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Max-Q

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Everything posted by Max-Q

  1. Updated to 1.0.16. Pls read again topic , few changes where made
  2. :snack:COD Q-vision updated. Read again the topic, changes where made.

  3. @Basmal121 tested and i can say that it works perfectly. Man, what a gameplay.
  4. man , thats awesome stuff for games. I wanna try now Thank you
  5. Working on Cod Q-vision Update. Hold on. I know it was patched. Need alot of hours of work, so be patient! Finger crossed! :secret:

    1. Show previous comments  12 more
    2. xm25

      xm25

      We will wait. Thank you for the time that you give

    3. Max-Q

      Max-Q

      ^_^Patience is gold. Thank you guys

    4. 244611551
    5. 615dido
    6. EitanE20

      EitanE20

      Yes 😎😎😎🙏🏼🙏🏼

  6. Someone can PM me? I havent disabled my Pm

    1. Aadhil12345

      Aadhil12345

      I just tried.. Max Q cannot receive messages 

    2. bR34Kr

      bR34Kr

      Maybe your inbox is full?

    3. Rook

      Rook

      Yeah, 100% full

    4. Max-Q

      Max-Q

      😅Will need a greater inbox. 😂😂

    5. Yuppoto

      Yuppoto

      Hello, I changed the phone. Will it be transferred again? Thanks.

  7. Updated to 4.93. I have recovered some of the lost data, and i have managed to get back the Radar hack and weapon drop hack, thanks to @bR34KrEnjoy while they are working also.
  8. Wtf! 😂
  9. Update completed to v 0.2.6. I didn't had time to test and tag me if any features dont work.
  10. Max-Q

    :shmoo:Welcome to the Club! ^_^

    1. X204

      X204

      Thanks ❤️

  11. idk. i have no issues. Try new version now, maybe its fixed. Checkra1n uses substrate king of all the times, Cydia Substrate.Thats the only responibile for the all detections in unc0ver(substitute)
  12. How you want. But you can just post the ss with the error compile, then if need you can send over. You can use also live offset patcher to do much faster things in a game, and test offsets, to avoid compiling everytime.
  13. Or just find the fov in the player class or in camera class from the dump and modify the float value(slider or just simple modification). Or search field of view inside dump and find the right class, if there isn't in player class or camera class. Example of a camera class where fov can be modified // Namespace: [RequireComponent] // RVA: 0x1002C437C Offset: 0x2C437C [VoodooPresetSourceAttribute] // RVA: 0x1002C437C Offset: 0x2C437C public class vp_FPCamera : vp_Component // TypeDefIndex: 14388 { // Fields public vp_FPController FPController; // 0x98 private vp_FPInput m_FPInput; // 0xA0 [CompilerGeneratedAttribute] // RVA: 0x1002F1C0C Offset: 0x2F1C0C private IAimController <AimController>k__BackingField; // 0xA8 public Vector2 MouseSensitivity; // 0xB0 public int MouseSmoothSteps; // 0xB8 public float MouseSmoothWeight; // 0xBC public bool MouseAcceleration; // 0xC0 public float MouseAccelerationThreshold; // 0xC4 public float MouseAccelerationForce; // 0xC8 protected Vector2 m_MouseMove; // 0xCC protected List<Vector2> m_MouseSmoothBuffer; // 0xD8 public float RenderingFieldOfView; // 0xE0 public float RenderingZoomDamping; // 0xE4 protected float m_FinalZoomTime; // 0xE8 public Vector3 PositionOffset; // 0xEC public float PositionGroundLimit; // 0xF8 public float PositionSpringStiffness; // 0xFC public float PositionSpringDamping; // 0x100 public float PositionSpring2Stiffness; // 0x104 public float PositionSpring2Damping; // 0x108 public float PositionKneeling; // 0x10C public int PositionKneelingSoftness; // 0x110 protected vp_Spring m_PositionSpring; // 0x118 protected vp_Spring m_PositionSpring2; // 0x120 protected bool m_DrawCameraCollisionDebugLine; // 0x128 public Vector2 RotationPitchLimit; // 0x12C public Vector2 RotationYawLimit; // 0x134 public float RotationSpringStiffness; // 0x13C public float RotationSpringDamping; // 0x140 public float RotationKneeling; // 0x144 public int RotationKneelingSoftness; // 0x148 public float RotationStrafeRoll; // 0x14C protected float m_Pitch; // 0x150 protected float m_Yaw; // 0x154 protected vp_Spring m_RotationSpring; // 0x158 protected Vector2 m_InitialRotation; // 0x160 public float ShakeSpeed; // 0x168 public Vector3 ShakeAmplitude; // 0x16C protected Vector3 m_Shake; // 0x178 public Vector4 BobRate; // 0x184 public Vector4 BobAmplitude; // 0x194 public float BobInputVelocityScale; // 0x1A4 public float BobMaxInputVelocity; // 0x1A8 public bool BobRequireGroundContact; // 0x1AC protected float m_LastBobSpeed; // 0x1B0 protected Vector4 m_CurrentBobAmp; // 0x1B4 protected Vector4 m_CurrentBobVal; // 0x1C4 protected float m_BobSpeed; // 0x1D4 public vp_FPCamera.BobStepDelegate BobStepCallback; // 0x1D8 public float BobStepThreshold; // 0x1E0 protected float m_LastUpBob; // 0x1E4 protected bool m_BobWasElevating; // 0x1E8 protected Vector3 m_CameraCollisionStartPos; // 0x1EC protected Vector3 m_CameraCollisionEndPos; // 0x1F8 protected RaycastHit m_CameraHit; // 0x204 public float HeadImpactMultiplier; // 0x230 [ObsoleteAttribute] // RVA: 0x1002F1C1C Offset: 0x2F1C1C public Vector2 AttackRecoil; // 0x234 [CompilerGeneratedAttribute] // RVA: 0x1002F1C2C Offset: 0x2F1C2C private Vector2 <AttackRecoilNew>k__BackingField; // 0x23C private vp_FPAutoAimFovHelper autoAimHelper; // 0x248 private FOVRecalculator fovRecalculator; // 0x250 private vp_FPMSPlayerEventHandler m_Player; // 0x258 private ShellShockEffectController m_ShellShock; // 0x260 private Camera cachedCamera; // 0x268 private int shakeIndex; // 0x270 // Properties public bool IsMouseMoved { get; } public IAimController AimController { get; set; } public Vector2 AttackRecoilNew { get; set; } private float renderingFieldOfViewWithAutoAim { get; } public bool DrawCameraCollisionDebugLine { get; set; } private vp_FPMSPlayerEventHandler Player { get; } public Vector2 Angle { get; set; } public Vector3 Forward { get; } public float Pitch { get; set; } public float Yaw { get; set; } protected virtual Vector2 OnValue_Rotation { get; set; } protected virtual Vector3 OnValue_Forward { get; } // Methods public bool get_IsMouseMoved() { } // RVA: 0x101EED8E4 Offset: 0x1EED8E4 [CompilerGeneratedAttribute] // RVA: 0x10033A490 Offset: 0x33A490 public IAimController get_AimController() { } // RVA: 0x101EEDA90 Offset: 0x1EEDA90 [CompilerGeneratedAttribute] // RVA: 0x10033A4A0 Offset: 0x33A4A0 private void set_AimController(IAimController value) { } // RVA: 0x101EEDA98 Offset: 0x1EEDA98 [CompilerGeneratedAttribute] // RVA: 0x10033A4B0 Offset: 0x33A4B0 public Vector2 get_AttackRecoilNew() { } // RVA: 0x101EEDAA0 Offset: 0x1EEDAA0 [CompilerGeneratedAttribute] // RVA: 0x10033A4C0 Offset: 0x33A4C0 public void set_AttackRecoilNew(Vector2 value) { } // RVA: 0x101EEDAAC Offset: 0x1EEDAAC private float get_renderingFieldOfViewWithAutoAim() { } // RVA: 0x101EEDAB8 Offset: 0x1EEDAB8 public bool get_DrawCameraCollisionDebugLine() { } // RVA: 0x101EEDB80 Offset: 0x1EEDB80 public void set_DrawCameraCollisionDebugLine(bool value) { } // RVA: 0x101EEDB88 Offset: 0x1EEDB88 private vp_FPMSPlayerEventHandler get_Player() { } // RVA: 0x101EEDB90 Offset: 0x1EEDB90 public Vector2 get_Angle() { } // RVA: 0x101EEDCF0 Offset: 0x1EEDCF0 public void set_Angle(Vector2 value) { } // RVA: 0x101EEDD24 Offset: 0x1EEDD24 public Vector3 get_Forward() { } // RVA: 0x101EEDDCC Offset: 0x1EEDDCC public float get_Pitch() { } // RVA: 0x101EED96C Offset: 0x1EED96C public void set_Pitch(float value) { } // RVA: 0x101EED974 Offset: 0x1EED974 public float get_Yaw() { } // RVA: 0x101EEDE00 Offset: 0x1EEDE00 public void set_Yaw(float value) { } // RVA: 0x101EEDD4C Offset: 0x1EEDD4C protected override void Awake() { } // RVA: 0x101EEDE08 Offset: 0x1EEDE08 protected override void OnEnable() { } // RVA: 0x101EEEAAC Offset: 0x1EEEAAC protected override void OnDisable() { } // RVA: 0x101EEEE00 Offset: 0x1EEEE00 protected override void Start() { } // RVA: 0x101EEEEC0 Offset: 0x1EEEEC0 protected override void Init() { } // RVA: 0x101EEEF18 Offset: 0x1EEEF18 public void ManualUpdate() { } // RVA: 0x101EEEF1C Offset: 0x1EEEF1C protected override void FixedUpdate() { } // RVA: 0x101EEEFD4 Offset: 0x1EEEFD4 protected override void LateUpdate() { } // RVA: 0x101EEF06C Offset: 0x1EEF06C private void UpdateCameraRotation() { } // RVA: 0x101EEF070 Offset: 0x1EEF070 protected virtual void DoCameraCollision() { } // RVA: 0x101EEF5D0 Offset: 0x1EEF5D0 public virtual void AddForce(Vector3 force) { } // RVA: 0x101EEFAEC Offset: 0x1EEFAEC public virtual void AddForce(float x, float y, float z) { } // RVA: 0x101EEFB44 Offset: 0x1EEFB44 public virtual void AddForce2(Vector3 force) { } // RVA: 0x101EEFB98 Offset: 0x1EEFB98 public void AddForce2(float x, float y, float z) { } // RVA: 0x101EEFBF0 Offset: 0x1EEFBF0 public virtual void AddRollForce(float force) { } // RVA: 0x101EEFC44 Offset: 0x1EEFC44 public virtual void AddRotationForce(Vector3 force) { } // RVA: 0x101EEFCFC Offset: 0x1EEFCFC public void AddRotationForce(float x, float y, float z) { } // RVA: 0x101EEFD54 Offset: 0x1EEFD54 public void UpdateCamera(float mouseX, float mouseY) { } // RVA: 0x101EEEFA4 Offset: 0x1EEEFA4 protected virtual void UpdateMouseLook(float mouseX, float mouseY) { } // RVA: 0x101EEFDA8 Offset: 0x1EEFDA8 protected virtual void UpdateZoom() { } // RVA: 0x101EF0434 Offset: 0x1EF0434 public virtual void Zoom() { } // RVA: 0x101EF05A4 Offset: 0x1EF05A4 public virtual void SnapZoom() { } // RVA: 0x101EF05D4 Offset: 0x1EF05D4 protected virtual void UpdateShakes() { } // RVA: 0x101EF069C Offset: 0x1EF069C protected virtual void UpdateBob() { } // RVA: 0x101EF081C Offset: 0x1EF081C protected virtual void DetectBobStep(float speed, float upBob) { } // RVA: 0x101EF0DC0 Offset: 0x1EF0DC0 protected virtual void UpdateSwaying() { } // RVA: 0x101EF1128 Offset: 0x1EF1128 protected virtual void UpdateSprings() { } // RVA: 0x101EF127C Offset: 0x1EF127C public virtual void DoBomb(Vector3 positionForce, float minRollForce, float maxRollForce) { } // RVA: 0x101EF12E8 Offset: 0x1EF12E8 public override void Refresh() { } // RVA: 0x101EF1360 Offset: 0x1EF1360 public virtual void SnapSprings() { } // RVA: 0x101EF169C Offset: 0x1EF169C public virtual void StopSprings() { } // RVA: 0x101EF1860 Offset: 0x1EF1860 public virtual void Stop() { } // RVA: 0x101EF18C0 Offset: 0x1EF18C0 public virtual void SetRotation(Vector2 eulerAngles, bool stop = True, bool resetInitialRotation = True) { } // RVA: 0x101EF1910 Offset: 0x1EF1910 protected virtual void OnMessage_FallImpact(float impact) { } // RVA: 0x101EF19E8 Offset: 0x1EF19E8 protected virtual void OnMessage_HeadImpact(float impact) { } // RVA: 0x101EF1BB8 Offset: 0x1EF1BB8 public void BombShake(BombShakeArgs args) { } // RVA: 0x101EF1CF0 Offset: 0x1EF1CF0 protected virtual void OnStart_Zoom() { } // RVA: 0x101EF1DC4 Offset: 0x1EF1DC4 protected virtual bool CanStart_Run() { } // RVA: 0x101EF1E7C Offset: 0x1EF1E7C protected virtual Vector2 get_OnValue_Rotation() { } // RVA: 0x101EF1F78 Offset: 0x1EF1F78 protected virtual void set_OnValue_Rotation(Vector2 value) { } // RVA: 0x101EF1FAC Offset: 0x1EF1FAC protected virtual void OnMessage_Stop() { } // RVA: 0x101EF1FD4 Offset: 0x1EF1FD4 protected virtual Vector3 get_OnValue_Forward() { } // RVA: 0x101EF1FE4 Offset: 0x1EF1FE4 private void OnMouseControllerChanged() { } // RVA: 0x101EEEB74 Offset: 0x1EEEB74 public void ResetSmoothBuffer() { } // RVA: 0x101EF1FE8 Offset: 0x1EF1FE8 public void .ctor() { } // RVA: 0x101EF2048 Offset: 0x1EF2048 } This float can be modified to get fov modification : "private float get_renderingFieldOfViewWithAutoAim() { } // RVA: 0x101EEDAB8 Offset: 0x1EEDAB8"
  14. Unlimited ammo=unlimited ammo.To see how work you play. 🤷‍♀️
  15. POGGERSWho doesnt like this 

     

  16. Is Death Strading a game or a movie? lol watch Making of...... 

     

  17. :snack:Fps Hack need? Witch game? Most game replies gets in-charged by me.

    1. Show previous comments  4 more
    2. Laxus

      Laxus

      PUBGGGGGG QVISIONNNN

    3. Max-Q

      Max-Q

      There is shadowgun wargames hack. I have updated it in vip section @DZ Hicham

    4. DanYal

      DanYal

      COC Qvision

    5. Max-Q

      Max-Q

      clash of clans ??? lol what to see through walls? 😂

    6. iCheatGamesForFun

      iCheatGamesForFun

      How about the update on ZoZo Absolut1on codm AA prv?

       

  18. Will remove the switcher in next update. Thanks for report.
  19. Did u ever finished ammo?Check and let me know if you finish all ammo first. The pickup doesnt mean inf ammo doesnt work. But everything is possibile. Check and repost here.
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