The 4 value rotations are quaternions, they have very nice composition behavior but are a nightmare to work with manually, however, there exists a way to convert them to Euler rotation (tilt, yaw, pitch) and also back again.
bump this^^ i think pwn adventure 3 is build upon unity. Unity uses Quarternions for rotation insted of euler angles to not cause euler locks and wierd transformations when rotating. see: ruclips.net/video/zjMuIxRvygQ/видео.html Edit: Yeah, you are right was build with Unreal Engine 4. Pwn Adventure 2 was build with Unity. Sry for that. But still the same thing applies.
Quaternions are actually less efficient for storing 3D rotations. They require 4 numbers where as alternatives like Euler angles only need 3. Where quaternions excel are "safety" (no gimbal lock) and speed (fewer operations to compose).
@@andrasfogarasi5014 Usually I'd expect that each number was at least a 4 byte float, if not a double precision 8 byte float. And since most games will have more than one orientation in their game state, those saved 4-8 bytes per object could add up quickly. With storage being as cheap as it is these days, the trade-off between storage efficiency (how many bytes to represent the orientation) and computational benefit (speed and gimbal lock safety) usually favors the latter. However, if you happened to be programming in a RAM or other storage-limited environment, or if you want the numbers to be intuitive to most people, or if the angle is being transmitted over a very slow network, like the Jim Creek Naval Station with 50 bits (not bytes) per second uplink, then that balance may favor a representation that uses less bytes, like Euler angles. There's no one absolute "best" representation, and I never claimed that saving storage space was always a better choice, so I'm sorry if it came off that way. Engineering is balancing trade-offs, and depending on the specific situation, that balance can shift.
cheat engine has a data structure dissection feature, allowing you to mark sections of memory as a structure (like your player/camera position), then dissect and annotate each of their values. they can then be referred to by their annotated name elsewhere, which makes things easier
This. This right here. This is video I've been wanting to see. Amazing work! Makes me want to load some games and try it myself. Keep up the good work mate
Very cool video! So in summary you just manipulate the cameras Position and Rotation but the player model will be somewhere else. I guess he will still be moving around while you fly with the camera. I can already see a problem that will confuse you hehe. The player model will eventually die if you walk him to dangerous area. You dont see him bcs you are flying with the camera. I see 4 solutuions: 1) manipluate the playermodel as well (takes too much effort) 2) make the player immortal 3) put the player in something like a cage where he just walks against fences 4) remove the input methods of the player body. Just use the NOPs on this one again
As others mentioned, the four values are probably quaternion components. To complete the hack, you will have to either reuse the function that updates it, or create your own with cheatengine. Both rely on a two step global/local orientation update, so it will probably be easier just to implement a free camera that just rotates the camera in the direction of the mouse vector. For more information, read about quaternion composition on wikipedia. If I see you rolling around with a free camera it will be very exciting :3
A cool hack would be to transform a weapon into a teleporter weapon. Find the weapon property in assembly, rewrite with library. Find the camera position (where you are aiming) and send the position packet to the server.
Different games implement camera transformations differently. Some represent them as quaternions and construct the view matrix every move. Some keep them as matrices directly. Since you are seeing 3 pairs here, I think we are looking at a 4x4 matrix. However, most of the time, one row will be constant there, and hence doesn't move. Now with matrices, we cannot use them as just plain coordinates, because the direction we are looking at will affect the values too. If that is the case, I believe we should look at some other place instead. Maybe look for a struct of Vec3? It generally uses 3 floats, which are 12 bytes, and doesn't require padding because padding happens for every 4 bytes.
9:35 Those are Angle of Camera/ViewPort : yaw,pitch,roll for your camera plane , Mostly Float or Double values they are in _Struct_ so they are always *4-Bytes* or *8-Bytes* far from each other Thanks
This is something that I've been struggling for a year, pitch yaw and roll in assembly is a nightmare to deal. If in part 2 you will explain how to do it in assembly, ull be rewarded with a creative video response (I promise) :P
An easy approach to "flying" or moving through three dimensions freely is swimming. If you can swim in the normal game you just find the variable for swimming and freeze it in the swimming state, now add some speed and it feels like you are flying.
This is amazing! I always wanned to get freecam access in an old and forgotten game called Archlord to make some vids. Maybe now I'll be able to thanks to you! Can't wait for the next video.
Is there any pointers for trying to change 3rd person camara to First Person Camera? I want to work on Rage 2 driving and change to FPS view. Any help appreciated Thank you
This funny values are quaternions used for a rotation matrix. tough to learn if you don't have previouse experience. had to use it in one of my hacks to. (greetings from thuringia ;))
Can you make a video about finding and manipulating more complex game classes like entity list (maybe for ESP)? Finding other players in a multiplayer game? Reverse the map collision data for a pathfinding bot?
I've been subscribed to guided hacking for a while, but haven't really got in touch with his channel for a while since youtube prioritizes the videos i typically watch over something that i'm probably going to be working with in the future.
the jumping up and down did change your Z location because of the way how the collision is detected. The Z location was only changed slightly and the changes should not be noticable ingame
cheat engine does not have exact floating point matches by default, it rounds the value. (note that floating points cannot exactly represent certain decimal values such as 0.1).
Since the camera's rotation is represented as 4 values, it probably uses a quaternion rotation (typical in game engines). The unity docs have a nice quick overview why they're used instead of regular euler angles: docs.unity3d.com/Manual/QuaternionAndEulerRotationsInUnity.html
I've tried that method to find a position on both Terraria and Factorio, even trying all variable types instead of just float and cannot seem to find it. At some point I had like 2000 values in my table, locked all of them and it still didn't stop me from moving in the direction I tried to find
Hi LO, so you searched for the increased values in the new scan to find the height pointer, but it can be the case that the the height is stored as -heightMagnitude just for fun? Now, we cannot guess if the height increased or not.
Hope in part 2 you combine player flight with camera flight ^^ It's not flying if only your camera moves, but you stay still freezing camera could fix the bouncing from gravity I suppose
It's super easy to do! mov eax,[CamXPos] mov [PlayerXPos],eax The real problem is moving the camera considering the rotation axes of the camera, without lua it's hard to do it in assembly.
I am trying to do this in a different game,I have a problem with the Addresses if I close the game the next time I will open the game the Addresses will changes! what should I do?
the size 4 vector related to the camera was the rotation Quaternion. simply modifying those values isn't as intuitive because its not a euler angle rotation
But I thought sometimes you have to use something like ida and assembly just to be able to technically call functions like setting players position. Possibly to set players angle. Mostly to access the player class. If I'm wrong I'm down to get behind cheat engine like that
Looks more like a freecam than a fly hack (it's as cool tho). But it may be possible that your character will be vulnerable to attack at is old location while you are flying around in freecam
Old news, but Unreal Engine stores rotation as quaternions. In short, black magic. There have been rumors of people who understand how quaternions work, but none are confirmed.
What if my game has a fixed height position? Is there a way I can do this without having to go to a higher area, otherwise this is a very good tutorial :)
Well yes and no. ASLR randomices the location of the memory everytime a process starts. That why we need to follow pointers. You can read and write to anothers process memory, there are actually quite alot of usefull situations why this has to be possible. On the other Hand a Procress can check itself and see if another process is writing to it.Thats one of the many things that VAC does for example.
Unrelated but once I was trying to cheat an RPG game by finding my HP and manipulating it, but game crashes on editing value. Later I found that there are 3 or so variables for every basic stat in the game (hp, atk, def, etc), one being the actual value, one is said value plus 1, one is 2147483647 minus that value. Change one of them without changing the other two accordingly will cause the game to freeze, possibly as an anti-cheat measure.
Coudn't you just delete the code that controlls the height of the player? Then you can add your own code to controll the height and be able to fly without gravity
I am no expert at all, but when dealing with addresses that might crash my game, before playign with them, I find out what accesses those addresses. Most time I get an instruction whose memory location does not change when restarting the game, which leads me to the desired values. I of course make sure this instruction doesn't access millions of addresses at once, if that's the case then I'd pointerscan.
If this isn't tedious enough for you, try doing it on a Nintendo 64 with a shoddy cheat cartridge, where every time the game crashes you have to turn it off, switch to a different cartridge, turn it on, select a menu item (and don't select the wrong one or you'll brick the cheat cartridge!), turn it off again, switch back to the game you actually want, turn it on again, and then resume. Oh, and because the cheat cartridge is super trash, it might take anywhere from 1 to 100 attempts to power on successfully. Or it might just spontaneously brick itself. Did I mention Datel sucks?
but that has to wait for the next video FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Could you please do a video tutorial on finding the entity list for things such as an aimbot. There aren't many tutorials out there and they're all pretty confusing.
It's just the same as this video but on another player on the server. Find their x coordinate address and there's should be more information like health name etc near by. But more importantly - another players (perhaps yourself) x coordinate at a fixed point before/after this memory location. That difference in x address is the player/class information size and you use it to iterate the player list (a.k.a just keep adding this offset to get everyone elses x).
Gravity is constantly pulling the char down, resulting in a bumpy view. My guess is: He will disable the movement of the character and just move the camera. As soon as the camera is at the place he wants it to be, he will teleport the player there and reenable normal movement. That way you have a nice steady camera while flying and teleport the player as well. You as a "player" dont even notice that just the camera is flying and not the character.
The 4 value rotations are quaternions, they have very nice composition behavior but are a nightmare to work with manually,
however, there exists a way to convert them to Euler rotation (tilt, yaw, pitch) and also back again.
beat me to it
Yes!
Hah watching this i instantly knew it must of been
9:34 Quarternions in a nutshell
bump this^^ i think pwn adventure 3 is build upon unity. Unity uses Quarternions for rotation insted of euler angles to not cause euler locks and wierd transformations when rotating. see: ruclips.net/video/zjMuIxRvygQ/видео.html
Edit: Yeah, you are right was build with Unreal Engine 4. Pwn Adventure 2 was build with Unity. Sry for that. But still the same thing applies.
@@Erarnitox It's built with Unreal 4
@@Erarnitox It uses the Unreal Engine, not Unity.
Yeah immediately thought about Quaternions too.
@@Erarnitox Ue4 uses intern Quarternions too
Finally, one of my favorite series in this channel (alongside with Browser Exploitation and CTF's)
The camera direction is represented as a quaternion. This is a more efficient way of storing rotations in 3d.
Quaternions are actually less efficient for storing 3D rotations. They require 4 numbers where as alternatives like Euler angles only need 3. Where quaternions excel are "safety" (no gimbal lock) and speed (fewer operations to compose).
@@greenkid336600 Yeah because using one less byte for your program is the peak of efficiency.
@@andrasfogarasi5014 Usually I'd expect that each number was at least a 4 byte float, if not a double precision 8 byte float. And since most games will have more than one orientation in their game state, those saved 4-8 bytes per object could add up quickly. With storage being as cheap as it is these days, the trade-off between storage efficiency (how many bytes to represent the orientation) and computational benefit (speed and gimbal lock safety) usually favors the latter. However, if you happened to be programming in a RAM or other storage-limited environment, or if you want the numbers to be intuitive to most people, or if the angle is being transmitted over a very slow network, like the Jim Creek Naval Station with 50 bits (not bytes) per second uplink, then that balance may favor a representation that uses less bytes, like Euler angles. There's no one absolute "best" representation, and I never claimed that saving storage space was always a better choice, so I'm sorry if it came off that way. Engineering is balancing trade-offs, and depending on the specific situation, that balance can shift.
@@greenkid336600 your only mistake was answering a troll
Happy programmer's day! (September 13th is the 256th day of year)
Cool
Thanks
Sorry, it was actually yesterday. Programmer's day is 0-indexed.
Dmytro Meleshko Thanks
@@DanKaschel 0-indexing just shifts the index number, not the day which is the 256th.
The four values are quaternions. It's a way to specify rotation without the problem of two axes aligning.
This is great! You don’t over explain things and you explain what should be explained. Great tutorial I’ve subbed
cheat engine has a data structure dissection feature, allowing you to mark sections of memory as a structure (like your player/camera position), then dissect and annotate each of their values. they can then be referred to by their annotated name elsewhere, which makes things easier
3:31 wants to never jump again, jumps immediatly after that
This. This right here. This is video I've been wanting to see.
Amazing work! Makes me want to load some games and try it myself. Keep up the good work mate
Pwn Adventure is the best youtube series hands down 🙌
Very cool video! So in summary you just manipulate the cameras Position and Rotation but the player model will be somewhere else. I guess he will still be moving around while you fly with the camera. I can already see a problem that will confuse you hehe. The player model will eventually die if you walk him to dangerous area. You dont see him bcs you are flying with the camera.
I see 4 solutuions:
1) manipluate the playermodel as well (takes too much effort)
2) make the player immortal
3) put the player in something like a cage where he just walks against fences
4) remove the input methods of the player body. Just use the NOPs on this one again
I ❤️ your videos!!
You put a lot of time and effort in it! Keep going! ✅✅✅
A new pwn adventure video? That is amazing.
Please achieve the same thing using static analysis. Would be awesome to have a comparison
Static analysis or analysis through just memory dumps are a lot more practical than attaching debuggers to protected games. +1 to this
Child liveoverflow: I want to fly!!
(Became a hacker
When you use the memory watch you can set it to float so you can see value at first glance
As others mentioned, the four values are probably quaternion components. To complete the hack, you will have to either reuse the function that updates it, or create your own with cheatengine. Both rely on a two step global/local orientation update, so it will probably be easier just to implement a free camera that just rotates the camera in the direction of the mouse vector. For more information, read about quaternion composition on wikipedia. If I see you rolling around with a free camera it will be very exciting :3
A cool hack would be to transform a weapon into a teleporter weapon. Find the weapon property in assembly, rewrite with library. Find the camera position (where you are aiming) and send the position packet to the server.
Don't even need a weapon. Just script something so that pressing a key teleports the player to the camera.
Different games implement camera transformations differently. Some represent them as quaternions and construct the view matrix every move. Some keep them as matrices directly. Since you are seeing 3 pairs here, I think we are looking at a 4x4 matrix. However, most of the time, one row will be constant there, and hence doesn't move. Now with matrices, we cannot use them as just plain coordinates, because the direction we are looking at will affect the values too. If that is the case, I believe we should look at some other place instead. Maybe look for a struct of Vec3? It generally uses 3 floats, which are 12 bytes, and doesn't require padding because padding happens for every 4 bytes.
9:33 Internally, rotation is usually stored in a value range from - π to + π or 0 to 2 times π (According to my experience with gamengines)
9:35 Those are Angle of Camera/ViewPort : yaw,pitch,roll for your camera plane , Mostly Float or Double values they are in _Struct_ so they are always *4-Bytes* or *8-Bytes* far from each other Thanks
At 2:17 you walked up in the game but switched to 'decrease value'.
Oh
Wait, didn't he go only a tiny bit up and then down way more?
no he didn't
@@kipchickensout He did
This is a very Good Idea, I will try it in some ps2 games via emulator
This is something that I've been struggling for a year, pitch yaw and roll in assembly is a nightmare to deal.
If in part 2 you will explain how to do it in assembly, ull be rewarded with a creative video response (I promise) :P
I guess you could use a math library for the conversion
@@palmzmetal9131 I solved it!
An easy approach to "flying" or moving through three dimensions freely is swimming. If you can swim in the normal game you just find the variable for swimming and freeze it in the swimming state, now add some speed and it feels like you are flying.
I was about to mention the same. That's how Fly Hacks worked in WoW years ago.
This is amazing! I always wanned to get freecam access in an old and forgotten game called Archlord to make some vids. Maybe now I'll be able to thanks to you! Can't wait for the next video.
I love his channel
this guy is awesome.
Respect
9:33 isn't it simply a quaternion representation of 3d angle?
Is there any pointers for trying to change 3rd person camara to First Person Camera? I want to work on Rage 2 driving and change to FPS view. Any help appreciated Thank you
why did the first time freezing all of the values not work but when you froze half of them it did?
Thank you, your tutorial helped me incredibly a lot!
That's how I was playing the game. I found base & offsets too. ;-)
Nice Video! Btw you can use hotkeys in cheat engine (for increased value etc...) Makes life much easier!
Think it's clearer to viewers when he does it manually, in my opinion anyway ^^
Sure you're right!
I just find that very useful to know ;)
Rotation could be stored as quaterion or were those a values from view matrix?
This funny values are quaternions used for a rotation matrix. tough to learn if you don't have previouse experience. had to use it in one of my hacks to. (greetings from thuringia ;))
Man your videos are so entertaining. Please upload faster lol!!
Can you make a video about finding and manipulating more complex game classes like entity list (maybe for ESP)? Finding other players in a multiplayer game? Reverse the map collision data for a pathfinding bot?
Yees! I also want to see this.
Marcel H Yes, very good idea.
+1
Thank you sooo much! This is sooo cool!
I've been subscribed to guided hacking for a while, but haven't really got in touch with his channel for a while since youtube prioritizes the videos i typically watch over something that i'm probably going to be working with in the future.
the jumping up and down did change your Z location because of the way how the collision is detected. The Z location was only changed slightly and the changes should not be noticable ingame
cheat engine does not have exact floating point matches by default, it rounds the value. (note that floating points cannot exactly represent certain decimal values such as 0.1).
Since the camera's rotation is represented as 4 values, it probably uses a quaternion rotation (typical in game engines). The unity docs have a nice quick overview why they're used instead of regular euler angles: docs.unity3d.com/Manual/QuaternionAndEulerRotationsInUnity.html
The easiest way to fix the velocity/gravity glitch when flying is just to continuously set the vertical velocity to 0
I've tried that method to find a position on both Terraria and Factorio, even trying all variable types instead of just float and cannot seem to find it. At some point I had like 2000 values in my table, locked all of them and it still didn't stop me from moving in the direction I tried to find
Hi LO, so you searched for the increased values in the new scan to find the height pointer, but it can be the case that the the height is stored as -heightMagnitude just for fun? Now, we cannot guess if the height increased or not.
Simple, if you cannot find it through one way, try again or try another way.
YAAAY MORE OF THIS ❤️❤️❤️❤️
used this to solve RACTF challenge, nice! 😁
Wow great video. I didnt know Cheat Engine is that powerfull
keine ahnung wie ich mich nennen soll mostly limited to the users knowledge...
Hope in part 2 you combine player flight with camera flight ^^
It's not flying if only your camera moves, but you stay still
freezing camera could fix the bouncing from gravity I suppose
It's super easy to do!
mov eax,[CamXPos]
mov [PlayerXPos],eax
The real problem is moving the camera considering the rotation axes of the camera, without lua it's hard to do it in assembly.
IM currently doing The Amazing Spiderman and i made Spiderman freeze in mid air does your instruction still apply or what could i do next?
I am trying to do this in a different game,I have a problem with the Addresses if I close the game the next time I will open the game the Addresses will changes! what should I do?
i was waiting for this
thankss
the size 4 vector related to the camera was the rotation Quaternion. simply modifying those values isn't as intuitive because its not a euler angle rotation
Wow you did a great job
But I thought sometimes you have to use something like ida and assembly just to be able to technically call functions like setting players position. Possibly to set players angle. Mostly to access the player class.
If I'm wrong I'm down to get behind cheat engine like that
Those 4 values are probably a quaternion. They're used because they don't have the gimbal lock problem.
could you give me link to previous video
I did not understand how it flies at the end of the video, could you please explain in a little more detail
Looks more like a freecam than a fly hack (it's as cool tho). But it may be possible that your character will be vulnerable to attack at is old location while you are flying around in freecam
Does anyone know what software he uses for video editing?.,. Please let me know...
Doesn't matter.
I have multiple making of videos on the channel
Old news, but Unreal Engine stores rotation as quaternions. In short, black magic. There have been rumors of people who understand how quaternions work, but none are confirmed.
How can I do this in wolfteam game, can you help
Can you do a series where you solve this game or a part of it with frida tools?
I wonder how is so efficient at looking at that much memory in real time
What if my game has a fixed height position? Is there a way I can do this without having to go to a higher area, otherwise this is a very good tutorial :)
do it with jump
Freecam in Pwn Adventure? Cool
So how would one go around writing a hack to do this? Aren't the memory locations protected by the os? How doed cheat engine do this?
Well yes and no.
ASLR randomices the location of the memory everytime a process starts. That why we need to follow pointers.
You can read and write to anothers process memory, there are actually quite alot of usefull situations why this has to be possible.
On the other Hand a Procress can check itself and see if another process is writing to it.Thats one of the many things that VAC does for example.
Unrelated but once I was trying to cheat an RPG game by finding my HP and manipulating it, but game crashes on editing value. Later I found that there are 3 or so variables for every basic stat in the game (hp, atk, def, etc), one being the actual value, one is said value plus 1, one is 2147483647 minus that value. Change one of them without changing the other two accordingly will cause the game to freeze, possibly as an anti-cheat measure.
can u make a course of cheat engine or how to read and write memory in a most famous game?
dude how do I activate multiple addresses at once?
Can you get VAC Banned (Steam) from using Cheat Engine on non-multiplayer Steam games ?
Possibly? I've used it on Stream games before while Steam was running and i've not been banned.
VAC secured games will get you banned for cheat engine unless you launche the game with --insecure flag
@@hrtbot those are just a handfull like all (Gold) Source Games, Call Of Duty, etc. Full list on steam VAC support sites
None of this makes any sense to me, but I find it incredibly interesting
Can you make a Network Proxy on Windows (without python)(with Java/Batch/cpp/vbs)?
I bet all those values linked with the player position are player geometry. Things like bones for animation would follow the player's behavior.
Hast du Info studiert?
Hmm, this could be used for VR to decouple aim in VorpX.
Coudn't you just delete the code that controlls the height of the player? Then you can add your own code to controll the height and be able to fly without gravity
I am no expert at all, but when dealing with addresses that might crash my game, before playign with them, I find out what accesses those addresses. Most time I get an instruction whose memory location does not change when restarting the game, which leads me to the desired values. I of course make sure this instruction doesn't access millions of addresses at once, if that's the case then I'd pointerscan.
Not working, Games crashes when I change heigh.
If this isn't tedious enough for you, try doing it on a Nintendo 64 with a shoddy cheat cartridge, where every time the game crashes you have to turn it off, switch to a different cartridge, turn it on, select a menu item (and don't select the wrong one or you'll brick the cheat cartridge!), turn it off again, switch back to the game you actually want, turn it on again, and then resume. Oh, and because the cheat cartridge is super trash, it might take anywhere from 1 to 100 attempts to power on successfully. Or it might just spontaneously brick itself.
Did I mention Datel sucks?
so basically freecam?
Can't you find what writes to the player's "y" position, look at the one that is constantly being called when you fall, and NOP the sh** out of it ?
What do you use to record this lol
6:00 and thats on using pointers
but that has to wait for the next video
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Ah, so this is how those people develop camera hacks for Boundary Break!
I was hoping to find a Boundary Break comment!
Nice! New video!
9:38 you might be changing pitch/yaw/roll
Quaternions
9:40 these look like values of a view matrix
Quaternions
marvelous
Could you please do a video tutorial on finding the entity list for things such as an aimbot. There aren't many tutorials out there and they're all pretty confusing.
It's just the same as this video but on another player on the server. Find their x coordinate address and there's should be more information like health name etc near by. But more importantly - another players (perhaps yourself) x coordinate at a fixed point before/after this memory location. That difference in x address is the player/class information size and you use it to iterate the player list (a.k.a just keep adding this offset to get everyone elses x).
Now we use windows API for read and write process memory so we don't have to do this every time.
Not a bad idea, I'm not an expert but I think readprocmemory works differently with 32/64 bit applications (correct me if I'm wrong pls)
@@gm4984 It is different but it doesn't change the method of how you are doing it at all.
@@calvinspear6707 thanks for the reply!
Wow did not know you can edit assembly while it running cheat engine
Loved the video but i want something for Android game hacking!!! Hoping for it!!!
Happy Friday the 13th :D
You forgot to add the end screen effects.
You should make the character fly, not just the camera. That wouldn't be really flying
Gravity is constantly pulling the char down, resulting in a bumpy view.
My guess is: He will disable the movement of the character and just move the camera. As soon as the camera is at the place he wants it to be, he will teleport the player there and reenable normal movement.
That way you have a nice steady camera while flying and teleport the player as well. You as a "player" dont even notice that just the camera is flying and not the character.
I thought this was a pretty clever method. Move the camera anywhere without gravity and hit detection getting in the way, then teleport to it.
@@NeoCortex3 But I think that's not how real fly hacks work, I think with real fly hack, the character actually flies
@@xCDF-pt8kj Good point. I guess we will find out in the next video.
Instead just find SDK of it then disable gravity, teleport local player with some math :D
This is not a fly hack it's a freecam since there is no server side movement
There is no fly hack in this video. And just because you do a freecam, doesn’t mean you can’t turn it into flying ;)
When is the video about real world CTF is coming .?