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Still manually digging through ReClass every time PlanetSide 2 pushes a minor update? Stop wasting your time. Found this dumper that automates the tedious part of maintaining an internal or external. It scans a game dump for patterns, prints the results, and spits out a clean C++ header file with all offsets wrapped in a namespace.
How it works:
The tool uses pattern scanning (sigs) to locate the addresses. Once it hits, it generates a header that you can just drop into your project. If the devs change functions around, you just update the patterns in the config/source and re-dump. Simple as that.
Usage:
Technical Notes & Limitations:
You can find the source and latest patterns on GitHub:
If anyone has managed to sig the velocity or teleport functions for the latest build, drop them in the comments so we can complete the list.
How it works:
The tool uses pattern scanning (sigs) to locate the addresses. Once it hits, it generates a header that you can just drop into your project. If the devs change functions around, you just update the patterns in the config/source and re-dump. Simple as that.
Code:
constexpr std::ptrdiff_t cGamePtr : 0x41545b8;
constexpr std::ptrdiff_t SpeedMultiplier : 0x3fc7fe4;
constexpr std::ptrdiff_t FirstObject : 0x25c8;
constexpr std::ptrdiff_t cGraphics : 0x25b8;
constexpr std::ptrdiff_t PlayerStance : 0x233c;
constexpr std::ptrdiff_t PlayerBase : 0x348;
constexpr std::ptrdiff_t PlayerType : 0x1328;
constexpr std::ptrdiff_t PlayerTeam : 0x268;
constexpr std::ptrdiff_t NextObject : 0x498;
constexpr std::ptrdiff_t vec2ViewAngle : 0x2620;
constexpr std::ptrdiff_t cSkelaton : 0x1d8;
constexpr std::ptrdiff_t cSkelatonInfo : 0x50;
constexpr std::ptrdiff_t cBoneInfo : 0x28;
constexpr std::ptrdiff_t cCamera : 0x68;
constexpr std::ptrdiff_t cMatrix : 0x30;
constexpr std::ptrdiff_t vec4ViewMatrix : 0x1b0;
Usage:
- Get a clean dump of the PlanetSide 2 executable.
- Drag and drop your NameOfDump.exe onto OffsetDumper.exe.
- Alternatively, run it via CLI: OffsetDumper.exe <dump_path>
- Check the generated header file for your updated offsets.
Technical Notes & Limitations:
- Teleport and Velocity patterns are currently missing—you'll need to find those sigs yourself if you're building a full-blown movement exploit.
- The tool is only as good as its patterns. If a major engine refactor happens, the sigs will break.
- BattlEye won't like you running dumpers while the game is active, so keep your reversing environment clean.
You can find the source and latest patterns on GitHub:
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If anyone has managed to sig the velocity or teleport functions for the latest build, drop them in the comments so we can complete the list.