Post: [Release]Bullet Type + Walking AC130 + Give Weapons [C# + BIN's]
05-22-2014, 08:59 AM #1
Mango_Knife
In my man cave
(adsbygoogle = window.adsbygoogle || []).push({}); Hello Everyone!
Welcome, and here, on this thread im release bullet type and walking ac130 to mw3 Happy
It have been asked by alot of people, so now here it is =D



C# Tutorial:

First you will need the "Get Server Details" function that ported to mw3, you can find it You must login or register to view this content.
Add this function somewhere to your project.

Now, we will need to have a function, that setting the bytes of the weapon we want by the map (Some maps have diffrent weapon bytes, so we will need to use this, to make it work correct!)
    
public static bool SetUp1 = (((((((ServerDetails.getMapName() == "Seatown") | (ServerDetails.getMapName() == "Arkaden")) |
(ServerDetails.getMapName() == "Downturn")) | (ServerDetails.getMapName() == "Bootleg")) | (ServerDetails.getMapName() == "Lockdown")) |
(ServerDetails.getMapName() == "Village")) | (ServerDetails.getMapName() == "Mission"));


Now, we will need to add the weapon bytes to the project, so it will be more easier to set it, insted of starting to search for each weapon byte: You must login or register to view this content.

Now we will add the weapons offsets to the tool:
    
#region Offsets
public static class Offsets
{
public static uint Akimbo_Secondary = 0x0110a531;
public static uint Akimbo_Primary = 0x0110a549;
public static uint GrandeLuncherBullets = 0x0110a6b4;
public static uint GrandeLuncherClip = 0x0110a630;
public static class Primary
{
public static uint
Weapon1 = 0x0110a4fd,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a6a5,
AmmoClip = 0x0110a628,
AmmoBullets = Primary.Weapon3 + 0x3,// = 0x0110a6a8,
AkimboAmmo = 0x0110a6ac;
}
public static class Secondary
{
public static uint
Weapon1 = 0x0110a4f5,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a68d,
AmmoClip = 0x0110a618,
AmmoBullets = Secondary.Weapon3 + 0x3,// = 0x0110a690
AkimboAmmo = 0x0110a694;
}
public static class _3Weapon
{
public static uint
Weapon1 = 0x0110a505,
Weapon2 = 0x0110a63d,
Weapon3 = 0x0110a6c9,
AmmoBullets = _3Weapon.Weapon3 + 0x3, // = 0x0110a640
AmmoClip = _3Weapon.Weapon2 + 0x3; // = 0x0110a6cc
}
public static class _4Weapon
{
public static uint
Weapon1 = 0x0110a509,
Weapon2 = 0x0110a645,
Weapon3 = 0x0110a6d5,
AmmoBullets = _4Weapon.Weapon3 + 0x3, // = 0x0110a648
AmmoClip = _4Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _5Weapon
{
public static uint
Weapon1 = 0x0110a50d,
Weapon2 = 0x0110a64d,
Weapon3 = 0x0110a6e1,
AmmoBullets = _5Weapon.Weapon3 + 0x3, // = 0x0110a6e4
AmmoClip = _5Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _6Weapon
{
public static uint
Weapon1 = 0x0110a511,
Weapon2 = 0x0110a655,
Weapon3 = 0x0110a6bd,
AmmoBullets = _6Weapon.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = _6Weapon.Weapon2 + 0x3; // = 0x0110a658
}
public static class Tactical
{
public static uint
Weapon1 = 0x0110a501,
Weapon2 = 0x0110a635,
Weapon3 = 0x0110a6bd,
AmmoBullets = Tactical.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = Tactical.Weapon2 + 0x3; // = 0x0110a638
}
public static class Lethal
{
public static uint
Weapon1 = 0x0110a4f9,
Weapon2 = 0x0110a61d,
Weapon3 = 0x0110a6c9,
AmmoBullets = Lethal.Weapon3 + 0x3, // = 0x0110a620
AmmoClip = Lethal.Weapon2 + 0x3, // = 0x0110a6cc
RealAmmo = 0x0110a69c;
}
}
#endregion

And now we will start to build the functions:
Note: to give 1 weapon, you will have to fill the 3 offsets of it!
For exmple: Primary weapon you will have to fill this 3 offsets with the same bytes:
Weapon1 = 0x0110a4fd,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a6a5,
(You can give 6 weapons in once (8 if you replace the tactical and lethal :p))

Bullet Type And Weapons:

Bullet type can be sent by change 1 weapon, so lets replace the secondary weapon with the Harriar Rockets:
    
public static void Rockets(uint client)
{
PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//Remove the akimbo, to prevent Freeze issus!
byte[] Rocket_Dome = WeaponList.Dome.Harriar_Rockets;
byte[] Rocket_Seatown = WeaponList.Seatown.Harriar_Rockets;
if (SetUp1)
{
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Seatown);
}
else//If the maps are not the maps that are on "SetUp1"(The maps dome and etc)
{
//It will give diffrent bytes
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
}

It will replace the secondary weapon with the harriar rockets, you can change any weapon, but i choosed the secondary.

You can also give like 4th,5th weapon, just need to code it to other weapon and other offset :p

AC130:

On AC-130 you will have to fill at least 2 weapons with the AC130 values, other wise, it will not work.
first we will remove the other weapons, to prevent freeze issues (3,4,5,6 weapons, Granade luncher and Akimbo)
Im using this function, to remove everything that dont need:
    
public static void RemovenecessaryStuff(UInt32 client)
{
byte[] Remove = new byte[] { 0x00, 0, 0 };
byte[] RemoveAkimbo = new byte[] { 0x00 };
PS3.SetMemory(Offsets._3Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets.Akimbo_Primary + (client * 0x3980), RemoveAkimbo);
PS3.SetMemory(Offsets.Akimbo_Secondary + (client * 0x3980), RemoveAkimbo);
}

Then we will code the AC130: (For exmple 25mm)
    
public static void AC130_25mm(UInt32 client)
{
byte[] _25Dome = WeaponList.Dome.AC130_25mm;
byte[] _25Seatown = WeaponList.Seatown.AC130_25mm;
RemovenecessaryStuff(client);
if (SetUp1)
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Seatown);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Seatown);
}
else//For the other maps...
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Dome);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Primary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AmmoClip + (0x3980 * client), UltimateAmmo);
}

Then just do like AC130_25mm(0); //for client 0;


If you cant understand the coding, then dont code it, its like when Shark or xCSBKx Released an aimbot, alot of people have had problems to code it.
If you cant fix the errors, or understand the coding of it, then dont code it!



Debugger Tutorial (For people who dont coding):

To use this you will have to Inject the bins into the memory (Using Debugger(DEX ONLY))
1) Download My BIN's Folder And Extract them to a folder:
Download: You must login or register to view this content.
Virus Scan: You must login or register to view this content.You must login or register to view this content.

2) Go on debugger to 1 of those offsets:
    
Client 0 : 0x0110A4F0
Client 1 : 0x0110DE70
Client 2 : 0x011117F0
Client 3 : 0x01115170
Client 4 : 0x01118AF0
Client 5 : 0x0111C470
Client 6 : 0x0111FDF0
Client 7 : 0x01123770
Client 8 : 0x011270F0
Client 9 : 0x0112AA70
Client 10 : 0x0112E3F0
Client 11 : 0x01131D70
Client 12 : 0x011356F0
Client 13 : 0x01139070
Client 14 : 0x0113C9F0
Client 15 : 0x01140370
Client 16 : 0x01143CF0
Client 17 : 0x01147670


3)Right next to the offset right click on the mouse and click "Load Memory"
See Picture Below:

You must login or register to view this content.

4)Choose the BIN you want to load and click on "Open":
You must login or register to view this content.

And thats all :p



Credits:
Ghosts_Rolly - AC130 105mm BIN for Dome
iMCSx ,Enstone & BuC-ShoTz - for the PS3Lib
Me - For finding all this
Sony - for Debugger :p
(adsbygoogle = window.adsbygoogle || []).push({});

The following 18 users say thank you to Mango_Knife for this useful post:

-JM-, Azus, Sabotage, En3RGyMoDz, FusionIsDaName, i_iTop_i, iNDMx, iTпDM, M-alShammary, Miyata, MoTmrD-, moxl, MrBeastMods, Mx444, John, Skunk Modz, Sticky, xHostModer
05-22-2014, 09:02 AM #2
Mx444
Bounty hunter
Originally posted by Knife View Post
Hello Everyone!
Welcome, and here, on this thread im release bullet type and walking ac130 to mw3 Happy
It have been asked by alot of people, so now here it is =D



C# Tutorial:

First you will need the "Get Server Details" function that ported to mw3, you can find it You must login or register to view this content.
Add this function somewhere to your project.

Now, we will need to have a function, that setting the bytes of the weapon we want by the map (Some maps have diffrent weapon bytes, so we will need to use this, to make it work correct!)
    
public static bool SetUp1 = (((((((ServerDetails.getMapName() == "Seatown") | (ServerDetails.getMapName() == "Arkaden")) |
(ServerDetails.getMapName() == "Downturn")) | (ServerDetails.getMapName() == "Bootleg")) | (ServerDetails.getMapName() == "Lockdown")) |
(ServerDetails.getMapName() == "Village")) | (ServerDetails.getMapName() == "Mission"));


Now, we will need to add the weapon bytes to the project, so it will be more easier to set it, insted of starting to search for each weapon byte: You must login or register to view this content.

Now we will add the weapons offsets to the tool:
    
#region Offsets
public static class Offsets
{
public static uint Akimbo_Secondary = 0x0110a531;
public static uint Akimbo_Primary = 0x0110a549;
public static uint GrandeLuncherBullets = 0x0110a6b4;
public static uint GrandeLuncherClip = 0x0110a630;
public static class Primary
{
public static uint
Weapon1 = 0x0110a4fd,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a6a5,
AmmoClip = 0x0110a628,
AmmoBullets = Primary.Weapon3 + 0x3,// = 0x0110a6a8,
AkimboAmmo = 0x0110a6ac;
}
public static class Secondary
{
public static uint
Weapon1 = 0x0110a4f5,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a68d,
AmmoClip = 0x0110a618,
AmmoBullets = Secondary.Weapon3 + 0x3,// = 0x0110a690
AkimboAmmo = 0x0110a694;
}
public static class _3Weapon
{
public static uint
Weapon1 = 0x0110a505,
Weapon2 = 0x0110a63d,
Weapon3 = 0x0110a6c9,
AmmoBullets = _3Weapon.Weapon3 + 0x3, // = 0x0110a640
AmmoClip = _3Weapon.Weapon2 + 0x3; // = 0x0110a6cc
}
public static class _4Weapon
{
public static uint
Weapon1 = 0x0110a509,
Weapon2 = 0x0110a645,
Weapon3 = 0x0110a6d5,
AmmoBullets = _4Weapon.Weapon3 + 0x3, // = 0x0110a648
AmmoClip = _4Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _5Weapon
{
public static uint
Weapon1 = 0x0110a50d,
Weapon2 = 0x0110a64d,
Weapon3 = 0x0110a6e1,
AmmoBullets = _5Weapon.Weapon3 + 0x3, // = 0x0110a6e4
AmmoClip = _5Weapon.Weapon2 + 0x3; // = 0x0110a6d8
}
public static class _6Weapon
{
public static uint
Weapon1 = 0x0110a511,
Weapon2 = 0x0110a655,
Weapon3 = 0x0110a6bd,
AmmoBullets = _6Weapon.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = _6Weapon.Weapon2 + 0x3; // = 0x0110a658
}
public static class Tactical
{
public static uint
Weapon1 = 0x0110a501,
Weapon2 = 0x0110a635,
Weapon3 = 0x0110a6bd,
AmmoBullets = Tactical.Weapon3 + 0x3, // = 0x0110a6c0
AmmoClip = Tactical.Weapon2 + 0x3; // = 0x0110a638
}
public static class Lethal
{
public static uint
Weapon1 = 0x0110a4f9,
Weapon2 = 0x0110a61d,
Weapon3 = 0x0110a6c9,
AmmoBullets = Lethal.Weapon3 + 0x3, // = 0x0110a620
AmmoClip = Lethal.Weapon2 + 0x3, // = 0x0110a6cc
RealAmmo = 0x0110a69c;
}
}
#endregion

And now we will start to build the functions:
Note: to give 1 weapon, you will have to fill the 3 offsets of it!
For exmple: Primary weapon you will have to fill this 3 offsets with the same bytes:
Weapon1 = 0x0110a4fd,
Weapon2 = 0x0110a5f1,
Weapon3 = 0x0110a6a5,
(You can give 6 weapons in once (8 if you replace the tactical and lethal :p))

Bullet Type And Weapons:

Bullet type can be sent by change 1 weapon, so lets replace the secondary weapon with the Harriar Rockets:
    
public static void Rockets(uint client)
{
PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//Remove the akimbo, to prevent Freeze issus!
byte[] Rocket_Dome = WeaponList.Dome.Harriar_Rockets;
byte[] Rocket_Seatown = WeaponList.Seatown.Harriar_Rockets;
if (SetUp1)
{
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Seatown);
}
else//If the maps are not the maps that are on "SetUp1"(The maps dome and etc)
{
//It will give diffrent bytes
PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
}

It will replace the secondary weapon with the harriar rockets, you can change any weapon, but i choosed the secondary.

You can also give like 4th,5th weapon, just need to code it to other weapon and other offset :p

AC130:

On AC-130 you will have to fill at least 2 weapons with the AC130 values, other wise, it will not work.
first we will remove the other weapons, to prevent freeze issues (3,4,5,6 weapons, Granade luncher and Akimbo)
Im using this function, to remove everything that dont need:
    
public static void RemovenecessaryStuff(UInt32 client)
{
byte[] Remove = new byte[] { 0x00, 0, 0 };
byte[] RemoveAkimbo = new byte[] { 0x00 };
PS3.SetMemory(Offsets._3Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._3Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._4Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._5Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon1 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon2 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets._6Weapon.Weapon3 + (client * 0x3980), Remove);
PS3.SetMemory(Offsets.Akimbo_Primary + (client * 0x3980), RemoveAkimbo);
PS3.SetMemory(Offsets.Akimbo_Secondary + (client * 0x3980), RemoveAkimbo);
}

Then we will code the AC130: (For exmple 25mm)
    
public static void AC130_25mm(UInt32 client)
{
byte[] _25Dome = WeaponList.Dome.AC130_25mm;
byte[] _25Seatown = WeaponList.Seatown.AC130_25mm;
RemovenecessaryStuff(client);
if (SetUp1)
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Seatown);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Seatown);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Seatown);
}
else//For the other maps...
{
PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Dome);
//Now the secondary need to have the same bytes aswell, so:
PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Dome);
PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Dome);
}
//And Ammo:
byte[] UltimateAmmo = new byte[] { 0x0F,0xFF,0xFF,0xFF};
PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AkimboAmmo + (0x3980 * client), UltimateAmmo );
PS3.SetMemory(Offsets.Primary.AmmoBullets + (0x3980 * client), UltimateAmmo);
PS3.SetMemory(Offsets.Primary.AmmoClip + (0x3980 * client), UltimateAmmo);
}

Then just do like AC130_25mm(0); //for client 0;


If you cant understand the coding, then dont code it, its like when Shark or xCSBKx Released an aimbot, alot of people have had problems to code it.
If you cant fix the errors, or understand the coding of it, then dont code it!



Debugger Tutorial (For people who dont coding):

To use this you will have to Inject the bins into the memory (Using Debugger(DEX ONLY))
1) Download My BIN's Folder And Extract them to a folder:
Download: You must login or register to view this content.
Virus Scan: You must login or register to view this content.You must login or register to view this content.

2) Go on debugger to 1 of those offsets:
    
Client 0 : 0x0110A4F0
Client 1 : 0x0110DE70
Client 2 : 0x011117F0
Client 3 : 0x01115170
Client 4 : 0x01118AF0
Client 5 : 0x0111C470
Client 6 : 0x0111FDF0
Client 7 : 0x01123770
Client 8 : 0x011270F0
Client 9 : 0x0112AA70
Client 10 : 0x0112E3F0
Client 11 : 0x01131D70
Client 12 : 0x011356F0
Client 13 : 0x01139070
Client 14 : 0x0113C9F0
Client 15 : 0x01140370
Client 16 : 0x01143CF0
Client 17 : 0x01147670


3)Right next to the offset right click on the mouse and click "Load Memory"
See Picture Below:

You must login or register to view this content.

4)Choose the BIN you want to load and click on "Open":
You must login or register to view this content.

And thats all :p



Credits:
Ghosts_Rolly - AC130 105mm BIN for Dome
iMCSx ,Enstone & BuC-ShoTz - for the PS3Lib
Me - For finding all this
Sony - for Debugger :p


Mango :wub:
05-22-2014, 10:44 AM #3
iNDMx
Do a barrel roll!
Nice Mango :wub::wub::wub::wub::wub::wub::wub:
05-22-2014, 12:53 PM #4
En3RGyMoDz
Do a barrel roll!
Mango :yes:
05-22-2014, 02:24 PM #5
iTпDM
Vault dweller
Thanks Mango :wub:
05-22-2014, 02:53 PM #6
i_iTop_i
NextGenUpdate Elite
Thanks lol
05-22-2014, 03:49 PM #7
SC58
Former Staff
This is old and all ready been released along time ago, Like this time last year. Lmao

The following user thanked SC58 for this useful post:

05-22-2014, 05:24 PM #8
ImEraz_
Do a barrel roll!
Thanks
05-22-2014, 06:11 PM #9
Mango_Knife
In my man cave
Originally posted by SC58 View Post
This is old and all ready been released along time ago, Like this time last year. Lmao


No...
GhostsRolly released a walking ac130 bin
But, no1 released like staff run, or walking ims....
And with this you can also give 6 weapons in once.
And i know what you gonna say "G_GivePlayerWeapon", but i tested the G_GivePlayerWeapon and i couldnt give my self Walking AC130 or bullet type so....
05-22-2014, 06:28 PM #10
SC58
Former Staff
Originally posted by Knife View Post
No...
GhostsRolly released a walking ac130 bin
But, no1 released like staff run, or walking ims....
And with this you can also give 6 weapons in once.
And i know what you gonna say "G_GivePlayerWeapon", but i tested the G_GivePlayerWeapon and i couldnt give my self Walking AC130 or bullet type so....


Cause you have to use Sv_GameSendServerCommand with it i forgot the command but whatever the weapon one is for it to set right

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo