Cold WarZombies Weapon ID List & OffSets [ Release ]
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Cold WarZombies Weapon ID List & OffSets [ Release ]Posted:

Chat
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this is a list I personally put together with some help of Nathan when it came to testing some things.

These are all default value for guns, they're not the wall buys or certain attachments, they're stock and plain, it's to much work to get the others without dumping it.

If an item is spawned in, you cannot upgrade it, change attachments or upgrade the quailty of this, these are the default values, not the values of weapons with other variants or wallbuys.

Credit to: An_EducatedTard - for posting offsets on this thread.

Weapon ID List:

Special Weapons:
Default Weapon: 1
Wardens Shotgun: 291 ( Upgraded = 243 )
Crippled M8: 256
Working Crippled M8: 143
RP-84: 220 ( Upgraded = 219 )
Crippled Knife: 146
Child of Gaia: 309 ( It's a flower )
Easter Egg Ball From Tree: 311

Zombie Boss Attack:
Main: 198

Other:
No Name: Explosive Fist: 168

Weapon Boxes: [ They Shoot ]
Assault Rounds: 266
Special Ammo: 258
Large Caliber: 257
Small Caliber: 229
Sniper Rounds: 218
Shotgun Shells: 199

Assult Rifles:
AK-47: 4 ( Upgraded = 232
KRIG 6: 8 ( Upgraded = 213 )
FFAR 1: 22 ( Upgraded = 235 )
M16: 29 ( Upgraded = 293 )
QBZ-83: 36 ( Upgraded = 234 )
XM4: 38 ( Upgraded = 223 )

Tactical Rifles
DMR 14: 25 ( Upgraded = 217 )
TYPE 63: 26 ( Upgraded = 276 :
AUG: 28 ( Upgraded = 197 )

Sub Machine Guns:
Bullfrog: 11 ( Upgraded = 244 )
KSP 45: 14 ( Upgraded = 287 )
MP5: 30 ( Upgraded = 275 )
AK-74U: 32 ( Upgraded = 296 )
MILANO 821: 43 ( Upgraded = 269 )

Lightmachine Gun:
Stoner 63: 2 ( Upgraded = 254 )
RPD: 34 ( Upgraded = 289 )
M60: 45 ( Upgraded = 230 )

Pistols:
Magnum: 16 ( Dual 92 ) ( Upgraded = 209 - Dual Upgraded = 267 )
1911: 12 ( Dual 127 ) ( Upgraded = 215 - Dual Upgraded = 211
Diamatti: 21 ( Dual 148 ) ( Dual Upgraded = 226 ) ( Normal Upgraded = 303 )


Shotguns:
HAUER 77: 27 ( Upgraded = 274 )
GALLO SA12: 37 ( Upgraded = 302 )

Knife & Special:
Fists: 5
M79: 6 ( Upgraded = 281 )
Knife: 9 ( Upgraded = 298 )

Snipers:
M79: 6 ( Upgraded = 281 )
PELINGSTON 703: 23 ( Upgraded = 251 )
LW3 - TUNDRA: 35 ( Upgraded = 210 )

Launchers:
RPG-7: 7 ( Upgraded = 224 )
Cigma 2: 18 ( Upgraded = 250 )


Wonder Weapons:
Raygun: 40 ( Upgraded = 280 )
D.I.E. Shockwave: 20 [ Left Click Does Not Do Damage ] - Works for EE Step Though
D.I.E. Nova-5: 290 [ Left Click Does Not Do Damage ] - Works for EE Step Though
D.I.E. THERMOPHASIC: 294
D.I.E. CRYO-EMITTER: 283
D.I.E. ELECTROBOLT: 277


Support: [ These are displayed and used as weapons ]
Gunship: 46 - Single Fire
Gunship: 48 - Faster Fire?
Gunship: 49 - Full Auto?
Sentry: 50
Attack Chopper: 52
Attack Chopper: 62
Drone Squad: 53
Sam Turrent: 54
Sniper's Nest: 57
Cruise Missile: 116
Not Named: 58
Not Named: 59

Support: [ That can be used as intended ]
Chopper Gunner: 60

Field Upgrades:
Energy Mine: 263 [ Unlimited ]
Healing Aura: 249 [ Unlimited ]
Frost Blast: 242 [ Unlimited ]
Ether Shroud: 237 [ Unlimited ] Level 3 Shroud = 196
Ring Of Fire: 227 [ Unlimited ] - Doesn't take ammo from mags.

[ I'm sure there's bigger radius & better Field Upgrades, but there is so many different ID's for them, I'm not testing them.

< Multiplayer Related Stuff You Can Spawn in Zombies >
Gas Mine: 155
Trophy System: 147
Stim: 145
Jammer: 122
Field Mic: 113
Proximity Mine: 107
Shield: 101 - Text: Password [ 67 - No Text ]
Assualt Pack: 87
Sam Turrent: 76
barricade < aka shield: 66
Claymore: 297
Assualt Shield: 318 - an actual riot shield, it may crash your game.


Equipment:
Decoy: 5
T-Hawk: 10
Stim: 17
Semtex: 19
Stun: 31
Molly: 33
C4: 39
weird plus symbol: 41
Monkey Bomb: 44
Trip Mine: 265
Weird Grenade: 214 [ Unlimited ]
Naplam Missles: 166 [ Unlimited ]
?????: 163
????? Fire: 137
Bardwire: 136
Doll Grenade Thing: 128
Smoke Grenade: 103



Shit That Works For Trolling:
Multiplayer Flash Bang: 142 < if you give it to indiviual people >



Preview of some of these things:



OffSets: Zombie Health, Points, Godmode, Teleport etc.

An_EducatedTard wrote // Bases [Gameversion: 1.4.2.8305760] Only works as HOST/Lobby-Leader
public UInt64 PlayerBase = 0xF5EEA48; // Result of SIG i posted here (4C 8D 05 ? ? ? ? 41 ? 8C ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 41 ? 8C)
public UInt64 PlayerCompPtr, PlayerPedPtr, ZMGlobalBase, ZMBotBase, ZMBotListBase;

// Offsets
// PlayerComponent Offsets - PlayerCompPtr
public int PC_ArraySize_Offset = 0xB710; // Size of Array between Players Data
public int PC_MaxAmmo = 0x1368; // +0x4=WP2, +0x8=WP3
public int PC_Ammo = 0x13D8; // +0x4=WP2, +0x8=WP3. etc...
public int PC_Points = 0x5CE4; // ZM Points / Money
public int PC_Name = 0x5BDA; // Playername
public int PC_ClanTags = 0x605C; // Player Clan/Crew-Tag
public int PC_WeaponIDInfo = 0x28; // Shows Current Used WeaponID (this are only Readable IDs, so change is not working with them on me)
public int PC_WeaponID1 = 0xB0; // Can be used to change a WeaponID correctly from ID 1-300 (but info, some IDs can result in GameCrashes!).
public int PC_WeaponID2 = 0xF0; // Same as PC_WeaponID1

// PlayerPed Offsets - PlayerPedPtr
public int PP_ArraySize_Offset = 0x5F8; // Size to next Player Data.
public int PP_Health = 0x398;
public int PP_MaxHealth = 0x39C; // Max Health dont increase by using Perk Juggernog
public int PP_Coords = 0x2D4; // Vector3
public int PP_Heading_Z = 0x34; // float
public int PP_Heading_XY = 0x38; // float | can be used to TP Zombies in front of you by your Heading Position and Forward Distance.

// ZM Global Offsets - ZMGlobalBase
public int ZM_Global_ZombiesIgnoreAll = 0x14; // Zombies Ignore any Player in the Lobby.

// ZMBotBase
public int ZM_Bot_List_Offset = 0x8; // Offset to Pointer at ZMBotBase + 0x8 -> ZMBotListBase

// ZMBotListBase
public int ZM_Bot_ArraySize_Offset = 0x5F8; // Size to next Zombie Ped Data.
public int ZM_Bot_Health = 0x398;
public int ZM_Bot_MaxHealth = 0x39C;
public int ZM_Bot_Coords = 0x2D4; // Cam be used to Teleport all Zombies in front of any Player with a Heading Variable from the Players.


// Thread to update Bases
yourthread()
{
if (PlayerCompPtr != await ReadMemory<UInt64>(PlayerBase))
PlayerCompPtr = await ReadMemory<UInt64>(PlayerBase);

if (PlayerPedPtr != await ReadMemory<UInt64>(PlayerBase + 0x8))
PlayerPedPtr = await ReadMemory<UInt64>(PlayerBase + 0x8);

if (ZMGlobalBase != await ReadMemory<UInt64>(PlayerBase + 0x60))
ZMGlobalBase = await ReadMemory<UInt64>(PlayerBase + 0x60);

if (ZMBotBase != await ReadMemory<UInt64>(PlayerBase + 0x68))
ZMBotBase = await ReadMemory<UInt64>(PlayerBase + 0x68);

if (ZMBotBase != 0x0 ZMBotBase != 0x68 && ZMBotListBase != await ReadMemory<UInt64>(ZMBotBase + (uint)ZM_Bot_List_Offset))
ZMBotListBase = await ReadMemory<UInt64>(ZMBotBase + (uint)ZM_Bot_List_Offset);

With the stuff about, you can make the following:

- Freeze (or heal near death) Life for all Players.
- Freeze (or increase near empty) Ammo for all Players.
- Set Zombies Health to 1 (Instakill).
- TP You (and other players) to locations you want.
- TP All Zombies to a Location you want.
- Set Random Perk Drops to ANY Zombie (or define only MaxAmmo-drop on any Zombie).
- Increase Zombies Cash/Points.
- Zombies Ignore All Players.


Last edited by Chat ; edited 4 times in total

The following 6 users thanked Chat for this useful post:

dj (12-06-2020), 100T (12-06-2020), Reo (12-05-2020), ATLatimer (12-05-2020), MioTTG (12-04-2020), Nathan (12-04-2020)
#2. Posted:
Chat
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bump, I'm sure someone will make use of this, just how I do with my lobbies. ;)

Although I thought I'd share, because eventually someone will release it regardless.

Enjoy you leeches ;)

also, there is some items here from previous call of duty zombie easter eggs & even weapons, such as the barriade and assault shields.
#3. Posted:
Nathan
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Motto: Chat is... well you know...
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Motto: Chat is... well you know...
Ahhh we had some fun finding and testing these weapon IDs mostly a lot of crashes lel


Nice post man!
#4. Posted:
Chat
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bump, if you find this helpful drop a comment so it doesn't get lost in the dumb bumps of modded lobbies every 30 seconds
#5. Posted:
UnknownKnight
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Great post man im sure this will come to use for some people 100%
#6. Posted:
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Simone needs to see this I'm sure! Not letting your hard work get lost!
#7. Posted:
Chat
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Issa_Crawler wrote Simone needs to see this I'm sure! Not letting your hard work get lost!


<3
#8. Posted:
JesusLlama
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Thanks for these, hopefully someone dumps all working commands soon also.

Keep up the good work
#9. Posted:
XeGecko
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i am a programmer this is very helpful going to apply this to my current tool im deving
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// Bases [Gameversion: 1.4.2.8305760] Only works as HOST/Lobby-Leader
public UInt64 PlayerBase = 0xF5EEA48; // Result of SIG i posted here (4C 8D 05 ? ? ? ? 41 ? 8C ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 41 ? 8C)
public UInt64 PlayerCompPtr, PlayerPedPtr, ZMGlobalBase, ZMBotBase, ZMBotListBase;

// Offsets
// PlayerComponent Offsets - PlayerCompPtr
public int PC_ArraySize_Offset = 0xB710; // Size of Array between Players Data
public int PC_MaxAmmo = 0x1368; // +0x4=WP2, +0x8=WP3
public int PC_Ammo = 0x13D8; // +0x4=WP2, +0x8=WP3. etc...
public int PC_Points = 0x5CE4; // ZM Points / Money
public int PC_Name = 0x5BDA; // Playername
public int PC_ClanTags = 0x605C; // Player Clan/Crew-Tag
public int PC_WeaponIDInfo = 0x28; // Shows Current Used WeaponID (this are only Readable IDs, so change is not working with them on me)
public int PC_WeaponID1 = 0xB0; // Can be used to change a WeaponID correctly from ID 1-300 (but info, some IDs can result in GameCrashes!).
public int PC_WeaponID2 = 0xF0; // Same as PC_WeaponID1

// PlayerPed Offsets - PlayerPedPtr
public int PP_ArraySize_Offset = 0x5F8; // Size to next Player Data.
public int PP_Health = 0x398;
public int PP_MaxHealth = 0x39C; // Max Health dont increase by using Perk Juggernog
public int PP_Coords = 0x2D4; // Vector3
public int PP_Heading_Z = 0x34; // float
public int PP_Heading_XY = 0x38; // float | can be used to TP Zombies in front of you by your Heading Position and Forward Distance.

// ZM Global Offsets - ZMGlobalBase
public int ZM_Global_ZombiesIgnoreAll = 0x14; // Zombies Ignore any Player in the Lobby.

// ZMBotBase
public int ZM_Bot_List_Offset = 0x8; // Offset to Pointer at ZMBotBase + 0x8 -> ZMBotListBase

// ZMBotListBase
public int ZM_Bot_ArraySize_Offset = 0x5F8; // Size to next Zombie Ped Data.
public int ZM_Bot_Health = 0x398;
public int ZM_Bot_MaxHealth = 0x39C;
public int ZM_Bot_Coords = 0x2D4; // Cam be used to Teleport all Zombies in front of any Player with a Heading Variable from the Players.


// Thread to update Bases
yourthread()
{
if (PlayerCompPtr != await ReadMemory<UInt64>(PlayerBase))
PlayerCompPtr = await ReadMemory<UInt64>(PlayerBase);

if (PlayerPedPtr != await ReadMemory<UInt64>(PlayerBase + 0x8))
PlayerPedPtr = await ReadMemory<UInt64>(PlayerBase + 0x8);

if (ZMGlobalBase != await ReadMemory<UInt64>(PlayerBase + 0x60))
ZMGlobalBase = await ReadMemory<UInt64>(PlayerBase + 0x60);

if (ZMBotBase != await ReadMemory<UInt64>(PlayerBase + 0x68))
ZMBotBase = await ReadMemory<UInt64>(PlayerBase + 0x68);

if (ZMBotBase != 0x0 ZMBotBase != 0x68 && ZMBotListBase != await ReadMemory<UInt64>(ZMBotBase + (uint)ZM_Bot_List_Offset))
ZMBotListBase = await ReadMemory<UInt64>(ZMBotBase + (uint)ZM_Bot_List_Offset);

With the stuff about, you can make the following:

- Freeze (or heal near death) Life for all Players.
- Freeze (or increase near empty) Ammo for all Players.
- Set Zombies Health to 1 (Instakill).
- TP You (and other players) to locations you want.
- TP All Zombies to a Location you want.
- Set Random Perk Drops to ANY Zombie (or define only MaxAmmo-drop on any Zombie).
- Increase Zombies Cash/Points.
- Zombies Ignore All Players.
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