World War Z CODEX +2 (table Update 2)

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jonaaa
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Re: World War Z CODEX +2 (table Update 2)

Post by jonaaa » Mon Apr 22, 2019 2:13 pm

l0wb1t wrote:
Mon Apr 22, 2019 1:22 pm
jonaaa wrote:
Mon Apr 22, 2019 1:11 pm
Nope, nothing happens, I will test again here.
I'm using the 1.02 CODEX version.
EDIT:
Tested again, nothing happens, your other codes are working fine, except this one.
~code here~

Does something happen with that one?

This one works.

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l0wb1t
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Re: World War Z CODEX +2 (table Update 2)

Post by l0wb1t » Mon Apr 22, 2019 3:04 pm

jonaaa wrote:
Mon Apr 22, 2019 1:11 pm
This one works.
Great :)

acecel
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Re: World War Z CODEX +2 (table Update 2)

Post by acecel » Mon Apr 22, 2019 9:59 pm

l0wb1t wrote:
Sun Apr 21, 2019 10:21 pm
Infinite Throwables (Molotovs/Grenades) All i got so far
Image
Can you share inf melee attack and inf stamina please ?
Last edited by acecel on Mon Apr 22, 2019 11:24 pm, edited 2 times in total.

fi1992
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Re: World War Z CODEX +2 (table Update 2)

Post by fi1992 » Tue Apr 23, 2019 12:53 am

hi anyone know why i have this Image
thanks

iamste
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Re: World War Z CODEX +2 (table Update 2)

Post by iamste » Tue Apr 23, 2019 1:07 am

@fi1992. Its just unfinished stuff he was probs fiddling with. Its safe to delete it if you want to.

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Re: World War Z CODEX +2 (table Update 2)

Post by fi1992 » Tue Apr 23, 2019 1:13 am

iamste wrote:
Tue Apr 23, 2019 1:07 am
@fi1992. Its just unfinished stuff he was probs fiddling with. Its safe to delete it if you want to.
ok thank you

JessieKazama
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Re: World War Z CODEX +2 (table Update 2)

Post by JessieKazama » Tue Apr 23, 2019 3:32 am

l0wb1t wrote:
Mon Apr 22, 2019 1:22 pm

Code: Select all

[ENABLE]
aobscanmodule(_Test,wwzRetailEgs.exe,8B 42 08 C7 01 01 00 00 00) // should be unique
alloc(newmem,$1000,"wwzRetailEgs.exe"+5CE2B8)

label(code)
label(return)

newmem:
cmp r14d,00800005
jne code
cmp [rbp+30],'Inga'
jne code
cmp [rdx+20],5
je code
mov [rdx+08],1
code:
  mov eax,[rdx+08]
  mov [rcx],00000001
  jmp return

_Test:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(_Test)

[DISABLE]

_Test:
  db 8B 42 08 C7 01 01 00 00 00

unregistersymbol(_Test)
dealloc(newmem)
it's not copy/pasting into my CE, not sure what is going on

iamste
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Re: World War Z CODEX +2 (table Update 2)

Post by iamste » Tue Apr 23, 2019 3:56 am

@jessie ctrl/alt/A to open an assembler paste the code. then hit file and add to current table. done. close the assembler and activate the script at your leisure.

and obviously dont forget to save any tables you make lol.

or not. just noticed your rep and posts lol. sry for being presumptuous.

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Re: World War Z CODEX +2 (table Update 2)

Post by l0wb1t » Tue Apr 23, 2019 4:32 pm

Can someone Test that infinite Ammo?

Code: Select all

[ENABLE]

aobscanmodule(_InfiniteAmmo,wwz_server_dllRetailEgs.dll,8B 42 08 C7 01 01 00 00 00) // should be unique
alloc(newmem,$1000,"wwz_server_dllRetailEgs.dll"+5A2728)

label(code)
label(return)

newmem:
cmp r14d,00800008
jne code
//cmp [rdx+13C],0
//jne code
cmp [rbp-118],D
je code
cmp [rbp-C0],C
je code
cmp word ptr [ebp-128],E62C
je code
cmp word ptr [ebp-108],2C5A
jne code
cmp [rdx+08],1
je code
cmp [rdx+08],0
je code
mov [rdx+08],#999
{push rdi
mov rdi,[rdx+08]
pop rdi}
code:
  mov eax,[rdx+08]
  mov [rcx],00000001
  jmp return

_InfiniteAmmo:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(_InfiniteAmmo)

[DISABLE]

_InfiniteAmmo:
  db 8B 42 08 C7 01 01 00 00 00

unregistersymbol(_InfiniteAmmo)
dealloc(newmem)
i also got my Namechanger to work.
Image

amaniberserk420
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Re: World War Z CODEX +2 (table Update 2)

Post by amaniberserk420 » Tue Apr 23, 2019 10:39 pm

l0wb1t wrote:
Tue Apr 23, 2019 4:32 pm
i also got my Namechanger to work.
Image
Will you upload your table soon ?

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jonaaa
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Re: World War Z CODEX +2 (table Update 2)

Post by jonaaa » Tue Apr 23, 2019 10:52 pm

l0wb1t wrote:
Tue Apr 23, 2019 4:32 pm
Can someone Test that infinite Ammo?

~code here~

i also got my Namechanger to work.
Image
It works.

Image

XxDarkus101Xx
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Re: World War Z CODEX +2 (table Update 2)

Post by XxDarkus101Xx » Wed Apr 24, 2019 2:15 am

Hey do you guys think you can add a No Spread (or Max Accuracy), and no shaking where the screen won't shake every time you shoot? I can't stand that shaking at all.

iamste
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Re: World War Z CODEX +2 (table Update 2)

Post by iamste » Wed Apr 24, 2019 2:57 am

screen shake, no. its a graphical process. maybe appeal to mad dog games to patch it and wait for codex to crack it lol. but accuracy is possible. give lowbit time and he may figure it out.

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Re: World War Z CODEX +2 (table Update 2)

Post by Juan_Bakulaw » Wed Apr 24, 2019 3:09 am

XxDarkus101Xx wrote:
Wed Apr 24, 2019 2:15 am
Hey do you guys think you can add a No Spread (or Max Accuracy), and no shaking where the screen won't shake every time you shoot? I can't stand that shaking at all.
Go to settings>Camera>Camera Shake =ON>OFF>Not on Weapons
I don't know if this is what you mean though?

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Re: World War Z CODEX +2 (table Update 2)

Post by iamste » Wed Apr 24, 2019 4:36 am

Juan_Bakulaw wrote:
Wed Apr 24, 2019 3:09 am
XxDarkus101Xx wrote:
Wed Apr 24, 2019 2:15 am
Hey do you guys think you can add a No Spread (or Max Accuracy), and no shaking where the screen won't shake every time you shoot? I can't stand that shaking at all.
Go to settings>Camera>Camera Shake =ON>OFF>Not on Weapons
I don't know if this is what you mean though?
just checked this and can verify that its actually an option xD. honestly didnt know that.

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