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Demolish Cheater
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Joined: 27 Dec 2010 Posts: 32
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Posted: Sun Dec 14, 2014 11:45 am Post subject: Visible check |
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| I wanna ask you guys how to make visible check, if enemy/monster is behind wall in 3d game or not. I honestly haven't found any source code for this in the internet. Doesn't matter if internally or externally.
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aikoncwd Grandmaster Cheater
Reputation: 23
Joined: 21 Dec 2012 Posts: 591 Location: Spain (Barcelona)
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Posted: Sun Dec 14, 2014 12:02 pm Post subject: Re: Visible check |
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| Demolish wrote: | | I wanna ask you guys how to make visible check, if enemy/monster is behind wall in 3d game or not. I honestly haven't found any source code for this in the internet. Doesn't matter if internally or externally. |
Are you asking for wallhack cheats? You need to hook DirectX direct3d (or OpenGL, any render) and modify some props. There are a lot of ways to do this, like wireframing, zbufferlevel, alphabend, opacity, etc...
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Dec 14, 2014 12:06 pm Post subject: |
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| There are checks for most everything...oftentimes, a simple boolean can be used. Decide what kind of check that you want to perform and search for changed/unchanged value while targeting a specific object. Each object should carry its own value for visible/not visible etc., so be sure to focus on the same object during your searches.
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Demolish Cheater
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Joined: 27 Dec 2010 Posts: 32
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Posted: Sun Dec 14, 2014 12:43 pm Post subject: Re: Visible check |
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| AikonCWD wrote: | | Demolish wrote: | | I wanna ask you guys how to make visible check, if enemy/monster is behind wall in 3d game or not. I honestly haven't found any source code for this in the internet. Doesn't matter if internally or externally. |
Are you asking for wallhack cheats? You need to hook DirectX direct3d (or OpenGL, any render) and modify some props. There are a lot of ways to do this, like wireframing, zbufferlevel, alphabend, opacity, etc... |
I wanna make an aimbot shoot at monster that is not behind wall so i won't waste bullets by shooting a wall
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aikoncwd Grandmaster Cheater
Reputation: 23
Joined: 21 Dec 2012 Posts: 591 Location: Spain (Barcelona)
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Posted: Sun Dec 14, 2014 1:53 pm Post subject: Re: Visible check |
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| Demolish wrote: | | AikonCWD wrote: | | Demolish wrote: | | I wanna ask you guys how to make visible check, if enemy/monster is behind wall in 3d game or not. I honestly haven't found any source code for this in the internet. Doesn't matter if internally or externally. |
Are you asking for wallhack cheats? You need to hook DirectX direct3d (or OpenGL, any render) and modify some props. There are a lot of ways to do this, like wireframing, zbufferlevel, alphabend, opacity, etc... |
I wanna make an aimbot shoot at monster that is not behind wall so i won't waste bullets by shooting a wall |
aimbot? This is something like advanced cheat, general info:
- Find the structure of every enemy in the game
- Get the X Y Z coords of the enemi
- Get your own X Y Z coords and X Y corrds of your cross/aim
- Triangulate the position and set your Z Y cross/aim to point exactly the enemy + send the trigger function to shoot
bonus: with this, you can draw a rectagle over the enemy position to make an ESP hack too
PD: This is the theory, but I never did something like that because is so advanced for me. Things you need to learn: hooks, structures, d3dhook (o opengl)
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Sun Dec 14, 2014 2:49 pm Post subject: |
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| He should still check the visibility of the enemy. Else he would waste alot of ammo. This he can do like METHOS said.
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Demolish Cheater
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Joined: 27 Dec 2010 Posts: 32
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Posted: Sun Dec 14, 2014 6:18 pm Post subject: |
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| This method sadly doesn't seem to work :/.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Dec 14, 2014 10:44 pm Post subject: |
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The ammo problem can be fixed...unless you're playing an online game. Nonetheless, you'll also have to perform a health check so that you stop shooting at dead bodies.
Aim bots can be somewhat simple in nature or very advanced. Whether an object is visible (or shoot-able or being targeted etc.) can be found different ways, depending on the game...but changed/unchanged should always work with the correct data type.
Alternatively, you can write a script that will teleport/vac a grenade (for example) to enemy locations.
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