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pika777 Newbie cheater
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Joined: 05 Oct 2008 Posts: 20
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Posted: Mon Oct 20, 2008 7:25 pm Post subject: |
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Can you add those futures? than i only have to learn how to get the coords, if you like to add it :p moet niet maar het mag
It wouldt rly help me out
voeg me toe op msn
[email protected]
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Spawnfestis GO Moderator
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Joined: 02 Nov 2007 Posts: 1746 Location: Pakistan
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Posted: Tue Oct 21, 2008 3:24 am Post subject: |
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| pika777 wrote: | Can you add those futures? than i only have to learn how to get the coords, if you like to add it :p moet niet maar het mag
It wouldt rly help me out
voeg me toe op msn
[email protected] |
And here I am spending time to someone that I thought wanted to learn.. fuck it.
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pika777 Newbie cheater
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Posted: Tue Oct 21, 2008 4:57 am Post subject: |
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LOL i wanne learn! But the prob is i dont have to much time to spend on :^) and my english is only basic to, i use translators but they translating not that good LOL, so i thought maybe if that "code" can be meddefied than i only need to do the coords what takes a lot of the work to. Doesnt it?
And im still going to learn from it if its done i can study it how its put together, and than again wouldt it be easier trough
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blackmorpheus Expert Cheater
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Posted: Wed Oct 22, 2008 1:19 pm Post subject: |
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I am trying to create an aimbot in a 2d game,
but the problem is that i cannot even find the x,y coordinates of other players, and the address of my own x,y -coordinates keeps changing.
I have pretty much experience with autoassamble, c++, OpenGL.
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Spawnfestis GO Moderator
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Posted: Wed Oct 22, 2008 1:26 pm Post subject: |
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| blackmorpheus wrote: | I am trying to create an aimbot in a 2d game,
but the problem is that i cannot even find the x,y coordinates of other players, and the address of my own x,y -coordinates keeps changing.
I have pretty much experience with autoassamble, c++, OpenGL. |
If this is a flash game you could decompile the flash and have a look at the variables.
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pika777 Newbie cheater
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Posted: Thu Oct 23, 2008 8:00 am Post subject: |
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i think the easyst way to crate an aimbot for flash games is autoit
its an easy script program that can do much :p
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blackmorpheus Expert Cheater
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Posted: Fri Oct 24, 2008 3:38 pm Post subject: |
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| No it's not flash. It's rendered in OpenGL.
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awsentinel How do I cheat?
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Joined: 17 Jul 2010 Posts: 8
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Posted: Mon Jul 19, 2010 8:18 am Post subject: |
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| Dark Byte wrote: | ...e.g my ut2k4 and ut3 aimbots inject a dll that has 2 exports, "add_target" and "gametick"
add_target gets called from a script that hooks the render_player right after doing a check if it's visible or not, and gametick gets called at the main game routine that gets called after each frame has been rendered and the states have been updated)... |
Hi Dark Byte!
Not sure that there is right thread to ask you some question. But will try.
At first - CE is realy cool)
And now. You talking about a place of code executed just after visiblilty checked (UT3). I check that script, and seems I have another version of UT3. I even can't find the same part of code in another place. What I found, is a place to hook code where all pawns called with address of it's controllers. Now I able aiming but have no idea about target visibility. It's not good idea to try to shoot at walls:) Btw, what is the way to find part of code responsible for visibility?
Working a lot with UT3 engine, I'm able to get info about players: name, position, angles, weapon type, vehicles sitting etc.). But without checking visibilty... You guess what I mean:)
Best regards,
AWSentinel.
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Dark Byte Site Admin
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Posted: Mon Jul 19, 2010 10:33 am Post subject: |
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in ut2k4 I was able to call the class function IsPawnVisible
In ut3 because the function names don't seem to be exported I havn't bothered with that. But generally speaking, a pawn/player is only rendered when it is visible, so some code is only executed when it is visible
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awsentinel How do I cheat?
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Posted: Tue Jul 20, 2010 7:27 am Post subject: |
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| Dark Byte wrote: | | ...pawn/player is only rendered when it is visible, so some code is only executed when it is visible |
Thanx for idea). Seems now I'm just need to find a loop for visible Pawns. BTW. Wood be good to add to CE some drawing support over game window. At least EndScene callback with pointers to devices. Or I miss something?
Best regards.
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atom0s Moderator
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Posted: Tue Jul 20, 2010 10:02 am Post subject: |
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| awsentinel wrote: | | Dark Byte wrote: | | ...pawn/player is only rendered when it is visible, so some code is only executed when it is visible |
Thanx for idea). Seems now I'm just need to find a loop for visible Pawns. BTW. Wood be good to add to CE some drawing support over game window. At least EndScene callback with pointers to devices. Or I miss something?
Best regards. |
Some issues with attempting to implement that:
1. Wont work on all games due to protection systems.
2. Wont work on all games due to rendering engines.
3. Can cause users to get their accounts banned due to various protection scanners and such. (Vac, Punkbuster, etc.)
More or less so #2 being the more specific. Not every game uses the same engine / rendering method. Along with that there are multiple versions of each rendering engine. Would require Dark Byte to code methods for every single rendering engine which I'm sure he has no intention to do.
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awsentinel How do I cheat?
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Joined: 17 Jul 2010 Posts: 8
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Posted: Tue Jul 20, 2010 11:27 am Post subject: |
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| Wiccaan wrote: |
Some issues with attempting to implement that:
1. Wont work on all games due to protection systems.
2. Wont work on all games due to rendering engines.
3. Can cause users to get their accounts banned due to various protection scanners and such. (Vac, Punkbuster, etc.)... |
Ok, but may be some utils to detect DX something like AfterRender callback at least? And it would be user responsibility to include or not the code of detection. I suppose that there is not so difficult to inject few dlls:)
Callback event can be usefull to detect a "right moment" to draw over the window with usual GetDC.
btw. At last, I found a place of visible pawns enumerator. Code is the same as in UT2004, but location was changed of course. As a noob in CE, I just miss that code at first searches (allocated in readonly portions). Really thanx to Dark Byte. Now my bot looks like a beta work:)
Really thanx.
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atom0s Moderator
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Joined: 25 Jan 2006 Posts: 8588 Location: 127.0.0.1
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Posted: Tue Jul 20, 2010 11:53 am Post subject: |
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| awsentinel wrote: | | Ok, but may be some utils to detect DX something like AfterRender callback at least? And it would be user responsibility to include or not the code of detection. I suppose that there is not so difficult to inject few dlls:) |
By that point the user would just be coding their own hook and such, making it unneeded to be part of CE.
| awsentinel wrote: | | Callback event can be usefull to detect a "right moment" to draw over the window with usual GetDC. |
GetDC to draw would be done via GDI, which you will get various sync issues, such as flickering. If you want true flawless rendering you have to hook the games engine and draw using their rendering methods. (Not saying you can't get flicker-free rendering without doing this, it just involves a lot more work.)
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awsentinel How do I cheat?
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Joined: 17 Jul 2010 Posts: 8
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Posted: Tue Jul 20, 2010 1:06 pm Post subject: |
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| Wiccaan wrote: |
By that point the user would just be coding their own hook and such, making it unneeded to be part of CE. |
Once I did it for UT2004 radar. It was DX8. You now, that is not so easy to code. I'm used MadCHook.dll. Having nice tool like CE would be good some DX oriented helpers at least. May be I missed something. Have you some time to guide me how to catch DX9 EndScene callback and get access to DX devices with CE?
Best regards.
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