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Project Void v1 GSC Combat Master
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<blockquote data-quote="JayCoder" data-source="post: 62280" data-attributes="member: 11522"><p>This can still be more redefined and i plan on updating it more but only for cabcon website..</p><p></p><p>It was suppose to be a full rebuild of gsc but I have alot of different project I'm working on atm.</p><p></p><p>You need to use my custom melon loader... because I say so make it feel like gsc</p><p></p><p>you put your mods in the mods folder like so:</p><p>Combat Master\Mods\maps\gametypes\mp</p><p></p><p>the folders will not be there by default just create them...</p><p></p><p>any images or cfg go inside mods folder not the sub folders</p><p></p><p>melonloader if u have it installed just replace the melonloader folder in root</p><p>combat master with my custom one so we can load mods like cod...</p><p></p><p>to use my custom one go into the output folder should be a folder called melonloader</p><p>drag and replace the one in your combat masters root directory..</p><p></p><p>I made the huds in photo pea it can be improved but I rather not,</p><p>if there something u can't do with melon loader</p><p>patch it with harmony... u can make a custom hud easy just make a new R.png or what ever u change the code to...</p><p></p><p>I am open to help people as well I wanted to remake</p><p>zombie land for combat master but I don't think I'm going to get to</p><p>with all these lame ass rats hangin' about</p><p></p><p>menu controls because its a mod menu:</p><p></p><p>up and down arrows to scroll</p><p>f1 to open</p><p>enter key to activate an option...</p><p></p><p>if u wanna change the position pause and drag it around...</p><p></p><p>I may work on more updates I don't know right now</p><p>but if requested I might...</p><p></p><p>how is it gsc you might ask well here example code compare:</p><p></p><p>visual studios code:</p><p>[CODE] string menuName = $"{P}{r}{o}{j}{e}{c}{t}{v}{oo}{ii}{d} {vv}{v1}";</p><p> CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background</p><p> //Create Title</p><p> CreateTitle(20, menuName, 0, Color.white);</p><p> //Sub Menu Options</p><p> // Read the contents of the GCSC file into a string variable</p><p> CreateText(60, "Unlock All Operators", UnlockAllOps);</p><p> CreateText(80, "Unlock All Weapons", UnlockAllWeapons);[/CODE]</p><p></p><p>looks like gsc to me pretty much....</p><p></p><p>here what a cod gsc would look like:</p><p>[CODE] self CreateTitle("Project Bloody V1", undefined);</p><p> self CreateSuboption("Project Bloody V1", 0, "Sub Menu", ::submenu, "Menu");</p><p> self CreateSuboption("Project Bloody V1", 1, "Sub Menu", ::submenu, "Menu");</p><p> self CreateSuboption("Project Bloody V1", 2, "Sub Menu", ::submenu, "Menu");</p><p> self CreateSuboption("Project Bloody V1", 3, "Sub Menu", ::submenu, "Menu");[/CODE]</p><p></p><p>here some scripts iv made to make things easier to understand, I made</p><p>everything the way it is so it easier.....</p><p></p><p>tp all players:</p><p>[CODE]</p><p> void TPAllPlayerToMe()</p><p> {</p><p> var myPlayer = PlayerRoot.MyPlayer;</p><p> if (myPlayer != null && myPlayer.isActiveAndEnabled)</p><p> {</p><p> Vector3 myPos = myPlayer.transform.position;</p><p> foreach (var player in PlayerRoot.AllPlayers)</p><p> {</p><p> if (!player.isActiveAndEnabled)</p><p> {</p><p> continue;</p><p> }</p><p> player.transform.position = myPos;</p><p> GSCLoggerMessage("Player " + player.name + " Teleported to: " + myPos.ToString());</p><p> }</p><p> }</p><p> else</p><p> {</p><p> GSCLoggerMessage("My player is not active or enabled!");</p><p> }</p><p> }[/CODE]</p><p>aimbot this doesn't do anything with ads this just rotates your player to the enemy:</p><p>[CODE] void MyPlayersAim11()</p><p> {</p><p> Camera mainCamera = Camera.main;</p><p> if (mainCamera == null) return;</p><p> var myPlayer = PlayerRoot.MyPlayer;</p><p> if (myPlayer != null && myPlayer.isActiveAndEnabled)</p><p> {</p><p> Vector3 myPos = myPlayer.transform.position;</p><p> float maxDistance = 10f; // Set your desired maximum distance here</p><p> float minDistance = 3f; // Set your desired minimum distance here</p><p> foreach (var player in PlayerRoot.AllPlayers)</p><p> {</p><p> if (!player.isActiveAndEnabled)</p><p> {</p><p> continue;</p><p> }</p><p> Vector3 pivotPos = player.transform.position;</p><p> float distance = Vector3.Distance(myPos, pivotPos);</p><p> if (distance > maxDistance || distance < minDistance)</p><p> {</p><p> continue;</p><p> }</p><p></p><p> float footPosY = pivotPos.y - 0.2f;</p><p> float headPosY = pivotPos.y + 1.8f;</p><p></p><p> Vector3 w2s_footpos = mainCamera.WorldToScreenPoint(new Vector3(pivotPos.x, footPosY, pivotPos.z));</p><p> Vector3 w2s_headpos = mainCamera.WorldToScreenPoint(new Vector3(pivotPos.x, headPosY, pivotPos.z));</p><p> </p><p> if (w2s_headpos.z > 0 && w2s_footpos.z > 0)</p><p> {</p><p> Vector3 aimPos = new Vector3(w2s_headpos.x, w2s_headpos.y, (w2s_headpos.z + w2s_footpos.z) / 2f);</p><p> Vector3 aimWorldPos = mainCamera.ScreenToWorldPoint(aimPos);</p><p> myPlayer.transform.LookAt(aimWorldPos);</p><p> GSCLoggerMessage("Player " + player.name + " locked on at position " + aimWorldPos);</p><p> }</p><p> }</p><p> }</p><p> }[/CODE]</p><p>this is what rotates the player >> myPlayer.transform.LookAt(aimWorldPos);</p><p>can change this to other things to experiment</p><p></p><p></p><p>aimbot is host only</p><p></p><p>make all players and bots super big</p><p>[CODE] void AllPlayersSizeShit(x,y,z)</p><p> {</p><p> foreach (var player in PlayerRoot.AllPlayers)</p><p> {</p><p> if (!player.isActiveAndEnabled)</p><p> {</p><p> continue;</p><p> // Set the local scale of the player's transform component to (10, 10, 10)</p><p> player.transform.localScale = new Vector3(x, y, z);</p><p> GSCLoggerMessage("Big Players Lets Go...!" + player.name + "\n");</p><p> }</p><p> else if(PlayerRoot.MyPlayer)</p><p> {</p><p> GSCLoggerMessage("can't make me big...." + player.name + "\n");</p><p> }</p><p> }</p><p> }</p><p>example:</p><p>AllPlayersSizeShit(10f,10f,10f);</p><p>[/CODE]</p><p></p><p>I would be safe with this as other player cannot tell that they are big...</p><p>you can do this with the map itself too and make the map big as **** where its like toy soldiers,</p><p>if u wanted the other players to see the changes you would need to look into unity's networking</p><p>that is used on combat master I look a look but its a little complicated and will take me longer</p><p></p><p>A better way for aimbot would be to use indicator huds as u can differentiate between enemy and teammate</p><p>the hud indicators have to indicators inside of the content component</p><p>teammate and enemy... these are the icons that float above players heads....</p><p></p><p>links:</p><p>Custom melonloader:</p><p>[URL unfurl="true"]https://www.mediafire.com/file/gtcmspugkbfqkck/MelonLoader.7z/file[/URL]</p><p></p><p>Melon loader custom remake source:</p><p>[URL unfurl="true"]https://www.mediafire.com/file/ksl4i52bpgnkytd/Latest_Remake_melonremake.rar/file[/URL]</p><p></p><p>_clientids source:</p><p>[URL unfurl="true"]https://www.mediafire.com/file/guez2bvkfom7p3x/_clientids.rar/file[/URL]</p><p></p><p>_clientids updated more clean source:</p><p>[URL unfurl="true"]https://www.mediafire.com/file/36zgj1pjugqyohn/_clientids_may13.rar/file[/URL]</p><p></p><p>_clientids updated 9:30 may14</p><p>[URL unfurl="true"]https://www.mediafire.com/file/ifmh7j1ti1rf0kb/_clientids_may14.rar/file[/URL]</p><p></p><p>compiled drag and drop mods folder for root game:</p><p>[URL unfurl="true"]https://www.mediafire.com/file/vgttg7fmrdhqhsy/Mods.rar/file[/URL]</p><p></p><p>I was able to asset rip the game get all of these files which has scripts models and animations and much more:</p><p>[URL unfurl="true"]https://www.mediafire.com/file/ztxl5e7hu79paqa/CombatMasterDump.rar/file[/URL]</p><p></p><p><strong><span style="font-size: 22px">Latest Update as of june 6th 2023:</span></strong></p><p><span style="font-size: 15px">mods content everything u need to drag and drop:</span></p><p><span style="font-size: 15px"><a href="https://mega.nz/file/sGVgDJgQ#C0_pRXDu1ZfwvsohKm2uqbN2wTk3KtbpXWRpvGzTh5E" target="_blank">94.5 KB file on MEGA</a> </span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">custom melon loader folder replacement in combat master: </span></p><p><span style="font-size: 15px">[URL unfurl="true"]https://mega.nz/file/IaF0XYjT#83g205K15ae_W5-UNGI5F40nT_JHbHKMUXq0s0-JcPY[/URL]</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Video of full walkthrough:</span></p><p><span style="font-size: 15px">[MEDIA=youtube]vttqWDp0Jng[/MEDIA]</span></p><p></p><p>though I recommend using a Beebyte Deobfuscator for some of the text is encrypted</p><p>but u can still pretty much get the gist of what exactly is happing with the provided dump above...</p><p>and all the provided information.</p><p></p><p>current menu structure:</p><p>[CODE]</p><p> void MenuStructure()</p><p> {</p><p> string menuName = $"{P}{r}{o}{j}{e}{c}{t}{v}{oo}{ii}{d} {vv}{v1}";</p><p> CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background</p><p> //Create Title</p><p> CreateTitle(20, menuName, 0, Color.white);</p><p> //Sub Menu Options</p><p> // Read the contents of the GCSC file into a string variable</p><p> CreateText(60, "Unlock All Operators", UnlockAllOps);</p><p> CreateText(80, "Unlock All Weapons", UnlockAllWeapons);</p><p> CreateText(100, "Unlock All Emblems", UnlockAllEmblems);</p><p> CreateText(120, "Toggle Esp", EspToggle);</p><p> CreateText(140, "Modded Xp", ModdedXpLobby);</p><p> CreateText(160, "Toggle BP", BattlePassBypass);</p><p> CreateText(180, "UnlockAllWeaponsAllPlayer", UnlockAllWeaponsAllPlayer);</p><p> CreateText(200, "UnlockAllEmblemsAllPlayer", UnlockAllEmblemsAllPlayer);</p><p> CreateText(220, "UnlockAllOpsAllPlayer", UnlockAllOpsAllPlayer);//() =></p><p> CreateText(240, "Print Active G Objs", CurrentlyActiveGameObjectsLoadedInScene);</p><p> CreateText(260, "No Warehouse OutterCol", RemoveWarehouseOutterCollision);</p><p> CreateText(280, "Warehouse MG G Objs", GameObjectsInsideMapgraphicsWarehouse);</p><p> CreateText(300, "TP All PlayerToMe", TPAllPlayerToMe);</p><p> CreateText(320, "SuperSpeed", GiveSuperSpeed);</p><p> //Menu Controls Or Credits</p><p> CreateTitle(350, $"Created By: {name}", 0, Color.white);</p><p> }</p><p></p><p>updated structure looks like this now:</p><p> public static void MenuHuds()</p><p> {</p><p> CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background</p><p> }</p><p> public static void MenuStructure()</p><p> {</p><p> MenuHuds();</p><p> //Create Title</p><p> CreateTitle(20, menuName, 0, Color.white);</p><p> //Sub Menu Options</p><p> CreateText(60, "Unlock All Operators", functions.UnlockAllOps);</p><p> CreateText(80, "Unlock All Weapons", functions.UnlockAllWeapons);</p><p> CreateText(100, "Unlock All Emblems", functions.UnlockAllEmblems);</p><p> CreateText(120, "Toggle Esp", functions.EspToggle);</p><p> CreateText(140, "Modded Xp", functions.ModdedXpLobby);</p><p> CreateText(160, "Toggle BP", functions.BattlePassBypass);</p><p> CreateText(180, "UnlockAllWeaponsAllPlayer", functions.UnlockAllWeaponsAllPlayer);</p><p> CreateText(200, "UnlockAllEmblemsAllPlayer", functions.UnlockAllEmblemsAllPlayer);</p><p> CreateText(220, "UnlockAllOpsAllPlayer", functions.UnlockAllOpsAllPlayer);//() =></p><p> CreateText(240, "Print Active G Objs", functions.CurrentlyActiveGameObjectsLoadedInScene);</p><p> CreateText(260, "No Warehouse OutterCol", functions.RemoveWarehouseOutterCollision);</p><p> CreateText(280, "Warehouse MG G Objs", functions.GameObjectsInsideMapgraphicsWarehouse);</p><p> CreateText(300, "TP All PlayerToMe", functions.TPAllPlayerToMe);</p><p> CreateText(320, "SuperSpeed", functions.GiveSuperSpeed);</p><p> //Menu Controls Or Credits</p><p> CreateTitle(350, $"Created By: {name}", 0, Color.white);</p><p> }</p><p>we call functions from the functions.cs instead of call them from the same .cs file</p><p>this will keep it more clean.</p><p></p><p>may14 9:30pm update</p><p> public static void MenuHuds()</p><p> {</p><p> CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background</p><p> }</p><p> public static void MenuStructure()</p><p> {</p><p> MenuHuds();</p><p> //Create Title</p><p> CreateTitle(20, menuName, 0, Color.white);</p><p> //Sub Menu Options</p><p> CreateText(60, "Unlock All Operators", UnlockAllOps);</p><p> CreateText(80, "Unlock All Weapons", UnlockAllWeapons);</p><p> CreateText(100, "Unlock All Emblems", UnlockAllEmblems);</p><p> CreateText(120, "Toggle Esp", EspToggle);</p><p> CreateText(140, "Modded Xp", ModdedXpLobby);</p><p> CreateText(160, "Toggle BP", BattlePassBypass);</p><p> CreateText(180, "Toggle Noclip", ToggleNoclip);</p><p> CreateText(200, "Toggle SuperSpeed", ToggleSuperSpeed);</p><p> CreateText(220, "Tp Allplayers Shoot", ToggleTeleport);//() =></p><p> CreateText(240, "Perfect Weapon", NorecoilOrWeaponSway);</p><p> CreateText(260, "No Warehouse OutterCol", RemoveWarehouseOutterCollision);</p><p> CreateText(280, "Infinity Ammo Test", ToggleInfiniteAmmo);</p><p> CreateText(300, "TP All PlayerToMe", TPAllPlayerToMe);</p><p> CreateText(320, "SuperJumpTest", ToggleJump);</p><p> //Menu Controls Or Credits</p><p> CreateTitle(350, $"Created By: {name}", 0, Color.white);</p><p> }</p><p>added shoot all players at crosshairs</p><p>test for norecoil and weapon sway</p><p>ammo testing</p><p>super jump for host can be applied to players as well</p><p>[/CODE]</p><p>Legit was made to feel like gsc...</p><p></p><p>here an older gif picture:</p><p>[MEDIA=imgur]a/OKaWV9X[/MEDIA]</p><p></p><p></p><p>here a more up to date gif:</p><p>[MEDIA=imgur]a/TD1jFev[/MEDIA]</p><p></p><p>Ai not included with mod i was using the ai to record my screen and listen to music.</p><p>unlock all for all players doesn't work right yet...</p><p>modded xp does work...</p><p>esp work off host will find more stuff that works offhost</p><p></p><p>unity engine uses imgui so you could use this method for other unity games as well...</p><p></p><p>I am working on reversing there anti-cheat so we can do more fun things</p><p>here some anticheat stuff</p><p>[CODE]</p><p></p><p>public static string ConstructErrorForSupport(string text, [string prefix = null], [Il2CppSystem.Exception exception = null])</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static string GenerateBugReport([Il2CppSystem.Exception exception = null])</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static void GetUnityInfo()</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static void PrintExceptionForSupport(string errorText, [Il2CppSystem.Exception exception = null])</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static void PrintExceptionForSupport(string errorText, [string prefix = null], [Il2CppSystem.Exception exception = null])</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static string applicationPlatform { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static string DocsRootUrl { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static string LogPrefix { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static Il2CppInterop.Runtime.InteropTypes.Arrays.Il2CppStructArray<char> StringKey { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static string SupportContact { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static string unityVersion { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p>public static string Version { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.ACTk</p><p></p><p>//something attachted to player</p><p></p><p>public string _AccessedApi_k__BackingField { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Common.BackgroundThreadAccessException</p><p></p><p></p><p>public virtual void StopDetectionInternal()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.ACTkDetectorBase<T></p><p>public bool IsCheatDetected { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.ACTkDetectorBase<T></p><p>public static void StopDetection()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.InjectionDetector</p><p>public static void Dispose()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.InjectionDetector</p><p></p><p>public virtual void EndInvoke(Il2CppSystem.IAsyncResult result)</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.InjectionDetector.InjectionDetectedEventHandler</p><p>public static void StopDetection()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.ObscuredCheatingDetector</p><p>public static void StopDetection()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.SpeedHackDetector</p><p>public int coolDown { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.SpeedHackDetector</p><p>public byte maxFalsePositives { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.SpeedHackDetector</p><p>public byte currentFalsePositives { get; set; }</p><p>public static void StopDetection()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.TimeCheatingDetector</p><p>public override void StopDetectionInternal()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.TimeCheatingDetector</p><p>public static void StopDetection()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public override void StopDetectionInternal()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public void StopRigidModule()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public void StopRaycastModule()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public void StopWireframeModule()</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public byte maxFalsePositives { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public byte rigidbodyDetections { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public byte raycastDetections { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public byte maxFalsePositives { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>public UnityEngine.GameObject solidWall { get; set; }</p><p> Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector</p><p>Plain</p><p> Member of Il2CppCodeStage.AntiCheat.Storage.ObscurationMode</p><p></p><p>public static void Dispose()</p><p> Member of Il2CppCodeStage.AntiCheat.Time.SpeedHackProofTime</p><p></p><p>public void OnSpeedHackDetected()</p><p> Member of Il2CppCodeStage.AntiCheat.Time.SpeedHackProofTime</p><p></p><p>[/CODE]</p><p>Menu Controls: to move the menu around you can legit drag it anywhere on screen u want... u can click the options if you don't wanna use the scroller. Open Menu: Aim & V to open menu/close Scroll: Arrow keys up and down to scroll up and down in menu Select Options: Enter key, or click to select an option...</p></blockquote><p></p>
[QUOTE="JayCoder, post: 62280, member: 11522"] This can still be more redefined and i plan on updating it more but only for cabcon website.. It was suppose to be a full rebuild of gsc but I have alot of different project I'm working on atm. You need to use my custom melon loader... because I say so make it feel like gsc you put your mods in the mods folder like so: Combat Master\Mods\maps\gametypes\mp the folders will not be there by default just create them... any images or cfg go inside mods folder not the sub folders melonloader if u have it installed just replace the melonloader folder in root combat master with my custom one so we can load mods like cod... to use my custom one go into the output folder should be a folder called melonloader drag and replace the one in your combat masters root directory.. I made the huds in photo pea it can be improved but I rather not, if there something u can't do with melon loader patch it with harmony... u can make a custom hud easy just make a new R.png or what ever u change the code to... I am open to help people as well I wanted to remake zombie land for combat master but I don't think I'm going to get to with all these lame ass rats hangin' about menu controls because its a mod menu: up and down arrows to scroll f1 to open enter key to activate an option... if u wanna change the position pause and drag it around... I may work on more updates I don't know right now but if requested I might... how is it gsc you might ask well here example code compare: visual studios code: [CODE] string menuName = $"{P}{r}{o}{j}{e}{c}{t}{v}{oo}{ii}{d} {vv}{v1}"; CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background //Create Title CreateTitle(20, menuName, 0, Color.white); //Sub Menu Options // Read the contents of the GCSC file into a string variable CreateText(60, "Unlock All Operators", UnlockAllOps); CreateText(80, "Unlock All Weapons", UnlockAllWeapons);[/CODE] looks like gsc to me pretty much.... here what a cod gsc would look like: [CODE] self CreateTitle("Project Bloody V1", undefined); self CreateSuboption("Project Bloody V1", 0, "Sub Menu", ::submenu, "Menu"); self CreateSuboption("Project Bloody V1", 1, "Sub Menu", ::submenu, "Menu"); self CreateSuboption("Project Bloody V1", 2, "Sub Menu", ::submenu, "Menu"); self CreateSuboption("Project Bloody V1", 3, "Sub Menu", ::submenu, "Menu");[/CODE] here some scripts iv made to make things easier to understand, I made everything the way it is so it easier..... tp all players: [CODE] void TPAllPlayerToMe() { var myPlayer = PlayerRoot.MyPlayer; if (myPlayer != null && myPlayer.isActiveAndEnabled) { Vector3 myPos = myPlayer.transform.position; foreach (var player in PlayerRoot.AllPlayers) { if (!player.isActiveAndEnabled) { continue; } player.transform.position = myPos; GSCLoggerMessage("Player " + player.name + " Teleported to: " + myPos.ToString()); } } else { GSCLoggerMessage("My player is not active or enabled!"); } }[/CODE] aimbot this doesn't do anything with ads this just rotates your player to the enemy: [CODE] void MyPlayersAim11() { Camera mainCamera = Camera.main; if (mainCamera == null) return; var myPlayer = PlayerRoot.MyPlayer; if (myPlayer != null && myPlayer.isActiveAndEnabled) { Vector3 myPos = myPlayer.transform.position; float maxDistance = 10f; // Set your desired maximum distance here float minDistance = 3f; // Set your desired minimum distance here foreach (var player in PlayerRoot.AllPlayers) { if (!player.isActiveAndEnabled) { continue; } Vector3 pivotPos = player.transform.position; float distance = Vector3.Distance(myPos, pivotPos); if (distance > maxDistance || distance < minDistance) { continue; } float footPosY = pivotPos.y - 0.2f; float headPosY = pivotPos.y + 1.8f; Vector3 w2s_footpos = mainCamera.WorldToScreenPoint(new Vector3(pivotPos.x, footPosY, pivotPos.z)); Vector3 w2s_headpos = mainCamera.WorldToScreenPoint(new Vector3(pivotPos.x, headPosY, pivotPos.z)); if (w2s_headpos.z > 0 && w2s_footpos.z > 0) { Vector3 aimPos = new Vector3(w2s_headpos.x, w2s_headpos.y, (w2s_headpos.z + w2s_footpos.z) / 2f); Vector3 aimWorldPos = mainCamera.ScreenToWorldPoint(aimPos); myPlayer.transform.LookAt(aimWorldPos); GSCLoggerMessage("Player " + player.name + " locked on at position " + aimWorldPos); } } } }[/CODE] this is what rotates the player >> myPlayer.transform.LookAt(aimWorldPos); can change this to other things to experiment aimbot is host only make all players and bots super big [CODE] void AllPlayersSizeShit(x,y,z) { foreach (var player in PlayerRoot.AllPlayers) { if (!player.isActiveAndEnabled) { continue; // Set the local scale of the player's transform component to (10, 10, 10) player.transform.localScale = new Vector3(x, y, z); GSCLoggerMessage("Big Players Lets Go...!" + player.name + "\n"); } else if(PlayerRoot.MyPlayer) { GSCLoggerMessage("can't make me big...." + player.name + "\n"); } } } example: AllPlayersSizeShit(10f,10f,10f); [/CODE] I would be safe with this as other player cannot tell that they are big... you can do this with the map itself too and make the map big as **** where its like toy soldiers, if u wanted the other players to see the changes you would need to look into unity's networking that is used on combat master I look a look but its a little complicated and will take me longer A better way for aimbot would be to use indicator huds as u can differentiate between enemy and teammate the hud indicators have to indicators inside of the content component teammate and enemy... these are the icons that float above players heads.... links: Custom melonloader: [URL unfurl="true"]https://www.mediafire.com/file/gtcmspugkbfqkck/MelonLoader.7z/file[/URL] Melon loader custom remake source: [URL unfurl="true"]https://www.mediafire.com/file/ksl4i52bpgnkytd/Latest_Remake_melonremake.rar/file[/URL] _clientids source: [URL unfurl="true"]https://www.mediafire.com/file/guez2bvkfom7p3x/_clientids.rar/file[/URL] _clientids updated more clean source: [URL unfurl="true"]https://www.mediafire.com/file/36zgj1pjugqyohn/_clientids_may13.rar/file[/URL] _clientids updated 9:30 may14 [URL unfurl="true"]https://www.mediafire.com/file/ifmh7j1ti1rf0kb/_clientids_may14.rar/file[/URL] compiled drag and drop mods folder for root game: [URL unfurl="true"]https://www.mediafire.com/file/vgttg7fmrdhqhsy/Mods.rar/file[/URL] I was able to asset rip the game get all of these files which has scripts models and animations and much more: [URL unfurl="true"]https://www.mediafire.com/file/ztxl5e7hu79paqa/CombatMasterDump.rar/file[/URL] [B][SIZE=6]Latest Update as of june 6th 2023:[/SIZE][/B] [SIZE=4]mods content everything u need to drag and drop: [URL='https://mega.nz/file/sGVgDJgQ#C0_pRXDu1ZfwvsohKm2uqbN2wTk3KtbpXWRpvGzTh5E']94.5 KB file on MEGA[/URL] custom melon loader folder replacement in combat master: [URL unfurl="true"]https://mega.nz/file/IaF0XYjT#83g205K15ae_W5-UNGI5F40nT_JHbHKMUXq0s0-JcPY[/URL] Video of full walkthrough: [MEDIA=youtube]vttqWDp0Jng[/MEDIA][/SIZE] though I recommend using a Beebyte Deobfuscator for some of the text is encrypted but u can still pretty much get the gist of what exactly is happing with the provided dump above... and all the provided information. current menu structure: [CODE] void MenuStructure() { string menuName = $"{P}{r}{o}{j}{e}{c}{t}{v}{oo}{ii}{d} {vv}{v1}"; CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background //Create Title CreateTitle(20, menuName, 0, Color.white); //Sub Menu Options // Read the contents of the GCSC file into a string variable CreateText(60, "Unlock All Operators", UnlockAllOps); CreateText(80, "Unlock All Weapons", UnlockAllWeapons); CreateText(100, "Unlock All Emblems", UnlockAllEmblems); CreateText(120, "Toggle Esp", EspToggle); CreateText(140, "Modded Xp", ModdedXpLobby); CreateText(160, "Toggle BP", BattlePassBypass); CreateText(180, "UnlockAllWeaponsAllPlayer", UnlockAllWeaponsAllPlayer); CreateText(200, "UnlockAllEmblemsAllPlayer", UnlockAllEmblemsAllPlayer); CreateText(220, "UnlockAllOpsAllPlayer", UnlockAllOpsAllPlayer);//() => CreateText(240, "Print Active G Objs", CurrentlyActiveGameObjectsLoadedInScene); CreateText(260, "No Warehouse OutterCol", RemoveWarehouseOutterCollision); CreateText(280, "Warehouse MG G Objs", GameObjectsInsideMapgraphicsWarehouse); CreateText(300, "TP All PlayerToMe", TPAllPlayerToMe); CreateText(320, "SuperSpeed", GiveSuperSpeed); //Menu Controls Or Credits CreateTitle(350, $"Created By: {name}", 0, Color.white); } updated structure looks like this now: public static void MenuHuds() { CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background } public static void MenuStructure() { MenuHuds(); //Create Title CreateTitle(20, menuName, 0, Color.white); //Sub Menu Options CreateText(60, "Unlock All Operators", functions.UnlockAllOps); CreateText(80, "Unlock All Weapons", functions.UnlockAllWeapons); CreateText(100, "Unlock All Emblems", functions.UnlockAllEmblems); CreateText(120, "Toggle Esp", functions.EspToggle); CreateText(140, "Modded Xp", functions.ModdedXpLobby); CreateText(160, "Toggle BP", functions.BattlePassBypass); CreateText(180, "UnlockAllWeaponsAllPlayer", functions.UnlockAllWeaponsAllPlayer); CreateText(200, "UnlockAllEmblemsAllPlayer", functions.UnlockAllEmblemsAllPlayer); CreateText(220, "UnlockAllOpsAllPlayer", functions.UnlockAllOpsAllPlayer);//() => CreateText(240, "Print Active G Objs", functions.CurrentlyActiveGameObjectsLoadedInScene); CreateText(260, "No Warehouse OutterCol", functions.RemoveWarehouseOutterCollision); CreateText(280, "Warehouse MG G Objs", functions.GameObjectsInsideMapgraphicsWarehouse); CreateText(300, "TP All PlayerToMe", functions.TPAllPlayerToMe); CreateText(320, "SuperSpeed", functions.GiveSuperSpeed); //Menu Controls Or Credits CreateTitle(350, $"Created By: {name}", 0, Color.white); } we call functions from the functions.cs instead of call them from the same .cs file this will keep it more clean. may14 9:30pm update public static void MenuHuds() { CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background } public static void MenuStructure() { MenuHuds(); //Create Title CreateTitle(20, menuName, 0, Color.white); //Sub Menu Options CreateText(60, "Unlock All Operators", UnlockAllOps); CreateText(80, "Unlock All Weapons", UnlockAllWeapons); CreateText(100, "Unlock All Emblems", UnlockAllEmblems); CreateText(120, "Toggle Esp", EspToggle); CreateText(140, "Modded Xp", ModdedXpLobby); CreateText(160, "Toggle BP", BattlePassBypass); CreateText(180, "Toggle Noclip", ToggleNoclip); CreateText(200, "Toggle SuperSpeed", ToggleSuperSpeed); CreateText(220, "Tp Allplayers Shoot", ToggleTeleport);//() => CreateText(240, "Perfect Weapon", NorecoilOrWeaponSway); CreateText(260, "No Warehouse OutterCol", RemoveWarehouseOutterCollision); CreateText(280, "Infinity Ammo Test", ToggleInfiniteAmmo); CreateText(300, "TP All PlayerToMe", TPAllPlayerToMe); CreateText(320, "SuperJumpTest", ToggleJump); //Menu Controls Or Credits CreateTitle(350, $"Created By: {name}", 0, Color.white); } added shoot all players at crosshairs test for norecoil and weapon sway ammo testing super jump for host can be applied to players as well [/CODE] Legit was made to feel like gsc... here an older gif picture: [MEDIA=imgur]a/OKaWV9X[/MEDIA] here a more up to date gif: [MEDIA=imgur]a/TD1jFev[/MEDIA] Ai not included with mod i was using the ai to record my screen and listen to music. unlock all for all players doesn't work right yet... modded xp does work... esp work off host will find more stuff that works offhost unity engine uses imgui so you could use this method for other unity games as well... I am working on reversing there anti-cheat so we can do more fun things here some anticheat stuff [CODE] public static string ConstructErrorForSupport(string text, [string prefix = null], [Il2CppSystem.Exception exception = null]) Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static string GenerateBugReport([Il2CppSystem.Exception exception = null]) Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static void GetUnityInfo() Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static void PrintExceptionForSupport(string errorText, [Il2CppSystem.Exception exception = null]) Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static void PrintExceptionForSupport(string errorText, [string prefix = null], [Il2CppSystem.Exception exception = null]) Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static string applicationPlatform { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static string DocsRootUrl { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static string LogPrefix { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static Il2CppInterop.Runtime.InteropTypes.Arrays.Il2CppStructArray<char> StringKey { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static string SupportContact { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static string unityVersion { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.ACTk public static string Version { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.ACTk //something attachted to player public string _AccessedApi_k__BackingField { get; set; } Member of Il2CppCodeStage.AntiCheat.Common.BackgroundThreadAccessException public virtual void StopDetectionInternal() Member of Il2CppCodeStage.AntiCheat.Detectors.ACTkDetectorBase<T> public bool IsCheatDetected { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.ACTkDetectorBase<T> public static void StopDetection() Member of Il2CppCodeStage.AntiCheat.Detectors.InjectionDetector public static void Dispose() Member of Il2CppCodeStage.AntiCheat.Detectors.InjectionDetector public virtual void EndInvoke(Il2CppSystem.IAsyncResult result) Member of Il2CppCodeStage.AntiCheat.Detectors.InjectionDetector.InjectionDetectedEventHandler public static void StopDetection() Member of Il2CppCodeStage.AntiCheat.Detectors.ObscuredCheatingDetector public static void StopDetection() Member of Il2CppCodeStage.AntiCheat.Detectors.SpeedHackDetector public int coolDown { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.SpeedHackDetector public byte maxFalsePositives { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.SpeedHackDetector public byte currentFalsePositives { get; set; } public static void StopDetection() Member of Il2CppCodeStage.AntiCheat.Detectors.TimeCheatingDetector public override void StopDetectionInternal() Member of Il2CppCodeStage.AntiCheat.Detectors.TimeCheatingDetector public static void StopDetection() Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public override void StopDetectionInternal() Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public void StopRigidModule() Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public void StopRaycastModule() Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public void StopWireframeModule() Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public byte maxFalsePositives { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public byte rigidbodyDetections { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public byte raycastDetections { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public byte maxFalsePositives { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector public UnityEngine.GameObject solidWall { get; set; } Member of Il2CppCodeStage.AntiCheat.Detectors.WallHackDetector Plain Member of Il2CppCodeStage.AntiCheat.Storage.ObscurationMode public static void Dispose() Member of Il2CppCodeStage.AntiCheat.Time.SpeedHackProofTime public void OnSpeedHackDetected() Member of Il2CppCodeStage.AntiCheat.Time.SpeedHackProofTime [/CODE] Menu Controls: to move the menu around you can legit drag it anywhere on screen u want... u can click the options if you don't wanna use the scroller. Open Menu: Aim & V to open menu/close Scroll: Arrow keys up and down to scroll up and down in menu Select Options: Enter key, or click to select an option... [/QUOTE]
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