Star Wars Jedi Knight - Jedi Academy hacks / exploits

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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

you pointer scan the address (right click > pointer scan).
i would start with level 2-3 pointer scan with offset of 150000. in most cases it gives good results, obviously you will have tons of pointers there, this is where you reboot your game and re-scan the pointer, either by value (if you know the value) or find the address again and then re-scan the pointer list, its all explained in article how it works.

so in short, address can change as many times as it wants, but pointer always points to that address, so you don't have to search again. you could go with asm script too, but i prefer pointer scanning, all you do is just few clicks, no need to write code injections.

i can't remember this game so well, does it have different weapon ranges? like pistol is more close range than some rifle ? i mean can you visually and physically confirm that? like trying to hit enemy from certain distance with pistol has no effect, but with rifle you can hit them?
if so, try using those 2 weapons as base, increased / decreased.

also keep in mind, that in some games things don't make sense, if range increases in game, then value decreases (i had similar thing in NFS Shift 2, where something increased in game, but value decreased). so in those cases, i do changed / not changed only, make hotkeys for it so you don't have to alt-tab out of game.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

I have not tested physical range recently. From what I remember, any weapon's projectile will move forward indefinitely until it hits an object. I will confirm though. The weapons all have the same range in the jk3 files. Which means the weapon may not hold the range but the projectile itself (and saber would be some connection to the blade length).

I'm starting to think range is not as easy to find as ammo, weapon speed, etc (values held in one of the jk3 files) but somewhere else in memory in game... hopefully not server side. If you get a chance to look let me know.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

well something definetely specifies the range, but it might be something that does not change.
or do you have different lenght sabers there?
also even if you have different lenght sabers, value might be static, that there is 1 address for each weapon and you can't find it by searching, because value never changes. so you would have to find weapon stats, then edit it directly.

yeah i got the game downloaded (you can delete it now), not sure if i have time to install it this week. been busy with Resident Evil Revelations and GRID 2 hacking and i wanted to take a look into Bulletstorm too, but Jedi Academy has been in my list for quite some time actually.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

Single sabers have a length of 40, double bladed have a length of 32 per blade. I'm not sure about dual blade - probably 40 per saber. However, this arbitrary value is just for the graphical length. Not sure what the actual hit range value is.

I attempted to contact a fellow hacker on youtube on this video, he just replied today stating he believes the hit range is server side... :\
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

try server side then, open your server as process and try there, see if you find the range, however i don't know how you gonna filter, i don't think that value ever changes.
but give it a try like you do normally, increased / decreased and make sure to hit at least once before searching, so server registers which saber / weapon you have out.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

If it is server side then there isn't much I can do to manipulate it other than on my server.. I've also tried freezing HP. I have done it successfully on my server, tested with a bot. He wasn't able to kill me. But on other MP servers it seems to only affect the HUD display - nothing else.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

yes ofcourse, health is always server sided and so is ammo, well there are rare cases, what shocked me, is that AvP2010 (aliens vs predator 2010 / 3) had ammo client sided when it came out, but after i released some hacks in public they patched it. why it was shocking, is that game was released in 2010 with client side ammo lol.
in avp2 there was a possibility to manipulate health, i can't remember exactly, but its on forum. i think it was done via fall damage. there were 2 values.
1. safe distance you can fall from (lets say 500)
2. 100% death distance you can fall from (lets say 2000) - this means that no matter how much health you have, you always die from that distance
trick was to swap them around, making safe distance higher than death distance, so instead of dieing, you gained health when you fell. then you was able to make values really small, so even a small jump gave you loads of health, even tho server controlled your health, it was server that gave you health, because you told server to do so.

This is what i call server manipulation. it's possible to get lot of stuff like that, but its very hard finding something like that.


what i was suggesting, find out if saber range is server side or not.
1. host dedicated server in your pc
2. instead of game.exe open server.exe
3. try finding saber range and change it.

i still haven't installed it, have too many games going on atm.
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