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  1. #181
    emlor's Avatar
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    Quote Originally Posted by Kagurou View Post
    Unfornutely , the hack just a paper in winrar?
    No its a auto hotkey script
    So makING a text file and just naming the extension ahk instead of txt while change its file format so auto hotkey can run the scripts properly

  2. #182
    oshingkoi's Avatar
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    no recoil is the only option I use

  3. #183
    emlor's Avatar
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    Quote Originally Posted by oshingkoi View Post
    no recoil is the only option I use
    You may still use it but I found it and map spotting crash you faster than any other of the options

  4. #184
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    Quote Originally Posted by wyvern1990 View Post
    ok here we go:

    Open the .ahk file in Notepad. and Search Base: (Should be somehwere near the bottom)

    Then go to this line:
    Code:
    Angles := ReadMemory(Base+0x21c7e20,PROGRAM,5)
    Update: 0x21c7e20 With the 1 you found but skip the 14 infront of it.

    New 1 is 1421c7e20 i use 21c7e20.

    Now go to
    Code:
     GameContext := ReadMemory(Base+0x24a0e88,PROGRAM,5)
    And do the same. and again skip 14.

    Then go to (Not use if this is in your version cus i updated a shitload in the meantime)

    Code:
    DeployScreen := ReadMemory(Base+0x21c7e20+0xd2,PROGRAM,5)
    And change to:
    Code:
    DeployScreen := ReadMemory(Base+"Your New Angles Offset+0x110,PROGRAM,5)
    Save the file and you should be good to go.
    wyvern1990 The where I can find these information about these new values to each new update? (I'm taking apart your script and trying to understand it to build a new, clear with all rights of authorship their)

  5. #185
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    friend you have to Battlefield Hardline?

  6. #186
    emlor's Avatar
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    Quote Originally Posted by cosme277 View Post
    friend you have to Battlefield Hardline?
    I have but dont play

  7. #187
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    riend that Battlefield Hardline if u have send me a script of Battlefield Hardline thanks your script are great thanks

  8. #188
    emlor's Avatar
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    Wyvern has but doesnt play it and said he wont be making scripts for it
    I dont play and I dont really know how to make the scripts just update them when the offsets come out

  9. #189
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    Here's the script updated, your welcome. No Recoil - spread -Bullet Velocity - and rate of fire are all adjustable and work.
    #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
    ; #Warn ; Enable warnings to assist with detecting common errors.
    SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
    SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
    #SingleInstance Force
    #NoEnv
    #include GDI+.ahk
    SetBatchLines -1
    MaxROF = 2000
    MaxVel = 10000
    IniRead,NoSpread,Settings.dfd,Settings,Spread,100
    NoSpreadOld := NoSpread + 2
    IniRead,NoRecoil,Settings.dfd,Settings,Recoil,0
    IniRead,Overlay,Settings.dfd,Settings,Overlay,0
    IniRead,Breath,Settings.dfd,Settings,Breath,0
    IniRead,Spotting,Settings.dfd,Settings,Spotting,0
    IniRead,PlayerRadar,Settings.dfd,Settings,PlayerRa dar,0
    IniRead,showTeam,Settings.dfd,Settings,ShowTeam,0
    IniRead,PosCX1,Settings.dfd,Settings,PosCX1,1920
    IniRead,PosCY1,Settings.dfd,Settings,PosCY1,540
    IniRead,ROFAuto,Settings.dfd,Settings,ROFAuto,0
    IniRead,Auto,Settings.dfd,Settings,Auto,%A_Space%
    IniRead,GravitySet,Settings.dfd,Settings,Gravity,0
    IniRead,MuzzleVel,Settings.dfd,Settings,MuzzleSet, 0
    iniRead,MuzzleV,Settings.dfd,Settings,MuzzleVeloci ty

    Process,Priority,,R

    ;0BBCE9410
    ;151B1D500

    ;Type---------------
    PROGRAM = Battlefield 4
    Settimer,Base,10
    Settimer,pData,10
    Settimer, WindowXY,100
    Settimer, Spread,300
    Settimer, Recoil,300
    Settimer, MuzzleVelocitySetting,300
    Settimer, ROFSetting,300
    Settimer, GravitySetting,300
    ;Settimer, Debug, 10
    Settimer,Breath,300
    Settimer, SaveSettings,5000
    Settimer,Overlay,300

    If !pToken := Gdip_Startup()
    {
    MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system
    ExitApp
    }

    /*
    Offset(kl="")
    {
    CLIENTGAMECONTEXT = 0x24a0c00 ;0 + Base
    ANGLES := 0x21e3400 ;+ base
    ;---------gamecontext----------
    ClientPlayerManager := 0x60 ;GameContext
    idToPlayerMapOffset := 0x548 ;ClientPlayerManager
    ;------------------ReadLocalPlayer --------------------
    ClientPlayer = 0x540 ;ClientPlayerManager
    ClientSoldier = 0x14d0 ;ClientPlayer
    ClientReplication = 0x490 ;ClientSoldier
    soldierWeaponsComponent = 0x570 ;ClientSoldier
    breathControlHandler = 0x588 ;clientSoldier
    pHealthComponent = 0x140 ;ClientSoldier
    ActiveSlot = 0x0a98 ;SoldierWeaponCompenent
    CurrentAnimatedWeaponHandler = 0x0890 ;soldierWeaponComponent
    ClientSoldierWeapon := * 0x8 ;currentAnimantedWeaponHandler + ActiveSlot
    CorrectedFiring := 0x8 ;Angles
    WeaponSway := 0x78 ;CorrectedFiring
    WeaponSwayData := 0x08 ;WeaponSway
    ;---------------------PlayerData-------------------
    InVehicle := 0x14c0 ;clientPlayer
    TeamID := 0x13cc ;Clientplayer
    Health := 0x20 ;pHealthComponent
    projectilesLoaded := 0x01a0 ;CorrectedFiring
    ProjectilesInMagazines := 0x01a4 ;CorrectedFiring
    PositionX := 0x30 ;clientReplication
    PositionY := 0x34 ;ClientReplication
    PositionZ := 0x38 ;clientReplication
    flYaw := 0x4D8 ;clientSoldier
    Return %kl%
    }
    */


    MainGui():
    if WinExist("Battlefield 4")
    {
    WinGetPos,Xpos, YPos,WidthW,HeightH,Battlefield 4
    PosX := XPos+10, PosY := YPos +20
    Gui +AlwaysOnTop -Caption +ToolWindow
    Gui, Color, FA0000
    gui, font,cFF0000 S12 Bold, Arial
    Gui, Add, Text, x10 y10 w100 h20 vNSpread ,Spread %NoSpread%
    Gui, Add, Slider,x120 y10 W50 h20 Center NoTicks Range0-100 vNoSpread gSpread ,%NoSpread%

    Gui, Add, text, x10 y30 w100 h30, NoRecoil
    Gui, Add, CheckBox,x120 y30 Checked%NoRecoil% vNoRecoil ; gRecoil

    Gui,Add,Text, x10 y50 W100 H40,Overlay
    Gui, Add, CheckBox, x120 y50 Checked%Overlay% vOverlay gOverlay

    gui, Add, Text, x10 y70 w120 h30, NoBreath
    Gui, Add, CheckBox, X120 y70 Checked%Breath% vBreath gBreath

    Gui, Add, Text,x10 y90 w120 h30,MiniMap Spotting
    Gui, Add, CheckBox,x120 y90 Checked%Spotting% vSpotting gpData

    Gui, Add, Text,x10 y110 w120 h30,EnemyRadar
    Gui, Add, Checkbox,x120 y110 Checked%PlayerRadar% vPlayerRadar gpData

    Gui, Add, Text ,x10 y130 w120 H30,ShowTeam
    Gui, Add, CheckBox,x120 y130 Checked%ShowTeam% vShowTeam gpData

    Gui, Add, Text,x10 y150 W120 H30,HorzPos
    Gui, Add, Slider,x120 y150 w50 h20 Center NoTicks range0-%A_ScreenWidth% vPosCX1 gpData,%PosCX1%

    Gui, Add, Text,x10 y170 W120 H30,VertPos
    Gui, Add, Slider,x120 y170 w50 h20 Center NoTicks range0-%A_ScreenHeight% vPosCY1 gpData,%PosCY1%

    Gui, Add, Text, x10 y190 w110 h20 vRPMAuto,ROF %Auto%
    Gui, Add, CheckBox,x120 y190 h15 w15 Checked%ROFAuto% vROFAuto
    Gui, Add, Slider,x140 y190 w50 h20 Center NoTicks range0-%MaxROF% vAuto, %Auto%

    Gui, Add, text,x10 y210 w110 h20,NoGravity
    Gui, Add, CheckBox,x120 y210 h15 w15 Checked%GravitySet% vGravitySet ; gRecoil

    Gui, Add, Text,x10 y230 w110 h20 vMuzzleText,Vel %MuzzleV%
    Gui, Add, CheckBox,x120 y230 h15 w15 Checked%MuzzleVel% vMuzzleVel
    Gui, Add, Slider,x140 y230 w50 h20 Center NoTicks range0-%MaxVel% vMuzzleV, %MuzzleV%

    Gui, Show, NA x%PosX% y%PosY%,Gui77
    WinSet, TransColor,FA0000, Gui77
    }
    return


    ~Numpad0::
    IfWinNotActive,Gui77
    {
    WinGetPos,Xpos, YPos,WidthW,HeightH,Battlefield 4
    PosX := XPos, PosY := YPos
    Gui, Show,x%PosX% y%PosY%,Gui77
    WinMove,Gui77,,PosX,PosY
    }
    return

    WindowXY:
    WinGetPos,Xpos, YPos,WidthW,HeightH,Battlefield 4
    IfWinNotActive,Gui77
    Gui,Hide
    IfWinNotExist,Battlefield 4
    {
    FileDelete,%A_WorkingDir%\Backup.dfd
    ExitApp
    }
    return

    Spread:
    Gui, Submit, Nohide
    if Done = 1
    {
    NoSpreadDec := Round(NoSpread/100,3)
    VarHex := FloatToHex(NoSpreadDec)
    StringTrimRight,NoSpreadDec,NoSpreadDec,1
    GuiControl,,NSpread,Spread %NoSpreadDec%
    WriteMemory(VarHex,WeaponSwayData+0x0430,PROGRAM) ;VisualSpreadADS
    WriteMemory(VarHex,WeaponSwayData+0x0434,PROGRAM) ;ProjectileSpreadADS
    WriteMemory(VarHex,WeaponSwayData+0x0438,PROGRAM) ;VisualSpread
    WriteMemory(VarHex,WeaponSwayData+0x043C,PROGRAM) ;ProjectileSpread
    }
    return

    Recoil:
    if Done = 1
    {
    Gui, Submit, Nohide
    if NoRecoil = 1
    {
    ;if (Recoil1 = FloatToHex(100)) && (Recoil2 = FloatToHex(0))
    ; return
    iniRead,WeaponNameLoad,Backup.dfd,%CurrentWeaponNa me3%,Weapon
    if WeaponNameLoad != %CurrentWeaponName3%
    {
    IniWrite,%CurrentWeaponName3%,Backup.dfd,%CurrentW eaponName3%,Weapon
    IniWrite,%Recoil1%,Backup.dfd,%CurrentWeaponName3% ,Recoil1B
    IniWrite,%Recoil2%,Backup.dfd,%CurrentWeaponName3% ,Recoil2B
    }
    WriteMemory(FloatToHex(100),WeaponSwayData+0x0440, PROGRAM)
    WriteMemory(FloatToHex(0),WeaponSwayData+0x0444,PR OGRAM)
    }

    if NoRecoil = 0
    {
    iniRead,WeaponNameLoad,Backup.dfd,%CurrentWeaponNa me3%,Weapon
    if WeaponNameLoad != ERROR
    {
    IniRead,Recoil1Ret,Backup.dfd,%CurrentWeaponName3% ,Recoil1B
    IniRead,Recoil2Ret,Backup.dfd,%CurrentWeaponName3% ,Recoil2B
    ; if (Recoil1 = Recoil1Ret) && (Recoil2 = Recoil2Ret)
    ; return
    WriteMemory(Recoil1Ret,WeaponSwayData+0x0440,PROGR AM)
    WriteMemory(Recoil2Ret,WeaponSwayData+0x0444,PROGR AM)
    }
    }
    }
    return


    ROFSetting:
    if Done = 1
    {
    Gui, Submit, Nohide
    if ROFAuto = 1
    {
    iniRead,ROF,Backup.dfd,%CurrentWeaponName3%,ROFAut o
    if ROF = ERROR
    {
    IniWrite,%ClientROFAuto%,Backup.dfd,%CurrentWeapon Name3%,ROFAuto
    IniWrite,%ClientROFBurst%,Backup.dfd,%CurrentWeapo nName3%,ROFBurst
    }
    else
    {
    RPM1 := Auto
    VarHexRPM1 := FloatToHex(Auto)
    GuiControl,,RPMAuto,ROF %Auto%
    ; if (ClientROFAuto = HexToFloat(VarHexRPM1))
    ; return
    WriteMemory(VarHexRPM1,FiringFunctionData+0x1c8,PR OGRAM)
    WriteMemory(VarHexRPM1,FiringFunctionData+0x1cc,PR OGRAM)
    }
    }

    if ROFAuto = 0
    {
    iniRead,ROF,Backup.dfd,%CurrentWeaponName3%,ROFAut o
    if ROF != ERROR
    {
    IniRead,BackupROFAuto,Backup.dfd,%CurrentWeaponNam e3%,ROFAuto
    IniRead,BackupROFBurst,Backup.dfd,%CurrentWeaponNa me3%,ROFBurst
    VarHexRPM3 := BackupROFAuto
    VarHexRPM4 := BackupROFBurst
    GuiControl,,RPMAuto,ROF %BackupROFAuto%
    ; if (ClientROFAuto = HexToFloat(VarHexRPM3))
    ; return
    WriteMemory(FloatToHex(VarHexRPM3),FiringFunctionD ata+0x1c8,PROGRAM)
    WriteMemory(FloatToHex(VarHexRPM4),FiringFunctionD ata+0x1cc,PROGRAM)
    }
    }
    }
    return

    GravitySetting:
    if Done = 1
    {
    if GravitySet = 1
    {
    iniRead,GravityBackup,Backup.dfd,%CurrentWeaponNam e3%,Gravity
    if GravityBackup = ERROR
    {
    IniWrite,%Gravity%,Backup.dfd,%CurrentWeaponName3% ,Gravity
    }
    else
    {
    if (Gravity = 0)
    return
    WriteMemory(FloatToHex(0),BulletEntityData+0x130,P ROGRAM)
    }
    }

    if GravitySet = 0
    {
    iniRead,GravityBackup,Backup.dfd,%CurrentWeaponNam e3%,Gravity
    if GravityBackup != ERROR
    {
    VarHexGr := FloatToHex(GravityBackup)
    if (Gravity = GravityBackup)
    return
    WriteMemory(VarHexGr,BulletEntityData+0x130,PROGRA M)
    }
    }
    }
    return

    MuzzleVelocitySetting:
    if Done = 1
    {
    Gui, Submit, Nohide
    if MuzzleVel = 1
    {
    iniRead,MuzzleBackup,Backup.dfd,%CurrentWeaponName 3%,MuzzleVelocity
    if MuzzleBackup = ERROR
    {
    IniWrite,%MuzzleVelo%,Backup.dfd,%CurrentWeaponNam e3%,MuzzleVelocity
    }
    else
    {
    GuiControl,,MuzzleText,Vel %MuzzleV%
    ; if (MuzzleVelo = HexToFloat(FloatToHex(MuzzleV)))
    ; return
    WriteMemory(FloatToHex(MuzzleV),FiringFunctionData +0x88,PROGRAM)
    }
    }

    if MuzzleVel = 0
    {
    iniRead,MuzzleBackup,Backup.dfd,%CurrentWeaponName 3%,MuzzleVelocity
    if MuzzleBackup != ERROR
    {
    GuiControl,,MuzzleText,Vel %MuzzleBackup%
    VarHexVel := FloatToHex(MuzzleBackup)
    ; if (MuzzleVelo = MuzzleBackup)
    ; return
    WriteMemory(VarHexVel,FiringFunctionData+0x88,PROG RAM)
    }
    }
    }
    return

    Overlay:
    if Overlay = 1
    {
    Settimer, OverlayUpdate,1
    }
    if Overlay = 0
    {
    Settimer, OverlayUpdate, Off
    Gui,2: Destroy
    }
    return

    OverlayUpdate:
    projectilesLoaded := Convert(ReadMemory(CFiring+0x01a0,PROGRAM),"D")
    projectilesInMagazines := Convert(ReadMemory(CFiring+0x01a4,PROGRAM),"D")
    SendText := Round(HexToFloat(Convert(ReadMemory(HealthComponen t+0x20,PROGRAM),"H"))) " / 100 `n" projectilesLoaded " / " ProjectilesInMagazines
    Width := 120, Height := 50
    Gui, 2: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
    Gui, 2: Show, NA
    hwnd1 := WinExist()
    hbm := CreateDIBSection(Width, Height)
    hdc := CreateCompatibleDC()
    obm := SelectObject(hdc, hbm)
    G := Gdip_GraphicsFromHDC(hdc)
    Gdip_SetSmoothingMode(G, 4)
    pBrush := Gdip_BrushCreateSolid(0x00000000)
    Gdip_FillRoundedRectangle(G, pBrush, 0, 0, Width, Height, 20)
    Gdip_DeleteBrush(pBrush)
    Font = Arial
    If !hFamily := Gdip_FontFamilyCreate(Font)
    {
    MsgBox, 48, Font error!, The font you have specified does not exist on the system
    ExitApp
    }
    Options = x10p y30p w80p Left cFF00ff00 r4 s15 BoldItalic
    Gdip_TextToGraphics(G, SendText, Options, Font, Width, Height)
    UpdateLayeredWindow(hwnd1, hdc, PosX, PosY+180, Width, Height)
    Gdip_DeleteFontFamily(hFamily)
    SelectObject(hdc, obm)
    DeleteObject(hbm)
    DeleteDC(hdc)
    Gdip_DeleteGraphics(G)
    return

    Breath:
    if Breath = 1
    {
    if InVehicle = 1
    return
    if Done = 1
    {
    WriteMemory(0x00,BreathControlHandler+0x38,PROGRAM )
    WriteMemory(0x00,BreathControlHandler+0x3C,PROGRAM )
    WriteMemory(0x00,BreathControlHandler+0x40,PROGRAM )
    WriteMemory(0x00,BreathControlHandler+0x44,PROGRAM )
    WriteMemory(0x00,BreathControlHandler+0x48,PROGRAM )
    WriteMemory(0x00,BreathControlHandler+0x4C,PROGRAM )
    WriteMemory(0x00,BreathControlHandler+0x58,PROGRAM )
    }
    else
    return
    }
    return

    Debug:
    Tooltip % "Base " Base " `n Deploy " DeployScreen " `n Context " Convert(GameContext,"H") "`n ClientPlayerManager " Convert(ClientPlayerManager,"H") "`n ClientPlayer" Convert(ClientPlayer,"H") " `n InVehicle " Convert(InVehicle,"H") "`n PlayerName " PlayerName "`n CLTeamID " Convert(ClientPlayerTeamID,"H") " `n ClientSoldier " Convert(ClientSoldier,"H") " `n HealthComponent " Convert(HealthComponent,"H") " `n ClientHealth " ClientHealth " `n `n Angle " Convert(Angles,"H") " `n CorrectedFiring " Convert(CFiring,"H") " `n W " Convert(CurrentWeaponName,"H") " `n W2 " Convert(CurrentWeaponName2,"H") "`n W3 " CurrentWeaponName3 " `n PrimaryFire " Convert(PrimaryFire,"H") " `n FirngFuncData " Convert(FiringFunctionData,"H") " `n BulletEntityData " Convert(BulletEntityData,"H") " `n WeaponSway " Convert(WeaponSway,"H") " `n WeaponSwayData " Convert(WeaponSwayData,"H") " `n `n IdToPlayerMapOffset " Convert(IdToPlayerMapOffset,"H") " `n pPlayer " Convert(pPlayer,"H") "`n pSoldierName" pSoldierName "`n pPlayerTeamID " Convert(pPlayerTeamID,"H") "`n pSoldier " Convert(pSoldier,"H") "`n pHealthComponent " Convert(pHealthComponent,"H") "`n pHealth " pHealth "`n pReplication " Convert(pReplication,"H") ,1800,0
    return


    pData:
    Gui, Submit, Nohide
    if PlayerRadar = 1
    {
    Straal := (2*150)
    PosCX := PosCX1 - Straal
    PosCY := PosCY1 - Straal
    Width3 := WidthW, Height3 := HeightH
    Gui, 4: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop

    Gui, 4: Show, NA
    hwnd3 := WinExist()
    hbm3 := CreateDIBSection(Width3, Height3)
    hdc3 := CreateCompatibleDC()
    obm3 := SelectObject(hdc3, hbm3)
    G3 := Gdip_GraphicsFromHDC(hdc3)
    Gdip_SetSmoothingMode(G3, 4)
    pBrush4 := Gdip_BrushCreateSolid(0x11000000)
    pBrush5 := Gdip_BrushCreateSolid(0xFF00FF00)
    Gdip_FillRoundedRectangle(G3, pBrush4, PosCX, PosCY, Straal, Straal, Straal/2)
    Gdip_FillRoundedRectangle(G3, pBrush5, (PosCX+(Straal/2)), (PosCY+(Straal/2)) , 5, 5, 2.5)
    Gdip_DeleteBrush(pBrush4)
    Gdip_DeleteBrush(pBrush5)
    }
    While (ide < 64)
    {
    if Round(HexToFloat(Convert(ReadMemory(HealthComponen t+0x20,PROGRAM),"H"))) < 1
    continue
    IdToPlayerMapOffset := ReadMemory(ClientPlayerManager+0x548,PROGRAM,5)
    if IdToPlayerMapOffset != -1
    {
    ide ++
    pPlayer := ReadMemory(IdToPlayerMapOffset+(ide * 0x8),PROGRAM,5)
    if pPlayer != -1
    {
    pSoldierName := ReadMemoryStr(pPlayer+0x40,PROGRAM)
    pPlayerTeamID := ReadMemory(pPlayer+0x13cc,PROGRAM)
    pSoldier := ReadMemory(pPlayer+0x14D0,PROGRAM,5)
    if pSoldier != -1
    {
    pHealthComponent := ReadMemory(pSoldier+0x140,PROGRAM,5)
    if pHealthComponent != -1
    {
    pHealth := Round(HexToFloat(Convert(ReadMemory(pHealthCompone nt+0x20,PROGRAM),"H")))
    }
    pReplication := ReadMemory(pSoldier+0x490,PROGRAM,5)
    if pReplication != -1
    {
    pPositionX := HexToFloat(Convert(ReadMemory(pReplication+0x30,PR OGRAM),"H"))
    pPositionY := HexToFloat(Convert(ReadMemory(pReplication+0x34,PR OGRAM),"H"))
    pPositionZ := HexToFloat(Convert(ReadMemory(pReplication+0x38,PR OGRAM),"H"))
    ;pVelocityX := HexToFLoat(Convert(ReadMemory(pReplication+0x50,PR OGRAM),"H"))
    ;pVelocityY := HexToFloat(Convert(ReadMemory(pReplication+0x54,PR OGRAM),"H"))
    ;pVelocityZ := HexToFloat(Convert(ReadMemory(pReplication+0x58,PR OGRAM),"H"))
    PositionX := HexToFloat(Convert(ReadMemory(ClientReplication+0x 30,PROGRAM),"H"))
    PositionY := HexToFloat(Convert(ReadMemory(ClientReplication+0x 34,PROGRAM),"H")) ;Heigth in map
    PositionZ := HexToFloat(Convert(ReadMemory(ClientReplication+0x 38,PROGRAM),"H"))
    }
    }
    }
    }
    Yaw := HexToFloat(Convert(ReadMemory(ClientSoldier+0x4D8, PROGRAM),"H"))
    angle := -Yaw
    if Spotting = 1
    {
    if pPlayerTeamID != %ClientPlayerTeamID%
    {
    SpottingTargetComponentData := Convert(ReadMemory(pSoldier+0xBF0,PROGRAM,5),"H")
    SpotType := ReadMemory(SpottingTargetComponentData+0x50,PROGRA M)
    if (SpotType = 0 && ClientHealth > 0)
    WriteMemory(0x1,SpottingTargetComponentData+0x50,P ROGRAM)
    }
    }
    if PlayerRadar = 1
    {
    IfNotEqual, pPlayerTeamID, %ClientPlayerTeamID% ; if other team
    {
    RColor = 0xFFFF0000
    }
    else
    {
    if ShowTeam = 1
    RColor = 0xFF0000FF
    Else
    RColor = 0x00000000
    }
    if pHealth <= 1
    {
    RColor = 0x00000000
    }
    Distance:
    xD := Round(PositionX - pPositionX)
    yD := Round(PositionY - pPositionY)
    zD := Round(PositionZ - pPositionZ)
    pDistance := Round(sqrt((xD * xD) + (yD * yD) + (zD * zD)))
    ArrayCount++
    RC%ArrayCount% := RColor
    xD%ArrayCount% := pPositionX
    yD%ArrayCount% := pPositionY
    zD%ArrayCount% := pPositionZ
    %ArrayCount% := pDistance
    Ry := positionZ - zD%ArrayCount%
    Rx := PositionX - xD%ArrayCount%
    if (pDistance < 150)
    {
    if (pDistance = 0)
    continue
    xR%ArrayCount% := (Rx*Cos(angle)-Ry*Sin(angle))+(PosCX+(Straal/2))
    yR%ArrayCount% := (Rx*Sin(angle)+Ry*Cos(angle))+(PosCY+(Straal/2))
    pBrush6 := Gdip_BrushCreateSolid(RC%ArrayCount%)
    Gdip_FillRoundedRectangle(G3, pBrush6, xR%ArrayCount%, yR%ArrayCount% , 5, 5, 2.5)
    Gdip_DeleteBrush(pBrush6)
    }
    }
    } ;End While Loop
    if PlayerRadar = 1
    {
    UpdateLayeredWindow(hwnd3, hdc3, 0, 0, Width3, Height3)
    SelectObject(hdc3, obm3)
    DeleteObject(hbm3)
    DeleteDC(hdc3)
    Gdip_DeleteGraphics(G3)
    }
    if PlayerRadar = 0
    {
    Gui, 4: Destroy
    }
    ArrayCount = 0
    ide = 0
    return

    Base:
    IfWinActive,Battlefield 4
    {
    Base := getProcessBaseAddress(PROGRAM)
    DeployScreen := ReadMemory(Base+0x21caee0+0x110,PROGRAM,5)
    if DeployScreen = 0
    {
    Angles := ReadMemory(Base+0x21caee0,PROGRAM,5)
    if Angles != -1
    {
    CFiring := ReadMemory(Angles+0x49c0,PROGRAM,5)
    if CFiring != -1
    {
    CurrentWeaponName := ReadMemory(CFiring+0x01c8,PROGRAM,5)
    if CurrentWeaponName != -1
    {
    CurrentWeaponName2 := ReadMemory(CurrentWeaponName+0x130,PROGRAM,5)
    if CurrentWeaponName2 != -1
    {
    CurrentWeaponName3 := ReadMemoryStr(CurrentWeaponName2+0x0,PROGRAM)
    }
    }
    PrimaryFire := ReadMemory(CFiring+0x0128,PROGRAM,5)
    if PrimaryFire != -1
    {
    FiringFunctionData := ReadMemory(PrimaryFire+0x0010,PROGRAM,5)
    if FiringFunctionData != -1
    {
    BulletEntityData := ReadMemory(FiringFunctionData+0x00B0,PROGRAM,5)
    }
    }
    WeaponSway := ReadMemory(CFiring+0x0078,PROGRAM,5)
    if WeaponSway != -1
    {
    WeaponSwayData := ReadMemory(WeaponSway+0x0008,PROGRAM,5)
    }
    }
    }
    GameContext := ReadMemory(Base+0x24abd20,PROGRAM,5)
    if (GameContext != -1)
    {
    ClientPlayerManager := ReadMemory(GameContext+0x60,PROGRAM,5)
    if (ClientPlayerManager != -1)
    {
    ClientPlayer := ReadMemory(ClientPlayerManager+0x540,PROGRAM,5)
    if ClientPlayer != -1
    {
    InVehicle := ReadMemory(ClientPlayer+0x14c0,PROGRAM)
    PlayerName := ReadMemoryStr(ClientPlayer+0x40,PROGRAM)
    ClientPlayerTeamID := ReadMemory(ClientPlayer+0x13cc,PROGRAM)
    ClientSoldier := ReadMemory(ClientPlayer+0x14d0,PROGRAM,5)
    if ClientSoldier != -1
    {
    SoldierWeaponComponent := ReadMemory(ClientSoldier+0x570,PROGRAM,5)
    if SoldierWeaponCompnent != -1
    {
    ActiveSlot := ReadMemory(SoldierWeaponComponent+0x0a98,PROGRAM) +2
    Done := ActiveSlot = 2 OR ActiveSlot = 3 OR ActiveSlot = 11
    }
    ClientReplication := ReadMemory(ClientSoldier+0x490,PROGRAM,5)
    breathControlHandler := ReadMemory(ClientSoldier+0x588,PROGRAM,5)
    HealthComponent := ReadMemory(ClientSoldier+0x140,PROGRAM,5)
    }
    }
    }
    }
    }
    }
    return
    /*
    ;----------------LocelPlayer--------------------
    ;ClientPlayer := Convert(ReadMemory(ClientPlayerManager+0x540,PROGR AM),"H")
    ;ClientSoldier := Convert(ReadMemory(ClientPlayer+0x14d0,PROGRAM),"H ")
    ;ClientReplication := Convert(ReadMemory(ClientSoldier+0x490,PROGRAM),"H ")
    ;SoldierWeaponsComponent := Convert(ReadMemory(ClientSoldier+0x570,PROGRAM),"H ")
    ;breathControlHandler := Convert(ReadMemory(ClientSoldier+0x588,PROGRAM),"H ")
    ;HealthComponent := Convert(ReadMemory(ClientSoldier+0x140,PROGRAM),"H ")
    ;ClientHealth := Convert(ReadMemory(HealthComponent+0x20,PROGRAM)," H")
    ;PlayerName := ReadMemoryStr(ClientPlayer+0x40,PROGRAM)
    ;ClientPlayerTeamID := ReadMemory(ClientPlayer+0x13cc,PROGRAM)
    ;cActiveSlot := Convert(ReadMemory(SoldierWeaponComponent+0x0a98,P ROGRAM),"H")
    ;Done := ActiveSlot = 2 OR ActiveSlot = 3 OR ActiveSlot = 11
    ;InVehicle := Convert(ReadMemory(ClientPlayer+0x14c0,PROGRAM),"H ")
    ;CorrectedFiring := Convert(ReadMemory(Angles+0x49c0,PROGRAM),"H")
    ;CurrentWeaponName := Convert(ReadMemory(CorrectedFiring+0x01c8,PROGRAM) ,"H")
    ;PrimaryFire := Convert(ReadMemory(CorrectedFiring+0x0128,PROGRAM) ,"H")
    ;WeaponSway := Convert(ReadMemory(CorrectedFiring+0x0078,PROGRAM) ,"H")
    WeaponSwayData := Convert(ReadMemory(WeaponSway+0x0008,PROGRAM),"H")
    SpreadBase := Round(HexToFLoat(Convert(ReadMemory(WeaponSwayData +0x0430,PROGRAM),"H"))*100)
    Recoil1 := Convert(ReadMemory(WeaponSwayData+0x0440,PROGRAM), "H")
    Recoil2 := Convert(ReadMemory(WeaponSwayData+0x0444,PROGRAM), "H")
    FiringFunctionData := Convert(ReadMemory(PrimaryFire+0x0010,PROGRAM),"H" )
    MuzzleVelo := HexToFloat(Convert(ReadMemory(FiringFunctionData+0 x0088,PROGRAM),"H"))
    BulletEntityData := Convert(ReadMemory(FiringFunctionData+0x00B0,PROGR AM),"H")
    Gravity := HexToFloat(Convert(ReadMemory(BulletEntityData+0x0 130,PROGRAM),"H"))
    ClientROFAuto := HexToFloat(Convert(ReadMemory(FiringFunctionData+0 x1c8,PROGRAM),"H"))
    ClientROFBurst := HexToFloat(Convert(ReadMemory(FiringFunctionData+0 x1cc,PROGRAM),"H"))
    ;CurrentWeaponName2 := Convert(ReadMemory(CurrentWeaponName+0x130,PROGRAM ),"H")
    ;CurrentWeaponName3 := ReadMemoryStr(CurrentWeaponName2+0x0,PROGRAM)
    MuzzleVelocity := Convert(ReadMemory(FiringFunctionData+0x88,PROGRAM ),"H")
    ROFSettings := Convert(ReadMemory(FiringFunctionData+0x1c8,PROGRA M),"H")
    SpreadBase := Convert(ReadMemory(WeaponSwayData+0x0430,PROGRAM), "H")
    */


    WriteMemory(WVALUE,MADDRESS,PROGRAM)
    {
    winget, pid, PID, %PROGRAM%
    ProcessHandle := DllCall("OpenProcess", "int", 2035711, "char", 0, "UInt", PID, "UInt")
    DllCall("WriteProcessMemory", "UInt", ProcessHandle, "UInt", MADDRESS, "Uint*", WVALUE, "Uint", 4, "Uint *", 0)

    return
    }

    HexToFloat(x) {
    Return (1-2*(x>>31)) * (2**((x>>23 & 255)-150)) * (0x800000 | x & 0x7FFFFF)
    }

    HexToDouble(x) { ; may be wrong at extreme values
    Return (2*(x>0)-1) * (2**((x>>52 & 0x7FF)-1075)) * (0x10000000000000 | x & 0xFFFFFFFFFFFFF)
    }

    FloatToHex(f) {
    form := A_FormatInteger
    SetFormat Integer, HEX
    v := DllCall("MulDiv", Float,f, Int,1, Int,1, UInt)
    SetFormat Integer, %form%
    Return v
    }

    DoubleToHex(d) {
    form := A_FormatInteger
    SetFormat Integer, HEX
    v := DllCall("ntdll.dll\RtlLargeIntegerShiftLeft",Doubl e,d, UChar,0, Int64)
    SetFormat Integer, %form%
    Return v
    }

    ReadMemory(MADDRESS=0,PROGRAM="",BYTE=4,MVALUE=" ")
    {
    Static OLDPROC, ProcessHandle
    if MVALUE := " "
    VarSetCapacity(MVALUE,4,0)
    If PROGRAM != %OLDPROC%
    {
    WinGet, pid, pid, % OLDPROC := PROGRAM
    ProcessHandle := ( ProcessHandle ? 0*(closed:=DllCall("CloseHandle"
    ,"UInt",ProcessHandle)) : 0 )+(pid ? DllCall("OpenProcess"
    ,"Int",16,"Int",0,"UInt",pid) : 0)
    }
    If (ProcessHandle) && DllCall("ReadProcessMemory","UInt",ProcessHandle," UInt",MADDRESS,"str",MVALUE,"UInt",BYTE,"UInt *",0)
    return *(&MVALUE+4)<<32 | *(&MVALUE+3)<<24 | *(&MVALUE+2)<<16 | *(&MVALUE+1)<<8 | *(&MVALUE)
    return !ProcessHandle ? "Handle Closed: " closed : "-2"
    }

    getProcessBaseAddress(WindowTitle, windowMatchMode := "3") ;WindowTitle can be anything ahk_exe ahk_class etc
    {
    if (windowMatchMode && A_TitleMatchMode != windowMatchMode)
    {
    mode := A_TitleMatchMode ; This is a string and will not contain the 0x prefix
    StringReplace, windowMatchMode, windowMatchMode, 0x ; remove hex prefix as SetTitleMatchMode will throw a run time error. This will occur if integer mode is set to hex and matchmode param is passed as an number not a string.
    SetTitleMatchMode, %windowMatchMode% ;mode 3 is an exact match
    }
    WinGet, hWnd, ID, %WindowTitle%
    if mode
    SetTitleMatchMode, %mode% ; In case executed in autoexec
    if !hWnd
    return ; return blank failed to find window
    return DllCall(A_PtrSize = 4 ; If DLL call fails, returned value will = 0
    ? "GetWindowLong"
    : "GetWindowLongPtr"
    , "Ptr", hWnd, "Int", -6, A_Is64bitOS ? "Int64" : "UInt")
    ; For the returned value when the OS is 64 bit use Int64 to prevent negative overflow when AHK is 32 bit and target process is 64bit
    ; however if the OS is 32 bit, must use UInt, otherwise the number will be huge (however it will still work as the lower 4 bytes are correct)
    ; Note - it's the OS bitness which matters here, not the scripts/AHKs
    }

    ReadMemoryStr(MADDRESS=0, PROGRAM = "", length = 0 , terminator = "") ; "" = Null
    {
    Static OLDPROC, ProcessHandle

    If (PROGRAM != OLDPROC || !ProcessHandle)
    {
    WinGet, pid, pid, % OLDPROC := PROGRAM
    ProcessHandle := ( ProcessHandle ? 0*(closed:=DllCall("CloseHandle"
    ,"UInt",ProcessHandle)) : 0 )+(pid ? DllCall("OpenProcess"
    ,"Int",16,"Int",0,"UInt",pid) : 0) ;PID is stored in value pid
    }
    ; length depends on the encoding too
    VarSetCapacity(Output, length ? length : 1, 0)
    If !length ; read until terminator found or something goes wrong/error
    {
    Loop
    {
    success := DllCall("ReadProcessMemory", "UInt", ProcessHandle, "UInt", MADDRESS++, "str", Output, "Uint", 1, "Uint *", 0)
    if (ErrorLevel || !success || Output = terminator)
    break
    teststr .= Output
    }
    }
    Else ; will read X length
    {
    DllCall("ReadProcessMemory", "UInt", ProcessHandle, "UInt", MADDRESS, "str", Output, "Uint", length, "Uint *", 0)
    ; Loop % length
    ; teststr .= chr(NumGet(Output, A_Index-1, "Char"))
    teststr := StrGet(&Output, length, "UTF-8")
    }
    return teststr
    }

    ;H for Hex D for Dec
    Convert(Number=0, ConvertTo="") {
    TmpNum := Number
    Ok := False
    If TmpNum Is Integer
    Ok := True
    Else If TmpNum Is Xdigit
    {
    Ok := True
    TmpNum := "0x" TmpNum
    } Else If (InStr(TmpNum, "0x"))
    Ok := True
    Else
    Return -1
    If (Ok)
    If (ConvertTo = "D" ) {
    SetFormat Integer, D
    TmpNum += 0
    SetFormat Integer, H
    Return TmpNum
    } Else If (ConvertTo = "H") {
    SetFormat Integer, H
    TmpNum += 0
    SetFormat Integer, D
    Return TmpNum
    } Else
    Return -2
    Else
    Return -3
    }

    SaveSettings:
    IniWrite,%NoSpread%,Settings.dfd,Settings,Spread
    IniWrite,%NoRecoil%,Settings.dfd,Settings,Recoil
    IniWrite,%Overlay%,Settings.dfd,Settings,Overlay
    IniWrite,%Breath%,Settings.dfd,Settings,Breath
    IniWrite,%Spotting%,Settings.dfd,Settings,Spotting
    IniWrite,%PlayerRadar%,Settings.dfd,Settings,Playe rRadar
    IniWrite,%ShowTeam%,Settings.dfd,Settings,ShowTeam
    IniWrite,%PosCX1%,Settings.dfd,Settings,PosCX1
    IniWrite,%PosCY1%,Settings.dfd,Settings,PosCY1
    iniWrite,%ROFAuto%,Settings.dfd,Settings,ROFAuto
    IniWrite,%Auto%,Settings.dfd,Settings,Auto
    IniWrite,%GravitySet%,Settings.dfd,Settings,Gravit y
    iniWrite,%MuzzleVel%,Settings.dfd,Settings,MuzzleS et
    iniWrite,%MuzzleV%,Settings.dfd,Settings,MuzzleVel ocity
    return



  10. #190
    emlor's Avatar
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    Quote Originally Posted by BradenGames View Post
    Here's the script updated, your welcome. No Recoil - spread -Bullet Velocity - and rate of fire are all adjustable and work.
    I had posted it already its on the previous page or two now

  11. #191
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    friend this closing the game the script giving leg often closes the game the error needs to be closed if get send me if u can do a for Battlefield Hardline grateful ja updated with your new codes but still close

  12. #192
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    Hi.
    I only want the No Recoil from this.
    Can you separate the no recoil for me?
    I won't be using any of the other functions, my game is crashing but i think if i use only the no recoil part of the script it wont crash.
    Thanks!

  13. #193
    emlor's Avatar
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    Quote Originally Posted by abtr2013 View Post
    Hi.
    I only want the No Recoil from this.
    Can you separate the no recoil for me?
    I won't be using any of the other functions, my game is crashing but i think if i use only the no recoil part of the script it wont crash.
    Thanks!
    The No Recoil is the main cause of the crashing.. I had tested each setting seperatly and only crashed when using the minimap spotting and recoil all others caused no crashing

  14. #194
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    Quote Originally Posted by emlor View Post
    The No Recoil is the main cause of the crashing.. I had tested each setting seperatly and only crashed when using the minimap spotting and recoil all others caused no crashing
    aw, no way bro!!!!!!!!!
    ((((((

  15. #195
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    If you copy my script it wont crash your computer if you're using a build like mine which is a Sager NP9370em gtx680m sli 32gb ram i7-3840qm at 3.5Ghz. (i play bf4 on a laptop) Ahk utilizes the cpu heavily so if you don't want stuttering or lag you must lower your game settings accordingly.
    Last edited by BradenGames; 12-21-2015 at 12:53 PM. Reason: you're

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