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Messages - KittoniuM

1
News / June 2021
« on: June 17, 2021, 03:23:41 am »
Tutorial on How to Install BigPackets!!


Join the Discord Server
https://discord.gg/J6V6D8q

June 2021
June 17:
*v2* Left 4 Dead 2 VIP - Updated
*v2* Left 4 Dead 2 Free - Updated
Left 4 Dead 2 VIP - Updated

2
Fallout New Vegas / Re: New Version
« on: June 14, 2021, 02:03:45 pm »
So I see the hack was updated..now ESP boxes are messed up in first person...also where di no clip go?

I have updated it so the ESP works in interiors and some DLCs now. It's not perfect in first person, but fine in third.
A lot of things have been moved to Misc



3
Media / Re: Left For Dead 2 Free Beta Hack
« on: June 07, 2021, 03:06:05 pm »

L4D2 Free Hack showcase to promote the L4D2 sub to the channel lmk what you guys think
Nice video
Next time turn off multicore rendering? it causes ESP bugs.

and music is too low, +10

4
Garrys Mod / Re: New feature idea
« on: June 05, 2021, 03:19:01 pm »
This should be easy to implement since something similar is already there called Auto Pistol. What my idea was that when aimbot is locked and its set to shoot when aimbot is on (triggerbot) , instead of spamming the aimbot key(is F by default i think) for semi auto weapons, there can be a feature to turn on rapid fire when aimbotting. Tell me if you are confused by what i just said

This is already a feature,  maybe try increasing auto-fire/autoshoot delay to 500

5
Nice video!

+10

6
Garrys Mod / Re: Sentinel Anti Cheat [Gmod Premium]
« on: April 22, 2021, 11:11:33 am »
Hey so I found a few servers using Sentinel Anti cheat and as soon as I open the menu for BPs Gmod menu I get this following screenshot.

I have no solid idea what sets it off every time but they seem to got BP nailed down atm. I just thought it'd be nice to know.


It could be detecting the keys.. not sure, I will check it out later, what version of hack are you using, beta ?

7
Support / Re: Problems With Keybinding Bigpackets
« on: April 15, 2021, 03:17:25 am »
NVM i finally found the key binds under config however I still need help with Why it keeps auto shutting off after like 2 minutes

Its not auto shutting off, its probably you alt tabbing out, its for your privacy
You need to press INSERT to activate the hack back

8
Discussion / Re: No GMod Public?
« on: March 21, 2021, 11:49:38 pm »
When i tried injecting I realized that i couldn't find gmod public and Gmod lite but gmod vip was there. Did they replace the public version with the ESP only gmod cheat?
Yes this is correct, its now esp only for free

9
Garrys Mod / Re: [HELP] How to set teams to friendly or hostile
« on: March 16, 2021, 07:13:16 pm »
There is no way to do that at this moment.

Add your SWAT teammates to the Aimbot Friendlist, and it won't target them.

10
Tips and Tricks / Re: How to Login without using the hacks menu
« on: March 09, 2021, 01:28:24 pm »
It seems like you don't have Login.ini file  in same directory as your 32bit .exe

AND

make sure that you have Windows File Extensions enabled, and that the file type changes to "Configuration setting" once you name it to Login.ini



11
Programmers / Re: Bone ESP (GMOD)
« on: February 27, 2021, 03:12:22 am »
So i have to use classes from the source SDK?

if yes changing all unused types to void and void* would work?

I am unsure, dont use the valve sdk, only for refrence while reversing.
I am calling the function by its virtual Index.

Anyway, here is some of my code for you:

Code: [Select]
DWORD* GetModel() //this inside entity class
{
return GetVirtualFunction<DWORD* (__thiscall*)(void*)>(this + 0x4,
#if defined(PFW_GAME_L4D) || defined(PFW_GAME_CSGO) || defined(PFW_GAME_L4D2)
8
#else
9
#endif
)(this + 0x4);
}

Code: [Select]
class CBone
{
public:
int NameOffset;
int parent;
int bonecontroller[6];
Vector3 pos;
float quat[4];
Vector3 rot;
Vector3 posscale;
Vector3 rotscale;
Matrix3x4 poseToBone;
float qAlignment[4];
int flags;
int proctype;
int procindex;
mutable int physicsbone;
int surfacepropidx;
int contents;
int unused[8];

const char* get_bone_name()
{
return  (char*)this + NameOffset;
}
};

class CStudioHDR
{
public:
int id;
int version;
int checksum;
char name[64];
int length;
Vector3 eyeposition;
Vector3 illumposition;
Vector3 hull_min;
Vector3 hull_max;
Vector3 view_bbmin;
Vector3 view_bbmax;
int flags;
int LastBone;
int BoneOffset;
int numbonecontrollers;
int bonecontrollerindex;
int numhitboxsets;
int hitboxsetindex;
int numlocalanim;
int localanimindex;
int numlocalseq;
int localseqindex;
mutable int activitylistversion;
mutable int eventsindexed;
int numtextures;
int textureindex;
int numcdtextures;
int cdtextureindex;
int numskinref;
int numskinfamilies;
int skinindex;
int numbodyparts;
int bodypartindex;
int numlocalattachments;
int localattachmentindex;
int numlocalnodes;
int localnodeindex;
int localnodenameindex;
int numflexdesc;
int flexdescindex;
int numflexcontrollers;
int flexcontrollerindex;
int numflexrules;
int flexruleindex;
int numikchains;
int ikchainindex;
int nummouths;
int mouthindex;
int numlocalposeparameters;
int localposeparamindex;
int surfacepropindex;
int keyvalueindex;
int keyvaluesize;
int numlocalikautoplaylocks;
int localikautoplaylockindex;
float mass;
int contents;
int numincludemodels;
int includemodelindex;
mutable void* virtualModel;
int szanimblocknameindex;
int numanimblocks;
int animblockindex;
mutable void* animblockModel;
int bonetablebynameindex;
void* pVertexBase;
void* pIndexBase;
BYTE constdirectionallightdot;
BYTE rootLOD;
BYTE numAllowedRootLODs;
BYTE unused[1];
int unused4;
int numflexcontrollerui;
int flexcontrolleruiindex;
float flVertAnimFixedPointScale;
int unused3[1];
int studiohdr2index;
int unused2[1];

CBone* get_bone(int i)
{
return (CBone*)((char*)this + BoneOffset) + i;
}
};
GetStudioModel id for gmod is 28
Code: [Select]

IClientEntity* client_entity = ent->Address;
if (mm_validptr(client_entity) && mm_validptr(ent->Model))
{
static Matrix3x4 s_Bonematrix[256];
if (client_entity->BoneSetup(s_Bonematrix, 256, 0x100, client_entity->SimulationTime()))
{
CStudioHDR* studio_model = interface_engine_model_info_client->GetStudioModel(ent->Model);
if (mm_validptr(studio_model))
{
for (int bone_id = 0; bone_id < studio_model->LastBone; ++bone_id)
{
CBone* bone = studio_model->get_bone(bone_id);
if (!mm_validptr(bone) || !(bone->flags & 256) || bone->parent == -1)
continue;

//const char* bone_name = bone->get_name();
//if (!mm_validptr((void*)bone_name))
// continue;

if (esp_skeleton == 1)
{
const Vector3 child = Vector3(
s_Bonematrix[bone_id][0][3],
s_Bonematrix[bone_id][1][3],
s_Bonematrix[bone_id][2][3]);
const Vector3 parent = Vector3(
s_Bonematrix[bone->parent][0][3],
s_Bonematrix[bone->parent][1][3],
s_Bonematrix[bone->parent][2][3]);

if (child.IsZero() || parent.IsZero())
continue;

12
Programmers / Re: Bone ESP (GMOD)
« on: February 26, 2021, 12:03:50 am »
Hi
Im trying to make a c++ internal bone ESP but when i draw the skeleton it does this:

(for loop iterating through the bone matrix of the localplayer)

I tried drawing bones by their id but it is not a reliable option (custom models)

I need help please.

You must GetStudioModel  of the entity's model, and then that has information on cstudiohdr_t , which contains bone information most importantly bone name.

I dont have access to code right now I cannot help

13
Garrys Mod / Re: End of an ERA
« on: February 02, 2021, 12:18:28 am »
Exactly although 50 is expensive. 20 for permanent would be good. GTA 5 hacks that have lots of features, abusive ones too is around 30 dollars...

There will never be permanent hacks. Credit system is the best and most efficient way to go.
Permanent is a lie. All hacks will die, regardless of provider.

14
News / Feburary 2021
« on: February 01, 2021, 07:48:11 pm »
February 2021
February 6:
Garry's Mod VIP - Price lowered
While the V2 is in development, enjoy :)

February 1:
*v2* Garry's Mod Free ESP - Added

It is a very very early version, a lot of features must be added, it is very fast and stable compared to the older versions.

If flickering, turn off Multicore Rendering (video settings) and go into console and type: gmod_mcore_test 0

15
News / Re: January 2021
« on: January 11, 2021, 12:11:10 am »
"new re-made hacks this month"

Yes I am back to working on the new engine



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