COoperative tool - background follower, skill leveler, etc.

05/06/2009 02:26 Ticksatsi#151
Quote:
Originally Posted by nesma_jolyet View Post
:( when u put Aimbot work in pubblic Cooperative lol
:rtfm::rtfm::rtfm::rtfm::rtfm::rtfm::rtfm::rtfm:
NEVER
05/06/2009 06:15 david32456#152
Its not working for me... it worked on my bros computer but its sort of shit sooo yeh. xD im on windows vista atm i just want to know how to make it work
05/06/2009 10:11 _fobos_#153
IamHawtness ftw :p
howd you get the players UID static? :p
05/06/2009 12:28 IAmHawtness#154
Quote:
Originally Posted by _fobos_ View Post
IamHawtness ftw :p
howd you get the players UID static? :p
1. Find the address of a player's name

2. Substract 0x48 from the address and you have the address containing the player's ID

3. Find out what accesses that address

4. Let's say that the instruction mov eax, [esi+50] is the one that accesses the player ID address. Then just do some memory allocation (e.g. add a "mov [07450000], esi" instruction after the mov eax, [esi+50]) and have the program store the ID in a static address :p.
05/06/2009 13:03 _fobos_#155
Quote:
Originally Posted by IAmHawtness View Post
1. Find the address of a player's name

2. Substract 0x48 from the address and you have the address containing the player's ID

3. Find out what accesses that address

4. Let's say that the instruction mov eax, [esi+50] is the one that accesses the player ID address. Then just do some memory allocation (e.g. add a "mov [07450000], esi" instruction after the mov eax, [esi+50]) and have the program store the ID in a static address :p.
Ah so you do it THAT way XD searching for the player name in the memory :p
I hoped you figured out the table thingy :p
So simply put your awesome tool finds player name substracts 0x48 to fetch the ID then send the ID to function to cast skill on :p
and to jump you find the x and y which is in same struct and send that to the jump function clever thinking :p its what i wanted to do in the first place but i believe unknownone told me i should fine the hashtable (or something a like) instead which i found but had trouble with xD
05/06/2009 14:25 IAmHawtness#156
Quote:
Originally Posted by _fobos_ View Post
Ah so you do it THAT way XD searching for the player name in the memory :p
I hoped you figured out the table thingy :p
So simply put your awesome tool finds player name substracts 0x48 to fetch the ID then send the ID to function to cast skill on :p
and to jump you find the x and y which is in same struct and send that to the jump function clever thinking :p its what i wanted to do in the first place but i believe unknownone told me i should fine the hashtable (or something a like) instead which i found but had trouble with xD
Lol, I cba to do too much work so I do it the easy way :p.
05/06/2009 14:49 _fobos_#157
Quote:
Originally Posted by IAmHawtness View Post
Lol, I cba to do too much work so I do it the easy way :p.
hahaha shame on uuuuu! :p
got me excited about the table and now u let me down xD
haha kidding still a nice piece ;)
05/06/2009 19:49 IAmHawtness#158
Update - Version 0.4 released
  • Fixed minor bugs
  • Fixed the auto follower
  • Removed useless features
  • Target players by shift-clicking them and then press the middle mouse button (for the auto follower and the auto skill function)
05/06/2009 21:21 Ticksatsi#159
Quote:
Originally Posted by IAmHawtness View Post
Update - Version 0.4 released
  • Fixed minor bugs
  • Fixed the auto follower
  • Removed useless features
  • Target players by shift-clicking them and then press the middle mouse button (for the auto follower and the auto skill function)
what were the useless features? im still on v.03 so idk :D
and for v.4, the auto target no longer is by first attacking them? the only way to auto-cast is by shift-clicking and then mouse wheel button?
05/06/2009 21:26 IAmHawtness#160
Quote:
Originally Posted by Ticksatsi View Post
what were the useless features? im still on v.03 so idk :D
and for v.4, the auto target no longer is by first attacking them? the only way to auto-cast is by shift-clicking and then mouse wheel button?
Check the picture in the first post :p..
But the useless features were the cool pose, dance, jump left/right/up/down, etc..

Now you just type in the name of the person you wanna auto cast spells on or auto follow (or you shift-click them and press middle mouse button (the mouse wheel button)) :).
05/06/2009 21:34 Ticksatsi#161
Quote:
Originally Posted by IAmHawtness View Post
Check the picture in the first post :p..
But the useless features were the cool pose, dance, jump left/right/up/down, etc..

Now you just type in the name of the person you wanna auto cast spells on or auto follow (or you shift-click them and press middle mouse button (the mouse wheel button)) :).
im using it now :).. its nice, and i like now that there is less room for those, however i liked having all the dances, lmao. :rolleyes:..
*note* - does this add in of a text box for auto casting// will this be a future bot for auto-attacking mobs too? -- fyi, it wont target mobs :D
*Good Updates!
05/06/2009 21:38 IAmHawtness#162
Quote:
Originally Posted by Ticksatsi View Post
*note* - does this add in of a text box for auto casting// will this be a future bot for auto-attacking mobs too? -- fyi, it wont target mobs :D
*Good Updates!
Yeah, it will probably be used as a box where you type in the desired monster's name. However, it should actually work now, try typing in Pheasant, choose a skill, and go to the Pheasants (or whatever)..
It should attack the Pheasants there, but, unfortunately, whenever a monster dies, the bot has to wait untill the monster is totally disappeared before attacking a new monster.
05/06/2009 21:46 Ticksatsi#163
Quote:
Originally Posted by IAmHawtness View Post
Yeah, it will probably be used as a box where you type in the desired monster's name. However, it should actually work now, try typing in Pheasant, choose a skill, and go to the Pheasants (or whatever)..
It should attack the Pheasants there, but, unfortunately, whenever a monster dies, the bot has to wait untill the monster is totally disappeared before attacking a new monster.
Well then....... that's useless :p.... lol-- is there a way to change that or is that a bug that will remain?
05/06/2009 21:49 IAmHawtness#164
Quote:
Originally Posted by Ticksatsi View Post
Well then....... that's useless :p.... lol-- is there a way to change that or is that a bug that will remain?
I'm working on it at the moment, currently my bot doesn't check if the target is dead before attacking, so it'll just keep trying to attack a dead target untill it disappears out of the memory.

I'm busy with real life atm, though, but it's weekend soon so it'll probably be done before the weekend is over :).
05/06/2009 21:52 Ticksatsi#165
Quote:
Originally Posted by IAmHawtness View Post
I'm working on it at the moment, currently my bot doesn't check if the target is dead before attacking, so it'll just keep trying to attack a dead target untill it disappears out of the memory.

I'm busy with real life atm, though, but it's weekend soon so it'll probably be done before the weekend is over :).
tight, i was content with it already.. and you know this :)
if its possible you could make it where u can also select or add in the number of times u want to cast on each individual target.. thus those who die after 1 nado it will change targets and the same with it if it takes 10 nado's, you just raise the bar or change the "Number of Attack Per Mob" or something? :)