Hired ops ошибка unity

rpopulik

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Hired Ops (Steam) — Encrypted *.unity3d file ?

Hi there,
I’ve recently bought on Steam Hired Ops game. It’s a standalone version of Contract Wars unity webplayer shooter. I bought this game because I wanted to work with its weapons models. I had no problems with extracting webplayer version assets before, but in webplayer version, I didn’t have access to all game resource, only to these downloaded for game sessions. That’s why I got standalone version. And generally, in this version I don’t have problem with extracting game assets (in *unity3d format) except one folder, unfortunately the most important one, which contains all HQ weapons assets (mostly models and textures files I guess). This folder contains files which look like they are some kind of encrypted. I attached two files: sil_pbs4-lod.unity3d, which extracts with no problems, and ak74.unity3d, which is probably encrypted:
http://www.mediafire.com/file/jc3xd7w7q … nity3d.zip

So — is there any way to decrypt or convert in other way the second file to make it readable by one of the known unity3d asset extractors ?

Thanks in advance for any help.

Acewell

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Re: Encrypted *.unity3d file ?

Post

by Acewell » Fri May 19, 2017 9:18 am

its xored with 0x47 :D

Code: Select all

# script for QuickBMS http://quickbms.aluigi.org

get SIZE asize
get EXT extension
get NAME basename
string NAME + "_unxored."
string NAME + EXT
filexor 0x47 0x0
log NAME 0x0 SIZE

Last edited by Acewell on Fri May 19, 2017 3:47 pm, edited 1 time in total.

rpopulik

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Re: Encrypted *.unity3d file ?

Post

by rpopulik » Fri May 19, 2017 11:04 am

AceWell wrote:its xored with 0x47 :D

Thanks Man! :D You really made me happy. If you need help with modelling, texturing or animating, don’t bother to write.

However unity quickmbs scritp doesn’t extract unxored file too, I still can successfully use some of the other available tools (already did it :))

Subnautica Below Zero наконец-то смогла выйти из раннего доступа и уже официально запущена на ПК и консолях. Игра отличилась оригинальным геймплеем и неплохой оптимизацией, но и жалоб на работу игры хватает, особенно у пользователей компьютерной версии. Среди прочих проблем, часто упоминают сбой при создании или загрузке сохранения, ошибку «UnityPlayer.dll Caused Access Violation (0xc0000005)», посторонние звуки в динамиках, вылеты, лаги, невозможность запуска и т. п. Мы подготовили список частых неполадок Subnautica Below Zero и постараемся помочь их исправить.

Содержание

  • Как исправить ошибки в Subnautica Below Zero?
    • Игра не сохраняется
    • Сбой при попытке загрузить сохранение
    • Зависания, потрескивания звука
    • Subnautica Below Zero не запускается или вылетает при старте
    • UnityPlayer.dll Caused Access Violation (0xc0000005)
    • Черный или белый экран на Mac
    • Черный экран или компьютер не отвечает Windows
    • Не работают контроллеры PS, Xbox, Switch на Mac и Windows
    • Мир пуст или игрок не может в нем двигаться
    • Низкий fps, лаги

Subnautica Below Zero снова переносит нас на планету 4546B, которую мы уже исследовали в оригинальной части. Однако теперь здесь много новых испытаний и масса важных дополнений к сюжету. Те, кто ее уже успел испытать, положительно отзываются о графике, геймплее и атмосфере. Есть и те, кто столкнулся с трудностями, вроде проблем с загрузкой сохранений, ошибки 0xc0000005, сбоями при запуске, зависаниями и т. п. Здесь вы найдете все, что нам удалось найти о неполадках игры и способах их исправления.

Игра не сохраняется

Судя по комментариям и логам игроков, дело в том, что игра зависает с событием опасности. Когда вы находитесь в состоянии боя, сохраниться не получится. Таким образом весь игровой прогресс, пройденный с момента предыдущего сохранения, будет утрачен. Лучшее, что мы можем предложить – предотвратить проблему в следующий раз. Для этого следует перейти в C:Program Files (x86)SteamsteamappscommonSubnauticaZeroSNAppDataSavedGamesslot0001 и удалить папки .BatchObjects и CellsCache. Должно сработать.

Сбой при попытке загрузить сохранение

Одна из самых частых проблем Subnautica Below Zero заключается в том, что пользователей выбрасывает из игры при попытке загрузить сохранение. Благо, исправить это весьма просто.

Инструкция:

  1. Открываем папку, в которую установили Steam и ищем в одном из подразделов – SavedGames. Обычно путь выглядит так: C:Program Files (x86)SteamsteamappscommonSubnauticaZeroSNAppDataSavedGames.
  2. Внутри конечной папки удаляем файл autocloud.vdf и можем запускать игру.
  3. Еще разработчики советуют удалить файлы из каталогов SavesDir и SavesDir2, а также – всю директорию CellsCache из каталога «AppData».

Теперь все должно работать, при этом само сохранение не пострадает.

Зависания, потрескивания звука

Subnautica Lower Zero «грешит» тем, что нередко воспроизводит звук с лагами, заиканиями, а также может слышаться неприятный треск, он особенно отчетлив в моменты нападения хищников.

Причины и способы исправления проблем со звуком:

  • Настройка вертикальной синхронизации. Самый простой способ избавления от сбоя – выключить v.sync полностью. Однако, чтобы не терять четкость и плавность работы игры, ее нужно просто настроить. Это применимо только в том случае, если установлена видеокарта хотя бы серии GTX 1xxx или выше. Для этого открываем «Панель управления Nvidia», в блоке «Управление настройками 3D» выбираем «Настройки программы». Делаем активной Subnautica и для «Вертикальной синхронизации» устанавливаем значение «Быстро».
  • Проверка контактов наушников или колонок с разъемом на системном блоке.
  • Меняем частоты дискретизации. Для этого в «Панели управления» идем в раздел «Звук», жмем ПКМ по активному устройству (где наблюдаются проблемы со звуком) и выбираем «Свойства». На странице «Дополнительно» путем проб выставляем правильные частоты.

ошибки Subnautica Below Zero

Subnautica Below Zero не запускается или вылетает при старте

Подобное поведение может быть следствием нескольких причин:

  • Недостаточно привилегий. Следует выдать игре полномочия администратора в свойствах ярлыка.
  • Обновляем Microsoft Visual C++, особенно при наличии ошибок «vcruntime140_1.dll или MSVCP140.dll не найден».
  • Отключаем антивирус и Защитник Windows.
  • Проверяем, что в пути к игре нет папок с русскими символами.
  • Снижаем частоту работы графического процессора. У многих это сработало, поэтому очень советую попробовать. Достаточно через MSI Afterburner снизить частоту на 100 МГц. Эта игра не любит разгон и отказывается с работать с оборудованием на повышенных частотах.

ошибки Subnautica Below Zero

UnityPlayer.dll Caused Access Violation (0xc0000005)

Бывает, что Subnautica Below Zero указывает на нарушение прав доступа и пишет ошибку 0xc0000005, которая препятствует запуску игры.

Как это исправить:

  • Выключаем средства защиты Windows и проверяем файлы игры с помощью функции в Steam (проверка целостности файлов).
  • Активируем сканирование системы. Для этого достаточно в командную строку вставить sfc /scannow.

ошибки Subnautica Below Zero

Черный или белый экран на Mac

После перехода с OpenGL на Metal появляются баги графики, при чем много у кого. Это распространено в новых компьютерах Mac, у которых установлен процессор M1 вместо Intel. В определенный момент времени экран становится белым или черным, в зависимости от направления взгляда. Единственный способ это исправить – установить экспериментальную версию игры.

Инструкция:

  1. Открываем Steam, а в нем «Свойства» для Subnautica: Lower Zero.
  2. Идем на вкладку «Бета-версии» и отписываемся от беты.
  3. В списке выбираем пункт «Экспериментальная – автоматические ежедневные обновления. Множество ошибок!».
  4. Ждем загрузки новых файлов и запускаем игру.

Черный экран или компьютер не отвечает Windows

Если в один момент игра становится черной, вылетает или перестает реагировать, а в «Диспетчере задач» написано «Не отвечает», мы вам поможем. Также одной из разновидностей проблемы является ошибка GPU Crash (Сбой графического процессора). Ничего страшного нет, вы сохраните свое прохождение. Дело в проблемах с ультра-широкоформатными экранами.

Как исправить черный экран:

  1. Удаляем папку с кэшем CellsCache.
  2. Снижаем разрешение экрана до FHD или даже немного меньше.
  3. Если не сработало, можно попробовать оконный режим.

Не работают контроллеры PS, Xbox, Switch на Mac и Windows

Много пользователей сообщают, что их геймпады отказываются нормально работать в игре. Они то ли позволяют перемещать камеру по одной оси, то ли не обрабатывают действия в меню и т. п. Скорее всего это недоработка разработчиков, которую со временем поправят. Можно попробовать это исправить вручную.

Руководство:

  1. Запускаем Steam и идем в «Свойства» игры.
  2. Переходим на страницу «Контроллеры» и выключаем все активные пункты.

ошибки Subnautica Below Zero

Мир пуст или игрок не может в нем двигаться

Бывает, что после запуска игры, в ней нет ни одного существа или другого объекта. Еще одна разновидность сбоя – игрок не может пошевелиться. Что характерно, проблема возникает при новой генерации мира. Дело в моде Qmod, вместе с которым запускается BepinEx (возможно, для оригинальной версии Subnautica). Следует удалить эту папку из каталога с игрой и все заработает.

Низкий fps, лаги

Больших проблем с производительностью игра не испытывает, поэтому первым делом следует проверить, что ваша система удовлетворяет требования Subnautica Below Zero. Если это так, рекомендуем снизить качество графики и заблокировать fps на меньшем уровне. Операции с корректировкой графических настроек можем выполнить в «Панели управления» для конкретной игры.

Это все распространенные и частые проблемы Subnautica Lower Zero, а также действия, которые могут помочь пользователям, столкнувшимся с ними. В руководстве есть методы решения для ошибок при сохранении или загрузки сейва, 0xc0000005, черного или белого экрана, проблем с запуском, лагами и т. п. Практически все жалобы пользователей указывают на перечисленные проблемы, поэтому скорее всего вы найдете среди списка свою неполадку и сможете ее исправить.


27 сентября 2022


27.09.22

0

181

При попытке зайти в Hired Ops игра начинает бесконечно грузиться не давая зайти даже в главное меню. Поддержка игры молчит и в ВК и Mail.ru 0 ответа. После я нашёл лог игры где написано что не подгружаются анимации оружия и как это фиксить непонятно. Ниже скину лог.

Initialize engine version: 2018.4.13f1 (8c8a3ab55330)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: Radeon RX550/550 Series (ID=0x699f)
    Vendor:   
    VRAM:     4075 MB
    Driver:   31.0.12019.9007
WARNING: Shader Unsupported: 'p0/Normal-BumpSpec W sm2' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'p0/Normal-BumpSpec W sm2' - Pass 'DEFERRED' has no vertex shader
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

The referenced script on this Behaviour (Game Object 'Menu') is missing!
 
(Filename:  Line: 294)

The referenced script on this Behaviour (Game Object 'CharacterViewCamera') is missing!
 
(Filename:  Line: 294)

WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
UnloadTime: 0.289600 ms
Rewired: Searching for compatible XInput library...
UnityEngine.Logger:Log(String, Object)
Rewired.Logger:LogNow(Object, Boolean)
Rewired.Logger:Log(Object, Boolean)
sxtdmvdJNEmRDlRvwyfVGLyoqmo:.ctor(Boolean, UpdateLoopSetting, Func`2, Func`1)
vCpiwUiDTaWkOrFKugmyANrixYrO:JZJFPxWzoszIILJiQvZbDgolKrX(ConfigVars, Boolean)
vCpiwUiDTaWkOrFKugmyANrixYrO:.ctor(ConfigVars, Func`2, Func`1)
Rewired.InputManagers.Initializer:Initialize(ConfigVars)
lFACbZWvwbVGDaTxHSKEQGjaANV:OBfHBBqBlfdQgaaXWZklCPqCQkob(String, List`1, ConfigVars)
System.Diagnostics.Tracing.Transformer`1:Invoke(ValueType)
Rewired.ReInput:laXxlyawzgXatVMbWmLfYyMkYBo(Func`2)
Rewired.ReInput:OBfHBBqBlfdQgaaXWZklCPqCQkob(InputManager_Base, Func`2, ConfigVars, ControllerDataFiles, UserData)
Rewired.InputManager_Base:Initialize()
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Rewired: Found Xinput1_4.dll.
UnityEngine.Logger:Log(String, Object)
Rewired.Logger:LogNow(Object, Boolean)
Rewired.Logger:Log(Object, Boolean)
sxtdmvdJNEmRDlRvwyfVGLyoqmo:.ctor(Boolean, UpdateLoopSetting, Func`2, Func`1)
vCpiwUiDTaWkOrFKugmyANrixYrO:JZJFPxWzoszIILJiQvZbDgolKrX(ConfigVars, Boolean)
vCpiwUiDTaWkOrFKugmyANrixYrO:.ctor(ConfigVars, Func`2, Func`1)
Rewired.InputManagers.Initializer:Initialize(ConfigVars)
lFACbZWvwbVGDaTxHSKEQGjaANV:OBfHBBqBlfdQgaaXWZklCPqCQkob(String, List`1, ConfigVars)
System.Diagnostics.Tracing.Transformer`1:Invoke(ValueType)
Rewired.ReInput:laXxlyawzgXatVMbWmLfYyMkYBo(Func`2)
Rewired.ReInput:OBfHBBqBlfdQgaaXWZklCPqCQkob(InputManager_Base, Func`2, ConfigVars, ControllerDataFiles, UserData)
Rewired.InputManager_Base:Initialize()
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load shaders on startup.
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.Steam.Matchmaking.Client:ßßßßààßßàßßßàßàßààßàßßßßàßßààßßààßààààßßàßààßßß(Boolean)
ßààßßßàààßàßßßßààßàßßàßßßàßßßààßàààààßßààßàßààà:Invoke(Boolean)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Default
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load animations on startup.
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.Steam.Matchmaking.Client:ßààßàààßßßßàßààßßààßßßààßßßßàßàßàßàßßßßààßàßßßß(Boolean)
ßààßßßàààßàßßßßààßàßßàßßßàßßßààßàààààßßààßàßààà:Invoke(Boolean)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Ak12
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Akms
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Hk243
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Kedr
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Mp5K
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Mpx
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Failed load weapon animations load failed: TkpdA
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: Vltor
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: Vss
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: X95
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: Kriss
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: Mdrc
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: Mr133
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: M60
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: MGL
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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Failed load weapon animations load failed: Pecheneg
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: RG6
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
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(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: Pistol
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: akms
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: akms
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
XcWRRyQrMUybIgFNMnIDNDpYfxs:Invoke()
Assets.Scripts.ResourceSystem.CWSA.Loaders.àßßàààßßààßßàààßßààßßßààßààààßàààßßàßàßßßààààßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Failed load weapon animations load failed: akms
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Assets.Scripts.ResourceSystem.CWSA.ResourceManager:ààßßàßàßàßàààààßßàßßßßàààßàßßßßàßààààßààßßßàßàà(String)
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Assets.Scripts.ResourceSystem.CWSA.Loaders.ßßààßààßßßàßßßàààààßßßàßßßßßàßßàßßàßßàßßààßàßàß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:buildslaveunitybuildRuntime/Export/Debug.bindings.h Line: 45)

Unknown gameMode: tag_hunt
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
ààààààßààßààßàààßßßàßàßßàààßààààßààßßàßßààßßàßà:Convert(Dictionary`2, Boolean)
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ßàßßßßàßàßàßßßààßßàààßßàßßßßàßßßßßßàààßàßßßàßàà:Convert(Dictionary`2, Boolean)
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ßßßàßßàààßßàßßßßààßàßàßàßßàßàßàßßßßßààßààßàààßß:ßàßààßàßàààßßßàààßàßàßßàßßààààßßàßàßààßßàßàààßà(Dictionary`2)
àààßßàßßàßàßßßßßàßßßààßßßßààààààßßßßßàßàßàààààß:ßàßàßààßàßàààßßàßààààßßàààßàààààßààßàààààßààààß(Dictionary`2)
ßßßààßßààßààààßààààààßààààßàßßààßàßààßßßàßàßààà:ßßßàßààßßàßàßßàààßßàààßßàßàßààààßßßàààßàßßàßààß(String)
ßßßßàßßààßßßßàßààßààßààßßàßßßßààßßßààßàßààààßßß:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
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Hired Ops crashes? Game not starting? Bugs in Hired Ops? Solution to most technical problems.

If Hired Ops crashes, Hired Ops will not start, Hired Ops not installing, there are no controls in Hired Ops, no sound in game, errors happen in Hired Ops – we offer you the most common ways to solve these problems.

Be sure to update your graphics card drivers and other software

Before letting out all of your bad feelings toward development team, do not forget to go to the official website of your graphics card manufacturer and download the latest drivers. There are often specially prepared optimized drivers for specific game. You can also try to install a past versions of the driver if the problem is not solved by installing the current version.
It is important to remember that only the final version of the video card driver must be loaded – try not to use the beta version, since they can have some terrible bugs.

Do not also forget that for good game operation you may need to install the latest version DirectX, which can be found and downloaded from official Microsoft website.

Hired Ops not starting

Many of the problems with games launching happen because of improper installation. Check, if there was any error during installation, try deleting the game and run the installer again, but before install don’t forget to disable antivirus – it may often mistakenly delete files during installation process. It is also important to remember that the path to the folder with a game should contain only Latin characters and numbers.

You also have to check whether there is enough space on the HDD for installation. You can also try to run the game as an administrator in compatibility mode with different versions of Windows.

Hired Ops crashes. Low FPS. Friezes. Hangs

Your first solution to this problem install new drivers for a video card. This action can drastically rise game FPS. Also, check the CPU and memory utilization in the Task Manager (opened by pressing CTRL + SHIFT + ESCAPE). If before starting the game you can see that some process consumes too many resources — turn off the program or simply remove this process from Task Manager.

Next, go to the graphics settings in the game. First – turn off anti-aliasing and try to lower the setting, responsible for post-processing. Many of them consume a lot of resources and switching them off will greatly enhance the performance, and not greatly affect the quality of the picture.

Hired Ops crashes to the desktop

If Hired Ops often crashes to the desktop, try to reduce quality of the graphics. It is possible that your PC just does not have enough performance and the game may not work correctly. Also, it is worth to check out for updates — most of today’s games have the automatic patches installation system on startup if internet connection is available. Check to see whether this option is turned off in the settings and switch it on if necessary.

Black of black screen in the Hired Ops

The most common issue with black screen is a problem with your GPU. Check to see if your video card meets the minimum requirements and install the latest drivers. Sometimes a black screen is the result of a lack of CPU performance.

If everything is fine with your hardware and it satisfies the minimum requirements, try to switch to another window (ALT + TAB), and then return to the game screen.

Hired Ops is not installed. Installation hangs

First of all, check that you have enough space on the HDD for installation. Remember that to work properly installer requires the declared volume of space, plus 1-2 GB of additional free space on the system drive. In general, remember this rule – you must always have at least 2 gigabytes of free space on your system drive (usually it’s disk C) for temporary files. Otherwise, the games and the other software may not work correctly or even refuse to start.

Problems with the installation may also be due to the lack of an internet connection or it’s instability. Also, do not forget to stop the antivirus for the time game installation – sometimes it interferes with the correct file copy, or delete files by mistake, mistakenly believing they are viruses.

Saves not working in Hired Ops

By analogy with the previous solution, check for free space on HDD — both on where the game is installed, and the system drive. Often your saves are stored in a folder of documents, which is separate from the game itself.

Controls not working in Hired Ops

Sometimes the controls in game do not work because of the simultaneous connection of multiple input devices. Try disabling gamepad, or, if for some reason, you have two connected keyboards or mouses, leave only one pair of devices. If your gamepad does not work, remember — the games usually officially support only native Xbox controllers. If your controller is defined in system differently — try using software that emulates the Xbox gamepad (eg, x360ce — step by step manual can be found here).

No sound in Hired Ops

Check if the sound works in other programs. Then check to see if the sound is turned off in the settings of the game, and whether there is correct audio playback device selected, which is connected your speakers or headset. After this check volumes in system mixer, it can also be turned off there.

If you are using an external audio card — check for new drivers at the manufacturer’s website.

Некоторые пользователи могут столкнуться с ошибкой при запуске игр на движке Unity. Сегодня я расскажу вам, как можно решить эту проблему.

Подобная ошибка может возникнуть на старых версиях Windows, в основном на Windows 7 и более ранних операционных системах. Если игра работала, но в какой-то момент перестала запускаться, то скорее всего разработчики приложения обновили версию движка. Решить эту проблему можно несколькими способами.

Steam:

  1. Откройте библиотеку Steam и найдите нужную игру.
  2. Нажмите на игру ПКМ и выберите «Свойства».
  3. В поле «Параметры запуска» впишите следующую команду: «-force-glcore» без кавычек.

Параметр использует новую серверную часть программного интерфейса OpenGL. С помощью этого аргумента Unity обнаружит все функции, поддерживаемые платформой, для работы с наилучшей возможной версией OpenGL и всеми доступными расширениями. В большинстве случаев это поможет избавиться от ошибки и позволит корректно запустить приложение.

Другой цифровой магазин:

  1. Откройте корневую папку с игрой и найдите исполняемый файл с расширением .exe (например, unturned.exe).
  2. Нажмите ПКМ и выберите «Свойства».
  3. Впишите команду «-force-glcore» без кавычек в поле «Объект» после основного названия файла.
  4. Нажмите «Применить» и запустите игру.

Пост создан пользователем

Каждый может создавать посты на VGTimes, это очень просто — попробуйте!

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    [Release] Hired OPS | Modified Assembly [ESP] [NO-RECOIL]

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    Old
    19th August 2019, 12:10 PM

     
    #21

    logimy

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    Quote:

    Originally Posted by weeaboospls
    View Post

    I haven’t tried editing it but i would expect the obfuscation to mess with the compiler? Though you should probably do the regular unity internal anyways instead of editing the file directly, would be much more compatible with game updates. Worst case would be that you have to do the whole editing again after an update.

    Thanks, i’ll try it.


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    19th August 2019, 09:05 PM

     
    #22

    kind324

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    thank you for sharing c:


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    Old
    19th August 2019, 09:58 PM

     
    #23

    OGExentric

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    Quote:

    Originally Posted by weeaboospls
    View Post

    There are many properties within BaseWeapon that calculate weapon stats, just hook the getters and set whatever.

    Accuracy / No Spread (idk if it works perfectly, looks fine ingame but the value that this returns will later be used for calculating spread, you could also hook the spread function):

    Code:

    public float hkGetCurrentAccuracy()
    {
        return 0f;
    }

    Firerate:

    Code:

    public float hkGetFirerateAbsoluteValue()
    {
        return 1000000f;
    }

    Reload speed can also be set that way but i can’t confirm that it works as i haven’t tried it.
    However i do this for infite ammo, you don’t have to reload anymore

    Code:

    localPlayer.Ammo.CurrentWeapon.state.clips = 10000;

    Also, ESP:

    Code:

    public static void ESP()
    {
        List<EntityNetPlayer> players = UnityNetworkConnection.ClientGame.AlivePlayers;
        for (int i = 0; i < players.Count; i++)
        {
            if (players[i].IsTeammate(localPlayer))
                continue;
    
            Vector3 w2sHead = Camera.main.WorldToScreenPoint(players[i].playerBoneFinder.NPC_Head.position);
            Vector3 w2sBottom = Camera.main.WorldToScreenPoint(players[i].playerBoneFinder.NPC_root.position);
            float height = Math.Abs(w2sHead.y - w2sBottom.y);
            float width = height * 0.65f;
    
            if (w2sHead.z > 0f)
            {
                Draw.DrawRect(new Rect(w2sHead.x - (width / 2f), Screen.height - w2sHead.y, width, height), Draw.texRed);
            }
        }
    }

    I haven’t tried editing it but i would expect the obfuscation to mess with the compiler? Though you should probably do the regular unity internal anyways instead of editing the file directly, would be much more compatible with game updates. Worst case would be that you have to do the whole editing again after an update.

    Yeah I have started working on an internal project, editing it directly was just becoming to much of a pain in the ass..


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    20th August 2019, 07:17 PM

     
    #24

    samucathums

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    +rep waiting for approval I’m very excited


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    20th August 2019, 09:14 PM

     
    #25

    MagixNL

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    plz approve


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    20th August 2019, 10:43 PM

     
    #26

    logimy

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    Quote:

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    View Post

    plz approve

    It will be approved after game update
    There is pretty much info in thread to make your own cheat, read it pls.


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    21st August 2019, 12:27 AM

     
    #27

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    Quote:

    Originally Posted by logimy
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    It will be approved after game update
    There is pretty much info in thread to make your own cheat, read it pls.

    I’m a noob at this, don’t even know how to properly use dnSpy. Believe I tried, but while searching for the right codes, they didn’t appear, maybe I’m doing something wrong. I’m willing to learn how to do it, but don’t know where to start.


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    21st August 2019, 08:02 AM

     
    #28

    marian4o

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    Retard with pc here… where should i put those codes? in the Assembly-CSharp or should i make new project? Please dont hate me


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    21st August 2019, 08:53 AM

     
    #29

    poul1972

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    Hello! when will it be possible to test the ESP?


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    21st August 2019, 11:10 AM

     
    #30

    weeaboospls

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    Quote:

    Originally Posted by marian4o
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    Retard with pc here… where should i put those codes? in the Assembly-CSharp or should i make new project? Please dont hate me

    You can do both but i would suggest to make your own dll module.
    Check this thread for some basic info to get you started: A Beginner’s Guide To Hacking Unity Games


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    21st August 2019, 01:23 PM

     
    #31

    marian4o

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    Since i dont understand most of the stuff i will try to simply edit some stuff… can you tell me where to find »localPlayer.Ammo.CurrentWeapon.state.clips»’?


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    21st August 2019, 01:55 PM

     
    #32

    uyiawdgbuyabgvd

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    Quote:

    Originally Posted by weeaboospls
    View Post

    There are many properties within BaseWeapon that calculate weapon stats, just hook the getters and set whatever.

    Accuracy / No Spread (idk if it works perfectly, looks fine ingame but the value that this returns will later be used for calculating spread, you could also hook the spread function):

    Code:

    public float hkGetCurrentAccuracy()
    {
        return 0f;
    }

    Firerate:

    Code:

    public float hkGetFirerateAbsoluteValue()
    {
        return 1000000f;
    }

    Reload speed can also be set that way but i can’t confirm that it works as i haven’t tried it.
    However i do this for infite ammo, you don’t have to reload anymore

    Code:

    localPlayer.Ammo.CurrentWeapon.state.clips = 10000;

    Also, ESP:

    Code:

    public static void ESP()
    {
        List<EntityNetPlayer> players = UnityNetworkConnection.ClientGame.AlivePlayers;
        for (int i = 0; i < players.Count; i++)
        {
            if (players[i].IsTeammate(localPlayer))
                continue;
    
            Vector3 w2sHead = Camera.main.WorldToScreenPoint(players[i].playerBoneFinder.NPC_Head.position);
            Vector3 w2sBottom = Camera.main.WorldToScreenPoint(players[i].playerBoneFinder.NPC_root.position);
            float height = Math.Abs(w2sHead.y - w2sBottom.y);
            float width = height * 0.65f;
    
            if (w2sHead.z > 0f)
            {
                Draw.DrawRect(new Rect(w2sHead.x - (width / 2f), Screen.height - w2sHead.y, width, height), Draw.texRed);
            }
        }
    }

    I haven’t tried editing it but i would expect the obfuscation to mess with the compiler? Though you should probably do the regular unity internal anyways instead of editing the file directly, would be much more compatible with game updates. Worst case would be that you have to do the whole editing again after an update.

    Where are you declaring localPlayer? I can’t find where it is declared anywhere in the dll


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    21st August 2019, 02:10 PM

     
    #33

    weeaboospls

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    Quote:

    Originally Posted by uyiawdgbuyabgvd
    View Post

    Where are you declaring localPlayer? I can’t find where it is declared anywhere in the dll

    Quote:

    Originally Posted by marian4o
    View Post

    Since i dont understand most of the stuff i will try to simply edit some stuff… can you tell me where to find »localPlayer.Ammo.CurrentWeapon.state.clips»’?

    localPlayer is UnityNetworkConnection.ClientGame.LocalPlayer, so you would access it as

    Code:

    UnityNetworkConnection.ClientGame.LocalPlayer.Ammo.CurrentWeapon.state.clips = 10000;

    You might want to null check ClientGame & LocalPlayer depending on where you actually call this.

    Game just updated btw, idk what changed yet but this release might be outdated.



    Last edited by weeaboospls; 21st August 2019 at 02:23 PM.


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    21st August 2019, 02:17 PM

     
    #34

    uyiawdgbuyabgvd

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    Quote:

    Originally Posted by weeaboospls
    View Post

    localPlayer is UnityNetworkConnection.ClientGame.LocalPlayer, so you would access it as

    Code:

    UnityNetworkConnection.ClientGame.LocalPlayer.Ammo.CurrentWeapon.state.clips = 10000;

    You might want to null check ClientGame & LocalPlayer depending on where you actually call this.

    Game just updated btw, idk what changed yet but this release might be outdated.

    I noticed, but the changes can probably just be ported because the update seems small

    Quote:

    Originally Posted by weeaboospls
    View Post

    localPlayer is UnityNetworkConnection.ClientGame.LocalPlayer, so you would access it as

    Code:

    UnityNetworkConnection.ClientGame.LocalPlayer.Ammo.CurrentWeapon.state.clips = 10000;

    You might want to null check ClientGame & LocalPlayer depending on where you actually call this.

    Game just updated btw, idk what changed yet but this release might be outdated.

    Also, where are these located
    public float hkGetFirerateAbsoluteValue()
    {
    return 1000000f;
    }
    public float hkGetCurrentAccuracy()
    {
    return 0f;
    }
    and in the ESP, is «Draw» supposed to reference something?
    Draw.DrawRect(new Rect(w2sHead.x — (width / 2f), Screen.height — w2sHead.y, width, height), Draw.texRed);


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    21st August 2019, 07:21 PM

     
    #35

    weeaboospls

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    Quote:

    Originally Posted by uyiawdgbuyabgvd
    View Post

    Also, where are these located
    public float hkGetFirerateAbsoluteValue()
    {
    return 1000000f;
    }
    public float hkGetCurrentAccuracy()
    {
    return 0f;
    }
    and in the ESP, is «Draw» supposed to reference something?
    Draw.DrawRect(new Rect(w2sHead.x — (width / 2f), Screen.height — w2sHead.y, width, height), Draw.texRed);

    They are located nowhere, just examples what you would do in your hook functions, i actually do some more things so i can turn the features on & off while playing
    Original functions are in BaseWeapon class as said.

    Draw is my own drawing class, not gonna bother to post it because it isn’t related to the game, there are many resources on how to make one & pasteable ones around. You can also use GUI.Box from Unity but it’s ugly if you use it as is.


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    22nd August 2019, 12:51 AM

     
    #36

    srosh

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    So a problem I’ve ran into is when you delete SClient.dll about 2 minutes into a game you’ll get kicked for suspicious activity even when not using any cheats or changing any values I tested that specifically without changing anything first to see what problems would arrive would we put SClient.dll back in after changing values? I kinda see a quick ban hammer that way?


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    22nd August 2019, 01:30 AM

     
    #37

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    Quote:

    Originally Posted by weeaboospls
    View Post

    They are located nowhere, just examples what you would do in your hook functions, i actually do some more things so i can turn the features on & off while playing
    Original functions are in BaseWeapon class as said.

    Draw is my own drawing class, not gonna bother to post it because it isn’t related to the game, there are many resources on how to make one & pasteable ones around. You can also use GUI.Box from Unity but it’s ugly if you use it as is.

    I can’t seem to get the ESP to work, I know the DLL is injecting because I put in infinite ammo to see. Is there anything I’m doing wrong?


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    22nd August 2019, 03:07 AM

     
    #38

    OGExentric

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    Anyone else getting kicked like a few minutes into their game? I keep getting «Kicked from session due to suspicious activity.»


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    22nd August 2019, 03:25 AM

     
    #39

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    Quote:

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    View Post

    Anyone else getting kicked like a few minutes into their game

    Yes, it’s a new change. So far it seems a bit trollish, possibly delaying the kick and sometimes just making you lag alot to the point where you can barely move (not that it makes a big difference, i rarely have below 160 ping in this trash game anyways lol.)
    I’ll investigate this a bit further.

    Quote:

    Originally Posted by uyiawdgbuyabgvd
    View Post

    I can’t seem to get the ESP to work, I know the DLL is injecting because I put in infinite ammo to see. Is there anything I’m doing wrong?
    https://i.imgur.com/1v5gAts.png

    You obviously have to call it in OnGUI instead of Update.


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    22nd August 2019, 03:35 AM

     
    #40

    uyiawdgbuyabgvd

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    Quote:

    Originally Posted by weeaboospls
    View Post

    Yes, it’s a new change. So far it seems a bit trollish, possibly delaying the kick and sometimes just making you lag alot to the point where you can barely move (not that it makes a big difference, i rarely have below 160 ping in this trash game anyways lol.)
    I’ll investigate this a bit further.

    You obviously have to call it in OnGUI instead of Update.

    Thanks a ton! I’m not new to C# but this is my first experience with Unity and Unity game hacking

    Quote:

    Originally Posted by OGExentric
    View Post

    Anyone else getting kicked like a few minutes into their game? I keep getting «Kicked from session due to suspicious activity.»

    I was just testing and I think it kicks you if SClient.dll doesn’t exist.
    I have been playing for a little while with the anti-cheat enabled using my injected dll (ESP, inf ammo, no recoil) and I haven’t been banned yet. But bans may be delayed so cheat at your own risk



    Last edited by uyiawdgbuyabgvd; 22nd August 2019 at 11:31 AM.


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