the1venom Posted March 25, 2008 Share Posted March 25, 2008 Hi im new at this forum So I started to make an aimbot just 4 fun for a Game called War§ow (based on modded Quake 2 Engine). The Aimbot works (tested with red colored icons on the desktop). But it doesnt work ingame ; fullscreen or windowed <- both tested. Hope anyone can help me. Global $Aimbot = 0 Global $Pause = 1 Opt("MouseCoordMode", 0) Opt("PixelCoordMode", 0) Opt("MouseClickDelay", 0) Opt("MouseClickDownDelay", 0) HotKeySet("{NUMPADDOT}", "Aimbotoff" ) HotKeySet("{NUMPADADD}", "Aimboton" ) If $Pause = 1 Then While 1 Sleep(1000) WEnd EndIf Func Aimbotoff() $Aimbot = 0 $Pasue = 1 EndFunc Func Aimboton() $Pause = 0 $Aimbot = 1 While 1 If $Aimbot = 1 Then $coord = PixelSearch( 0, 0, 1280, 1024, 0xFFFF00, 10, 3 ) If IsArray($coord) = 1 Then MouseClick('left', $coord[0], $coord[1], 1, 0) EndIf EndIf WEnd EndFunc Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 Sorry forgot to discribe my problem -.-" So on desktop or other windows the script works perfectly but ingame (fullscreen or windowed) the mouse stays the whole time at the same position. It wont move the crosshair/courser Sorry didnt found the edit button. Link to comment Share on other sites More sharing options...
ofLight Posted March 25, 2008 Share Posted March 25, 2008 Im not sure about this particular game, some games require some "speacial" ways to get the mouse to move. But at first glance I would say to try setting the Mouseclick function to something other than instant click. As itt is right now your not actually telling the mouse to "move" to the location. Change this MouseClick('left', $coord[0], $coord[1], 1, 0)oÝ÷ Ù:-+ºÚ"µÍ[ÝÙPÛXÚÊ ÌÎNÛY ÌÎNË ÌÍØÛÛÜÌK ÌÍØÛÛÜÌWKKL There is always a butthead in the crowd, no matter how hard one tries to keep them out.......Volly Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 thanks would try it now Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 this change doesnt work >.> the crosshair doesnt move Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 quake works with opengl ... so it uses the winapi too. maybe the mouseactions can be done with winapi functions ??? Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 *bump* Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 *bump again* Link to comment Share on other sites More sharing options...
ofLight Posted March 25, 2008 Share Posted March 25, 2008 you shouldnt bump so quickly. The next thing I would try is something like this to move the mouse. Func Aimboton() $user32 = DllOpen("user32.dll") $Pause = 0 $Aimbot = 1 While 1 If $Aimbot = 1 Then $coord = PixelSearch( 0, 0, 1280, 1024, 0xFFFF00, 10, 3 ) If IsArray($coord) = 1 Then DllCall($user32,"none","mouse_event","long",32769,"long",($coord[0]*(65535/@DesktopWidth)),"long",($coord[1]*(65535/@DesktopHeight)),"long",0,"long",0) MouseClick('left') EndIf EndIf WEnd DllClose($user32) EndFunc There is always a butthead in the crowd, no matter how hard one tries to keep them out.......Volly Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 this doesnt work too Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 (edited) maybe I should say that im using win vista home premium 32bit ^^ something about the cursor in the game : it isnt the windows cursor it is an opengl cursor so it is differently from the windows cursor Edited March 25, 2008 by the1venom Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 would the sourcecode from this game help? Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 i found something that could help. in the warsow_x86.exe there is an function : CL_MouseMove( usercmd_t *cmd, int mx, int my ) SourceCode(Its written in C): void CL_MouseMove( usercmd_t *cmd, int mx, int my ) { // wsw : aiwa : cursor position now stored as float for better filtering static float mouse_x = 0, mouse_y = 0; float accelSensitivity = sensitivity->value *CL_GameModule_SetSensitivityScale( sensitivity->value ); if( cls.key_dest == key_menu ) { CL_UIModule_MouseMove( mx, my ); return; } if( ( cls.key_dest == key_console ) && !in_grabinconsole->integer ) return; switch( m_filter->integer ) { case M_FILTER_INTERPOLATE: { // wsw : aiwa : new mouse smoothing with m_filterStrength static float old_mouse_x = 0, old_mouse_y = 0; old_mouse_x = mouse_x = ( mx + ( old_mouse_x * m_filterStrength->value ) ) / ( 1 + m_filterStrength->value ); old_mouse_y = mouse_y = ( my + ( old_mouse_y * m_filterStrength->value ) ) / ( 1 + m_filterStrength->value ); } break; case M_FILTER_EXTRAPOLATE: { // wsw : aiwa : mouse extrapolation float extra_x, extra_y; CL_MouseExtrapolate( mx, my, &extra_x, &extra_y ); mouse_x = mx + extra_x * m_filterStrength->value; mouse_y = my + extra_y * m_filterStrength->value; } break; default: mouse_x = mx; mouse_y = my; break; } // wsw : aiwa : only perform accel calculation if user actually uses accel if( m_accel->value != 0.0 && m_accel->value != -0.0 ) { float rate = sqrt( mouse_x * mouse_x + mouse_y * mouse_y ) / (float) frame_msec; accelSensitivity += rate * m_accel->value; } // add mouse X/Y movement to cmd if( ( in_strafe.state & 1 ) || ( lookstrafe->integer && mlooking ) ) cmd->sidemove += ( accelSensitivity * m_side->value ) * mouse_x; else cl.viewangles[YAW] -= ( accelSensitivity * m_yaw->value ) * mouse_x; if( ( mlooking || cl_freelook->integer ) && !( in_strafe.state & 1 ) ) cl.viewangles[PITCH] += ( accelSensitivity * m_pitch->value ) * mouse_y; else cmd->forwardmove -= ( accelSensitivity * m_forward->value ) * mouse_y; } Could this function help me and how can i run it from autoit? Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 *bump* Link to comment Share on other sites More sharing options...
the1venom Posted March 25, 2008 Author Share Posted March 25, 2008 so ill do the mouse move with the SDL.dll an this event http://docs.mandragor.org/files/Common_lib...lwarpmouse.html .but there is an error when i start the aimbot Func Aimboton() $sdl = DllOpen("F:\SDL\SDL.dll") $Pause = 0 $Aimbot = 1 While 1 If $Aimbot = 1 Then $coord = PixelSearch( 0, 0, 1280, 1024, 0xFFFF00, 10, 3 ) If IsArray($coord) = 1 Then DllCall($sdl,"none","SDL_WarpMouse(Uint16 $coord[0], Uint16 $coord[1])" MouseClick('left') EndIf EndIf WEnd DllClose($user32) EndFuncError while parsing function ... someone can help me? Link to comment Share on other sites More sharing options...
Ealric Posted March 25, 2008 Share Posted March 25, 2008 so ill do the mouse move with the SDL.dll an this event http://docs.mandragor.org/files/Common_lib...lwarpmouse.html . but there is an error when i start the aimbot Func Aimboton() $sdl = DllOpen("F:\SDL\SDL.dll") $Pause = 0 $Aimbot = 1 While 1 If $Aimbot = 1 Then $coord = PixelSearch( 0, 0, 1280, 1024, 0xFFFF00, 10, 3 ) If IsArray($coord) = 1 Then DllCall($sdl,"none","SDL_WarpMouse(Uint16 $coord[0], Uint16 $coord[1])" MouseClick('left') EndIf EndIf WEnd DllClose($user32) EndFunc Error while parsing function ... someone can help me? Func Aimboton() $sdl = DllOpen("F:\SDL\SDL.dll") $Pause = 0 $Aimbot = 1 While 1 If $Aimbot = 1 Then $coord = PixelSearch( 0, 0, 1280, 1024, 0xFFFF00, 10, 3 ) If IsArray($coord) = 1 Then DllCall($sdl,"none","SDL_WarpMouse(Uint16 " & $coord[0] & ", Uint16 " & $coord[1] & ")") MouseClick('left') EndIf EndIf WEnd DllClose($user32) EndFunc My Projects: [topic="89413"]GoogleHack Search[/topic], [topic="67095"]Swiss File Knife GUI[/topic], [topic="69072"]Mouse Location Pointer[/topic], [topic="86040"]Standard Deviation Calculator[/topic] Link to comment Share on other sites More sharing options...
ofLight Posted March 25, 2008 Share Posted March 25, 2008 (edited) Syntax was messed up a bit. I think thats closer but I donno without seeing the include SDL.h Func Aimboton() $sdl = DllOpen("F:\SDL\SDL.dll") $Pause = 0 $Aimbot = 1 While 1 If $Aimbot = 1 Then $coord = PixelSearch( 0, 0, 1280, 1024, 0xFFFF00, 10, 3 ) If IsArray($coord) = 1 Then DllCall($sdl,"none","SDL_WarpMouse",$coord[0],$coord[1]) MouseClick('left') EndIf EndIf WEnd DllClose($sdl) EndFunc Edit: Ealric beat me by 2 min Edited March 25, 2008 by ofLight There is always a butthead in the crowd, no matter how hard one tries to keep them out.......Volly Link to comment Share on other sites More sharing options...
the1venom Posted March 26, 2008 Author Share Posted March 26, 2008 (edited) Firstly thank you for correcting my syntax. I havent tested it already.expandcollapse popup/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /* Main include header for the SDL library */ #ifndef _SDL_H #define _SDL_H #include "SDL_main.h" #include "SDL_stdinc.h" #include "SDL_audio.h" #include "SDL_cdrom.h" #include "SDL_cpuinfo.h" #include "SDL_endian.h" #include "SDL_error.h" --->#include "SDL_events.h"<--- #include "SDL_loadso.h" #include "SDL_mutex.h" #include "SDL_rwops.h" #include "SDL_thread.h" #include "SDL_timer.h" #include "SDL_video.h" #include "SDL_version.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* As of version 0.5, SDL is loaded dynamically into the application */ /* These are the flags which may be passed to SDL_Init() -- you should specify the subsystems which you will be using in your application. */ #define SDL_INIT_TIMER 0x00000001 #define SDL_INIT_AUDIO 0x00000010 #define SDL_INIT_VIDEO 0x00000020 #define SDL_INIT_CDROM 0x00000100 #define SDL_INIT_JOYSTICK 0x00000200 #define SDL_INIT_NOPARACHUTE 0x00100000 /* Don't catch fatal signals */ #define SDL_INIT_EVENTTHREAD 0x01000000 /* Not supported on all OS's */ #define SDL_INIT_EVERYTHING 0x0000FFFF /* This function loads the SDL dynamically linked library and initializes * the subsystems specified by 'flags' (and those satisfying dependencies) * Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup * signal handlers for some commonly ignored fatal signals (like SIGSEGV) */ extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); /* This function initializes specific SDL subsystems */ extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); /* This function cleans up specific SDL subsystems */ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); /* This function returns mask of the specified subsystems which have been initialized. If 'flags' is 0, it returns a mask of all initialized subsystems. */ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); /* This function cleans up all initialized subsystems and unloads the * dynamically linked library. You should call it upon all exit conditions. */ extern DECLSPEC void SDLCALL SDL_Quit(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_H */So thats the source code from the SDL.h but i think you'll need the sourc of the other files too, because in this file there are just includes You see in the SDL.h is the SDL_Events.h file included and in that file there is the SDL_Mouse file included.SDL_Mouse.h file:expandcollapse popup/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /* Include file for SDL mouse event handling */ #ifndef _SDL_mouse_h #define _SDL_mouse_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_video.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif typedef struct WMcursor WMcursor; /* Implementation dependent */ typedef struct SDL_Cursor { SDL_Rect area; /* The area of the mouse cursor */ Sint16 hot_x, hot_y; /* The "tip" of the cursor */ Uint8 *data; /* B/W cursor data */ Uint8 *mask; /* B/W cursor mask */ Uint8 *save[2]; /* Place to save cursor area */ WMcursor *wm_cursor; /* Window-manager cursor */ } SDL_Cursor; /* Function prototypes */ /* * Retrieve the current state of the mouse. * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * current mouse cursor position. You can pass NULL for either x or y. */ extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y); /* * Retrieve the current state of the mouse. * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse deltas since the last call to SDL_GetRelativeMouseState(). */ extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); /* * Set the position of the mouse cursor (generates a mouse motion event) */ --->extern DECLSPEC void SDLCALL SDL_WarpMouse(Uint16 x, Uint16 y);<--- /* * Create a cursor using the specified data and mask (in MSB format). * The cursor width must be a multiple of 8 bits. * * The cursor is created in black and white according to the following: * data mask resulting pixel on screen * 0 1 White * 1 1 Black * 0 0 Transparent * 1 0 Inverted color if possible, black if not. * * Cursors created with this function must be freed with SDL_FreeCursor(). */ extern DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor (Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y); /* * Set the currently active cursor to the specified one. * If the cursor is currently visible, the change will be immediately * represented on the display. */ extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor *cursor); /* * Returns the currently active cursor. */ extern DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); /* * Deallocates a cursor created with SDL_CreateCursor(). */ extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor *cursor); /* * Toggle whether or not the cursor is shown on the screen. * The cursor start off displayed, but can be turned off. * SDL_ShowCursor() returns 1 if the cursor was being displayed * before the call, or 0 if it was not. You can query the current * state by passing a 'toggle' value of -1. */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /* Used as a mask when testing buttons in buttonstate Button 1: Left mouse button Button 2: Middle mouse button Button 3: Right mouse button Button 4: Mouse wheel up (may also be a real button) Button 5: Mouse wheel down (may also be a real button) */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 #define SDL_BUTTON_MIDDLE 2 #define SDL_BUTTON_RIGHT 3 #define SDL_BUTTON_WHEELUP 4 #define SDL_BUTTON_WHEELDOWN 5 #define SDL_BUTTON_X1 6 #define SDL_BUTTON_X2 7 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_mouse_h */---> Thats SDL Simple Direct Media LayerHope that will help. Its written in C++. Edited March 26, 2008 by the1venom Link to comment Share on other sites More sharing options...
the1venom Posted March 26, 2008 Author Share Posted March 26, 2008 tested your corrections and they dont work there werent errors but the mouse didnt move maybe its because of using SDL.dll libs ? how can i make it work? should i use directinput? other ideas? Link to comment Share on other sites More sharing options...
the1venom Posted March 26, 2008 Author Share Posted March 26, 2008 would that help ???http://www.autoitscript.com/forum/index.ph...ost&p=62965 Link to comment Share on other sites More sharing options...
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