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Visible check

 
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Demolish
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PostPosted: Sun Dec 14, 2014 11:45 am    Post subject: Visible check Reply with quote

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
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PostPosted: Sun Dec 14, 2014 12:02 pm    Post subject: Re: Visible check Reply with quote

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
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PostPosted: Sun Dec 14, 2014 12:06 pm    Post subject: Reply with quote

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
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PostPosted: Sun Dec 14, 2014 12:43 pm    Post subject: Re: Visible check Reply with quote

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
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PostPosted: Sun Dec 14, 2014 1:53 pm    Post subject: Re: Visible check Reply with quote

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 Smile

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
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PostPosted: Sun Dec 14, 2014 2:49 pm    Post subject: Reply with quote

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
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PostPosted: Sun Dec 14, 2014 6:18 pm    Post subject: Reply with quote

This method sadly doesn't seem to work :/.
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++METHOS
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PostPosted: Sun Dec 14, 2014 10:44 pm    Post subject: Reply with quote

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. Mr. Green
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