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Still grinding in San Paro and trying to put together a basic external trigger without going full kernel? You need to hook into the actual memory address tracking the crosshair state rather than relying on inconsistent pixel scanning. Finding the specific 4-byte integer that dictates the cursor color is the cleanest way to handle trigger logic in this engine.
Reverse Engineering the Crosshair
Fire up Cheat Engine and get into a district. You are looking for a specific integer value. Do not aim at anything initially—keep that reticle white.
Handling Pointer Instability
If you find that your offsets from Apb.exe break after every game restart, check the modules list. In current builds, pointers based on EOSSDK-Win64-Shipping.dll + offset tend to be significantly more stable for tracking player and UI states than the main executable.
Optimization: Spread-Based Firing
If you want to make your trigger actually useful for long-range engagements, look for the spread float value (0.0 to 1.0). For example, when aiming with an NHVR without modifications, the value sits around 0.99. By reading this float, you can gate your trigger logic to only fire when spread is at its absolute minimum, effectively building a no-recoil/accuracy check into your script.
Has anyone mapped out the latest offsets for the character struct to link this with a proper visibility check?
Reverse Engineering the Crosshair
Fire up Cheat Engine and get into a district. You are looking for a specific integer value. Do not aim at anything initially—keep that reticle white.
- Set your scan type to 4 Bytes and search for 119 (White/Neutral state).
- Call in your vehicle and aim at it until the crosshair turns green. Filter your next scan for 44.
- Repeat the toggle until you narrow down the address.
(0x0) 0 — No cursor (active during sprinting/UI)
(0x77) 119 — White (Standard/Neutral)
(0x2C) 44 — Green (Friendly/Vehicle)
(0x58) 88 — Red (Enemy Target)
(0x77) 119 — White (Standard/Neutral)
(0x2C) 44 — Green (Friendly/Vehicle)
(0x58) 88 — Red (Enemy Target)
Handling Pointer Instability
If you find that your offsets from Apb.exe break after every game restart, check the modules list. In current builds, pointers based on EOSSDK-Win64-Shipping.dll + offset tend to be significantly more stable for tracking player and UI states than the main executable.
Optimization: Spread-Based Firing
If you want to make your trigger actually useful for long-range engagements, look for the spread float value (0.0 to 1.0). For example, when aiming with an NHVR without modifications, the value sits around 0.99. By reading this float, you can gate your trigger logic to only fire when spread is at its absolute minimum, effectively building a no-recoil/accuracy check into your script.
Has anyone mapped out the latest offsets for the character struct to link this with a proper visibility check?