DarK x Duke
Organic Traffic Architect
2
MONTHS
2 2 MONTHS OF SERVICE
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Link:
Fortnite Exploits
Here Some Free Worked Exploits!!
Aim While Jumping
Code:
No Equip Animation
Code:
Air Stuck
Code:
No Recoil
Code:
No Recload
Code:
Car Fly
Code:
TPose
Code:
Fake Big Player
Code:
Boat Speed (Only work with bikes & boats)
Code:
Bullet TP (If you have an IQ of 90, you'll know how to use it.)
Code:
CarTpToPing
Code:
CarTpToPlayer
Code:
[INFO] Fortnite Last Sdk/Offsets (Fortnite-Release-V29.30): https://www.unknowncheats.me/forum/downloads.php?do=file&id=44728[/INFO]
[INFO]If you vouch and follow, I will post a Fortnite word ESP[/INFO]
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Fortnite Exploits
Here Some Free Worked Exploits!!
Aim While Jumping
Code:
Code:
if (AimWhileJumping) { //Allows you to ADS when You are in the Air
Driver::write<bool>(pid, LocalPawn + 0x3F41, true); //bADSWhileNotOnGround (FortniteGame.FortPlayerPawnAthena)
}
else {
Driver::write<bool>(pid, LocalPawn + 0x3F41, false); //bADSWhileNotOnGround (FortniteGame.FortPlayerPawnAthena)
}
Code:
Code:
if (NoEquipAnimation) { //Disables the animation when switching guns also makes equip delay 0
Driver::write<bool>(pid, CurrentWeapon + 0x2C3, true); //bDisableEquipAnimation (FortniteGame.FortWeapon)
}
else {
Driver::write<bool>(pid, CurrentWeapon + 0x2C3, false); //bDisableEquipAnimation (FortniteGame.FortWeapon)
}
Code:
Code:
if (NoEquipAnimation) {
write<float>(LocalPawn + 0x98, 0) //CustomTimeDilation Offset
}
else {
write<float>(LocalPawn + 0x98, 1); //CustomTimeDilation Offset
}
Code:
Code:
if (noRecoil)
{
driver.write<float>(PlayerController + 0x68, -1); //CustomTimeDilation Offset
}
Code:
Code:
if (norecload)
{
bool bIsReloadingWeapon = driver.read<bool>(OFFSETS::CurrentWeapon + OFFSETS::bIsReloadingWeapon);
uintptr_t Mesh = driver.read<uintptr_t>(LocalPawn + OFFSETS::Mesh);
if (bIsReloadingWeapon)
{
driver.write<float>(Mesh + OFFSETS::GlobalAnimRateScale, 999);
}
else
{
driver.write<float>(Mesh + OFFSETS::GlobalAnimRateScale, 1);
}
}
Code:
Code:
if (carFly)
{
uintptr_t CurrentVehicle = driver.read<DWORD_PTR>(LocalPawn + OFFSETS::CurrentVehicle); // CurrentVehicle
if (CurrentVehicle)
{
driver.write<bool>(CurrentVehicle + OFFSETS::bUseGravity, false); // bUseGravity : 1
}
else {
driver.write<bool>(CurrentVehicle + OFFSETS::bUseGravity, true); // bUseGravity : 1
}
}
Code:
Code:
if (TPose)
{
if (LocalPawn)
{
uintptr_t LocalMesh = driver.read<uintptr_t>(LocalPawn + OFFSETS::SkeletalMeshes);
driver.write<int>(OFFSETS::SkeletalMeshes + 0xA80, 1); //USkeletalMeshComponent bForceRefpose : 1 0x9aa char
}
}
Code:
Code:
if (bigplayers)
{ //4.0f
if (entity.Actor && entity.mesh) {
Settings::BigPlayersScale = 4.50f;
write<Vector3>(entity.mesh + 0x134, Vector3(Settings::BigPlayersScale, Settings::BigPlayersScale, Settings::BigPlayersScale)); //Class Engine.SceneComponent -> RelativeScale3D -> 0x134
write<Vector3>(entity.mesh + 0x138, Vector3(Settings::BigPlayersScale, Settings::BigPlayersScale, Settings::BigPlayersScale)); //Class Engine.SceneComponent -> RelativeScale3D -> 0x134
write<Vector3>(entity.mesh + 0x13C, Vector3(Settings::BigPlayersScale, Settings::BigPlayersScale, Settings::BigPlayersScale)); //Class Engine.SceneComponent -> RelativeScale3D -> 0x134
}
}
Code:
Code:
if (boatspeed) {
if (local_pawn) {
auto current_vehicle = * (afortvehicle ** )(local_pawn + offsets::CurrentVehicle);
FortPlayerPawn::CurrentVehicle 0x29a0
if (current_vehicle) {
*(float * )(current_vehicle + offsets::CachedSpeed) = settings::boatspeedslider; // FortAthenaVehicle::CachedSpeed 0xde8
*(float * )(current_vehicle + offsets::TopSpeedCurrentMultiplier) = settings::boatspeedslider; // FortAthenaVehicle::TopSpeedCurrentMultiplier 0xa48
*(float * )(current_vehicle + offsets::PushForceCurrentMultiplier) = settings::boatspeedslider; // FortAthenaVehicle::PushForceCurrentMultiplier 0xa4c
*(float * )(current_vehicle + offsets::WaterEffectsVehicleMaxSpeedKmh) = settings::boatspeedslider; // FortAthenaVehicle::WaterEffectsVehicleMaxSpeedKmh 0x8dc
}
}
}
Code:
Code:
if (bullettp) {
tarray < uobject * > projectile_array = defines::game_statics - > get_all_actors_of_class(world, defines::actor_projectile_class);
for (int i = 0; i < projectile_array.size(); i++) {
if (!projectile_array.valid(i)) continue;
auto projectile = (actor * ) projectile_array;
if (!projectile) continue;
auto object_name = defines::system - > get_object_name(projectile);
if (!defines::string - > contains(object_name.c_str(), L "Bullet", false, false))
continue;
projectile - > set_actor_location(aim_location, false, 0, false);
}
}
Code:
Code:
if (CarTpToPing && strstr(name, skCrypt("AthenaPlayerMarker_WithCustomization")))
{
// Read the address of the ItemRootComponent
uintptr_t ItemRootComponent = Read<uintptr_t>(CurrentActor + Offsets::RootComponent);
// Read the relative location from the ItemRootComponent
FVector ItemPosition1 = Read<FVector>(ItemRootComponent + Offsets::RelativeLocation);
// Check if the read FVector is valid
if (!IsValidVector(ItemPosition1))
{
continue;
}
if (Settings::CarTpToPing)
{
// Assign ItemPosition1 to ClosestPing
FVector ClosestPing = ItemPosition1;
}
}
Code:
Code:
if (CarTpToPlayer)
{
AFortPawn* CurrentVehicle = Addresses::LocalPawn->GetVehicle();
if (CurrentVehicle)
{
if (GetAsyncKeyState(VK_F7))
{
FVector HeadLocation;
SDK::Classes::USkeletalMeshComponent::GetBoneLocation((uintptr_t)CurrentActor, Settings::aimbone, &HeadLocation);
if (!IsValidVector(HeadLocation))
{
continue;
}
FVector TargetPawnRelativeLocation = HeadLocation;
CurrentVehicle->K2_TeleportTo(TargetPawnRelativeLocation, Addresses::CameraRotation);
}
}
else
{
if (!CurrentVehicle)
{
return false;
}
}
}
[INFO]If you vouch and follow, I will post a Fortnite word ESP[/INFO]
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