: 0x60)
std::ptrdiff_t uworld_key = 0xA9EEAC0 + 0x38; // game_base
std::ptrdiff_t g_object_state = 0x8FEFDC0; // game_base
std::ptrdiff_t g_object_key = 0x8FEFDC038; // game_base
std::ptrdiff_t line_of_sight = 0x4ABCA90; // game_base
std::ptrdiff_t bone_matrix = 0x4A893B0; // game_base

// veh deref
std::ptrdiff_t pakman_offset = 0x1B67F90; // deref_pointer_in_game_space_fn -

// world
std::ptrdiff_t persistent_level = 0x38; // world > persistent_level
std::ptrdiff_t game_instance = 0x1A0; // world > game_instance

// player
std::ptrdiff_t localplayers_array = 0x40; // world > game_instance > localplayers_array
std::ptrdiff_t localplayer = 0x40; // world > game_instance > localplayers_array[0]
std::ptrdiff_t player_controller = 0x38; // world > game_instance > localplayers_array[0] > playercontroller
std::ptrdiff_t apawn = 0x460; // world > game_instance > localplayers_array[0] > playercontroller > apawn // aactor > apawn

// vector
std::ptrdiff_t root_component = 0x230; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component // aactor > root_component
std::ptrdiff_t root_position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > root_position // aactor > root_component > position

// controllers
std::ptrdiff_t damage_handler = 0x9e0; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_handler // aactor > damage_controller
std::ptrdiff_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller

// camera
std::ptrdiff_t camera_position = 0x1260; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
std::ptrdiff_t camera_rotation = 0x120C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
std::ptrdiff_t camera_fov = 0x3ec; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov
std::ptrdiff_t camera_manager = 0x510; // world > game_instance > localplayers_array[0] > playercontroller > camera_manager


// level > actors
std::ptrdiff_t actor_array = 0xA0; // world > persistent_level > actor_array
std::ptrdiff_t actors_count = 0x18; // world > persistent_level > actors_count

// level > actors info
std::ptrdiff_t actor_id = 0x18; // world > persistent_level > aactor > actor_id
std::ptrdiff_t unique_id = 0x38; // world > persistent_level > aactor > unique_id
std::ptrdiff_t team_component = 0x628; // world > persistent_level > aactor > player_state > team_component
std::ptrdiff_t team_id = 0xF8; // world > persistent_level > aactor > team_component > team_id
std::ptrdiff_t health = 0x1B0; // world > persistent_level > aactor > damage_controller > health
std::ptrdiff_t dormant = 0x100; // world > persistent_level > aactor > dormant
std::ptrdiff_t player_state = 0x3F0; // world > persistent_level > aactor > player_state

// mesh
std::ptrdiff_t control_rotation = 0x440;
std::ptrdiff_t mesh = 0x430; // world > persistent_level > aactor > mesh
std::ptrdiff_t component_to_world = 0x250; // world > persistent_level > aactor > mesh > component_to_world
std::ptrdiff_t bone_array = 0x5C0; // world > persistent_level > aactor > mesh > bone_array
std::ptrdiff_t bone_count = 0x5C8; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
std::ptrdiff_t last_submit_time = 0x378; // world > persistent_level > aactor -> mesh -> last_submit_time
std::ptrdiff_t last_render_time = 0x374; // world > persistent_level > aactor -> mesh -> last_render_time

// chams / glow chams : method1 - BlackMax97
std::ptrdiff_t outline_modee = 0x330; // mesh > outline_mode
std::ptrdiff_t attach_children = 0x110; // mesh > attach_children
std::ptrdiff_t attach_children_count = 0x118; // mesh > attach_children + 0x8

// chams / glow chams : method2 - unknownjunks
std::ptrdiff_t outline_component = 0x1128; // actor > outline_component3p
std::ptrdiff_t outline_mode = 0x2B1; // outline_component3p > outline_mode

// chams / glow chams colors
std::ptrdiff_t outline_ally_color = 0x9044340; // game_base
std::ptrdiff_t outline_enemy_color = 0x9045C20; // game_base

// minimap
std::ptrdiff_t portrait_minimap_component = 0x10c0; // actor > portrait_minimap_component
std::ptrdiff_t character_minimap_component = 0x10c8; // actor > character_minimap_component
std::ptrdiff_t local_observer = 0x530; // minimap_component > local_observer
std::ptrdiff_t is_visible = 0x501; // minimap_component > is_visible
}


Someone have new offsets?
 
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