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There has to be a match for pointer scanning?
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Michaelc
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PostPosted: Tue May 24, 2016 5:46 pm    Post subject: Reply with quote

What I am trying to do is to figure out how to recover the xyz and direction and then reproduce the finding of these values in my own C++ project so I can make a bot!

I am not sure how much an injection can help me with this problem ...
I am scanning with 10000 offset and 15 lvls, fingers crossed lolz
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PostPosted: Tue May 24, 2016 7:43 pm    Post subject: Reply with quote

Michaelc wrote:
What I am trying to do is to figure out how to recover the xyz and direction and then reproduce the finding of these values in my own C++ project so I can make a bot!

I am not sure how much an injection can help me with this problem ...

-Injection will help you get the data that you need to write your bot. Additionally, it will allow you to do so without relying on a potentially unreliable solution such as a pointer address, as well as being infinitely easier and quicker than performing a pointer scan...not to mention, having the added benefits of an AOB signature.
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Michaelc
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PostPosted: Tue May 24, 2016 8:04 pm    Post subject: Reply with quote

aw a lot of big words! gonna have to read them up.

I have been trying to develop my bot in C++ on its own (though it didn't work)
so I don't get how injection would help my bot. How do I funnel injection data into my C++ bot?
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PostPosted: Tue May 24, 2016 9:38 pm    Post subject: Reply with quote

Michaelc wrote:
How do I funnel injection data into my C++ bot?
-How would you normally read data from another process?
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Michaelc
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PostPosted: Tue May 24, 2016 10:11 pm    Post subject: Reply with quote

still working on that one lol
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PostPosted: Tue May 24, 2016 10:20 pm    Post subject: Reply with quote

There are a lot of helpful topics on here about how to inject dlls, incoporate AOB scanning, memory patching etc. with C/C++. If you can't find what you're after, just start a new thread.
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Michaelc
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PostPosted: Fri May 27, 2016 5:36 pm    Post subject: Reply with quote

does the game has to stay open and available for scanning the entire time the scan is running? Or is it only required for the generating of pointermap part?

thx
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PostPosted: Fri May 27, 2016 11:33 pm    Post subject: Reply with quote

If you're referring to the pointer scaner again, then no, it is my understanding that the target process does not have to remain open.
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Michaelc
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PostPosted: Sat May 28, 2016 6:23 pm    Post subject: Reply with quote

wait so I can close the game once the pointer scanner gets over the pointermap generation part?



Also, I am tweaking with the advanced options, do I need the following really?

Addreses must be 32bit aligned
only find paths with a static address
don't include pointers with read-only nodes
no looping pointers
allow stack addreses of the first thread



basically the default values. do I need to alter the default options settings at all?
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Dark Byte
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PostPosted: Sun May 29, 2016 4:35 am    Post subject: Reply with quote

yes, after the pointermap is generated the game can be closed. That is why people without that game can use your pointermap to scan for pointers


as for advanced, usually those are fine as they are, but in some cases you might want to mess with them (like limit entries per node so you can do a high level scan and get the best type of pointers really fast, but you will miss valid pointers)

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Michaelc
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PostPosted: Sun May 29, 2016 2:18 pm    Post subject: Reply with quote

which ones should i tick off for the most comprehensive and through, scan?

i just started a 10000 offsett and 20 lvl pointers scan fingers crossed lol

thx
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Dark Byte
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PostPosted: Sun May 29, 2016 5:34 pm    Post subject: Reply with quote

If you are going to do a scan like that I do recommend changing one advanced option else you may die of old age before it finishes (unless you have access to several supercomputers in a network, or hundreds/thousands normal systems in a network)


Enable "Max different offsets per node" and set the value to 3.

If the scan finishes quickly, change it to 4, 5, .... until you find it takes too long

then check the paths it has found.

Worst case scenario it won't have found any valid path that stays on reboot, but it may give you an idea what the ending offsets should be which you can then use for a regular pointerscan, speeding it up.

(also, 10000 offset and 20 lvl is usually overkill. 4096 offset and 8 lvl is usually good enough for most things)


(And really, use pointermaps generated from a previous run.The nr1 bottleneck in pointerscans is diskspace. By using a compare pointermap you can instantly get rid of paths that are wrong even before they are written to disk)

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Michaelc
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PostPosted: Mon May 30, 2016 1:25 pm    Post subject: Reply with quote

do i give the pointer map from the previous scan the same value address from before? or the value of the 2nd scan?

thx!
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Dark Byte
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PostPosted: Mon May 30, 2016 1:27 pm    Post subject: Reply with quote

You give it the address of the state of that pointermap. (so the previous one)

when you generate a pointermap, the current addresslist is saved as well, you can use this if you don't remember the address (it shows in the dropdown menu)

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Michaelc
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PostPosted: Mon May 30, 2016 1:28 pm    Post subject: Reply with quote

I have 5 addresses for the same value!
when I compare pointermaps, do I need to re-do all 5 of them or can i tell it to do all 5?



my problem isn't having too many returns, it's having zero returns when it's all finished. weird.
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