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  1. #211
    abtr2013's Avatar
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    Quote Originally Posted by emlor View Post
    my Nobreath works fine but the minimap has yet to actually be updated for us nor has it been said how to update yet

    - - - Updated - - -

    for anyone getting the invalid character error when you copied the code from Braden go back to page 12 and get the code from me.. there are in a few places he accidentally spaced out words and broke the code in at least 2 places from what I had seen
    Will I ever get banned on BF4 using only the no recoil?
    no, right?

  2. #212
    emlor's Avatar
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    Quote Originally Posted by abtr2013 View Post
    Will I ever get banned on BF4 using only the no recoil?
    no, right?
    i dont think Fairfight would catch it as someone could naturally pull the weapon back in place legitimately and PB from my knowledge only uses screenshots so I doubt it honestly... Wyvern might know better though

  3. #213
    wyvern1990's Avatar
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    Quote Originally Posted by emlor View Post
    i dont think Fairfight would catch it as someone could naturally pull the weapon back in place legitimately and PB from my knowledge only uses screenshots so I doubt it honestly... Wyvern might know better though
    Cant really be banned, unless some1 makes a video of you.

  4. #214
    jakmarles's Avatar
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    Quote Originally Posted by emlor View Post
    As the file has yet to be approved you can right click the out-dated and delete all the text in it then paste all of this code to update it to work aside from the minimap.
    If the file is having issues being edited you can make a new Text file paste all this code then save as... (file name).ahk
    file name being whatever youd like the file to be named as well you will need to keep it with the GDI+.ahk script still
    Code:
    #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,PlayerRadar,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,MuzzleVelocity
    
    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 := 0x49c0 ;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,%CurrentWeaponName3%,Weapon
    		if WeaponNameLoad != %CurrentWeaponName3%
    		{
    			IniWrite,%CurrentWeaponName3%,Backup.dfd,%CurrentWeaponName3%,Weapon
    			IniWrite,%Recoil1%,Backup.dfd,%CurrentWeaponName3%,Recoil1B
    			IniWrite,%Recoil2%,Backup.dfd,%CurrentWeaponName3%,Recoil2B
    			}
    			WriteMemory(FloatToHex(100),WeaponSwayData+0x0440,PROGRAM)
    			WriteMemory(FloatToHex(0),WeaponSwayData+0x0444,PROGRAM)
    		}
    		
    if NoRecoil = 0
       {
    	iniRead,WeaponNameLoad,Backup.dfd,%CurrentWeaponName3%,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,PROGRAM)
    		WriteMemory(Recoil2Ret,WeaponSwayData+0x0444,PROGRAM)
    	    }
    	}
    }
    return
    
    
    ROFSetting:
    if Done = 1
    {
    Gui, Submit, Nohide
    if ROFAuto = 1
    	{
    		iniRead,ROF,Backup.dfd,%CurrentWeaponName3%,ROFAuto
    		if ROF = ERROR
    		{
    			IniWrite,%ClientROFAuto%,Backup.dfd,%CurrentWeaponName3%,ROFAuto
    			IniWrite,%ClientROFBurst%,Backup.dfd,%CurrentWeaponName3%,ROFBurst
    		}
    		else
    		{
    			RPM1 := Auto
    			VarHexRPM1 := FloatToHex(Auto)
    			GuiControl,,RPMAuto,ROF %Auto%
    		;	if (ClientROFAuto = HexToFloat(VarHexRPM1))
    		;		return
    			WriteMemory(VarHexRPM1,FiringFunctionData+0x1c8,PROGRAM)
    			WriteMemory(VarHexRPM1,FiringFunctionData+0x1cc,PROGRAM)
    		}
    }
    	
    if ROFAuto = 0
    	{
    		iniRead,ROF,Backup.dfd,%CurrentWeaponName3%,ROFAuto
    		if ROF != ERROR
    		{
    			IniRead,BackupROFAuto,Backup.dfd,%CurrentWeaponName3%,ROFAuto
    			IniRead,BackupROFBurst,Backup.dfd,%CurrentWeaponName3%,ROFBurst
    			VarHexRPM3 := BackupROFAuto
    			VarHexRPM4 := BackupROFBurst
    			GuiControl,,RPMAuto,ROF %BackupROFAuto%
    		;	if (ClientROFAuto = HexToFloat(VarHexRPM3))
    		;		return
    			WriteMemory(FloatToHex(VarHexRPM3),FiringFunctionData+0x1c8,PROGRAM)
    			WriteMemory(FloatToHex(VarHexRPM4),FiringFunctionData+0x1cc,PROGRAM)
    		}
    	}
    }
    return
    
    GravitySetting:
    if Done = 1
    {
    if GravitySet = 1
    	{
    		iniRead,GravityBackup,Backup.dfd,%CurrentWeaponName3%,Gravity
    		if GravityBackup = ERROR
    		{
    			IniWrite,%Gravity%,Backup.dfd,%CurrentWeaponName3%,Gravity
    		}
    		else 
    		{
    			if (Gravity = 0)
    				return
    			WriteMemory(FloatToHex(0),BulletEntityData+0x130,PROGRAM)		
    		}
    	}
    	
    if GravitySet = 0
    	{
    		iniRead,GravityBackup,Backup.dfd,%CurrentWeaponName3%,Gravity
    		if GravityBackup != ERROR
    		{
    			VarHexGr := FloatToHex(GravityBackup)
    			if (Gravity = GravityBackup)
    				return
    			WriteMemory(VarHexGr,BulletEntityData+0x130,PROGRAM)
    		}
    	}
    }
    return
    
    MuzzleVelocitySetting:
    if Done = 1
    {
    Gui, Submit, Nohide
    if MuzzleVel = 1 
    	{
    		iniRead,MuzzleBackup,Backup.dfd,%CurrentWeaponName3%,MuzzleVelocity
    		if MuzzleBackup = ERROR
    		{
    			IniWrite,%MuzzleVelo%,Backup.dfd,%CurrentWeaponName3%,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,%CurrentWeaponName3%,MuzzleVelocity
    		if MuzzleBackup != ERROR
    		{
    			GuiControl,,MuzzleText,Vel %MuzzleBackup%
    			VarHexVel := FloatToHex(MuzzleBackup)
    		;	if (MuzzleVelo = MuzzleBackup) 
    		;		return
    			WriteMemory(VarHexVel,FiringFunctionData+0x88,PROGRAM)
    		}
    	}
    }
    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(HealthComponent+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(HealthComponent+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(pHealthComponent+0x20,PROGRAM),"H")))
    						}						
    						pReplication := ReadMemory(pSoldier+0x490,PROGRAM,5)
    						if pReplication != -1
    						{
    							pPositionX := HexToFloat(Convert(ReadMemory(pReplication+0x30,PROGRAM),"H"))
    							pPositionY := HexToFloat(Convert(ReadMemory(pReplication+0x34,PROGRAM),"H"))
    							pPositionZ := HexToFloat(Convert(ReadMemory(pReplication+0x38,PROGRAM),"H"))
    							;pVelocityX := HexToFLoat(Convert(ReadMemory(pReplication+0x50,PROGRAM),"H"))
    							;pVelocityY := HexToFloat(Convert(ReadMemory(pReplication+0x54,PROGRAM),"H"))
    							;pVelocityZ := HexToFloat(Convert(ReadMemory(pReplication+0x58,PROGRAM),"H"))
    							PositionX := HexToFloat(Convert(ReadMemory(ClientReplication+0x30,PROGRAM),"H"))
    							PositionY := HexToFloat(Convert(ReadMemory(ClientReplication+0x34,PROGRAM),"H")) ;Heigth in map
    							PositionZ := HexToFloat(Convert(ReadMemory(ClientReplication+0x38,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,PROGRAM)
    				if (SpotType = 0 && ClientHealth > 0)
    					WriteMemory(0x1,SpottingTargetComponentData+0x50,PROGRAM)
    				}	
    			}
    			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,PROGRAM),"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,PROGRAM),"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+0x0088,PROGRAM),"H"))
    	BulletEntityData := Convert(ReadMemory(FiringFunctionData+0x00B0,PROGRAM),"H")
    	Gravity := HexToFloat(Convert(ReadMemory(BulletEntityData+0x0130,PROGRAM),"H"))
    	ClientROFAuto := HexToFloat(Convert(ReadMemory(FiringFunctionData+0x1c8,PROGRAM),"H"))
    	ClientROFBurst := HexToFloat(Convert(ReadMemory(FiringFunctionData+0x1cc,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,PROGRAM),"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",Double,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,PlayerRadar
    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,Gravity
    iniWrite,%MuzzleVel%,Settings.dfd,Settings,MuzzleSet
    iniWrite,%MuzzleV%,Settings.dfd,Settings,MuzzleVelocity
    return
    What file do i need to edit?

    I'm not a man if I can't make the girl I love smile!

  5. #215
    emlor's Avatar
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    Quote Originally Posted by jakmarles View Post
    What file do i need to edit?
    edit the old Read Memory.ahk file by right clicking and hitting edit.. or make a new .ahk file and paste the code... can be named anything honestly just make sure it stays with the GDI+.ahk

  6. #216
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    Could this possibly trigger any kind of ban, if I only use the norecoil/nospread?? Thanks. eh.

    Normally, it can't I think, as it is AHK. But with this reading memory, I am not so sure lol

  7. #217
    emlor's Avatar
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    Quote Originally Posted by Dinolinolf View Post
    Could this possibly trigger any kind of ban, if I only use the norecoil/nospread?? Thanks. eh.

    Normally, it can't I think, as it is AHK. But with this reading memory, I am not so sure lol
    From what I've read around the only things that could get you caught is having the Rate of fire abnormally high for the weapon of choice and no spread set down too low as your accuracy could increase tremendously and then Fairfight using statistics on your previous games can ban you... Personally for me I never set no spread lower than 50% and I still hit roughly every round but it gives chance for me to miss more often so I doubt fairfight notices it as much... Also be wary of spectators and if they are recording or not.. they could notice something abnormal. I had one questioning me for the bullets flew roughly 2x faster than normal.

  8. #218
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    Quote Originally Posted by emlor View Post
    From what I've read around the only things that could get you caught is having the Rate of fire abnormally high for the weapon of choice and no spread set down too low as your accuracy could increase tremendously and then Fairfight using statistics on your previous games can ban you... Personally for me I never set no spread lower than 50% and I still hit roughly every round but it gives chance for me to miss more often so I doubt fairfight notices it as much... Also be wary of spectators and if they are recording or not.. they could notice something abnormal. I had one questioning me for the bullets flew roughly 2x faster than normal.
    I enable the script ,but where is the ExternalRadar?

  9. #219
    emlor's Avatar
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    Quote Originally Posted by spparty View Post
    I enable the script ,but where is the ExternalRadar?
    it currently doesnt work atm

  10. #220
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    still works now thanks heaps

  11. #221
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    ist working thanks man 100% UD

  12. #222
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    doesnt work

  13. #223
    emlor's Avatar
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    Quote Originally Posted by pikelson View Post
    doesnt work
    Did you just download it and not update as its been repeatedly mentioned to update it or copy and paste the code that has been placed multiple times

  14. #224
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    I copied it from Braden, noRecoil doesnt work

  15. #225
    emlor's Avatar
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    Quote Originally Posted by pikelson View Post
    I copied it from Braden, noRecoil doesnt work
    I never tested the code he posted I know I posted one that worked for norecoil and all but eventually you will crash using the one I posted if you have NoRecoil active..generally I crash 30-45 mins of gameplay.. if interested its on page 12

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