Updating cubeone.....

Posts 136150 of 346 · Page 10 of 24
Ok. I've gotten up to the re-compiling part. I put in the updated code from the post in page #6 as recommended. I keep getting an error when re-compiling the .main.asasm file thus never generating the .abc file needed to replace the original .swf file.. What could I be doing wrong?? Error is as follows



TY and keep up the good work...
Quote Originally Posted by Jaycheezy View Post
If autonexus is all you want, you can easily make one..
I know, but, as i said, i'm not really good in coding and especially into flash.

---------- Post added at 10:38 PM ---------- Previous post was at 10:31 PM ----------

Quote Originally Posted by Jaycheezy View Post
How do I open RABCDAsm? Whenever I try to open swfdecompress (or any of the .exe's) it just opens command prompt and quickly closes.
Ur doing it wrong, google how to use rabcdasm properly
Edit: Nvm.....
Anyone know how to edit a post that more than a few min old? I would like to update the first post with the current working code and methods of implementation. A lot of people are looking at the first couple of pages and figuring it will work on the current client. Unfortunately the code there is dated and will not work. The method is largely the same though.

Anyways I'll get everyone up to speed with this post. First we only have auto-nexus and autoaim working.

This code is for v123.5.0 only, will not work for any other version.

Auto-Nexus

Quote Originally Posted by moon00dragon View Post

Code:
pop 
getlocal0 
getlex map_
getproperty player_
ifne 42
getlex map_
getproperty name_
pushstring Nexus
ifeq 31
getlex _-24
convert_d 
getlex _-mH
convert_d 
divide 
pushbyte 7
convert_d 
pushbyte 20
convert_d 
divide 
ifgt 11
getlex map_
getproperty gs_
getproperty gsc_
callpropvoid _-m3,0
pushtrue

moon00dragon updated the auto-nexus code for v123.5.0. This code can be inserted by opening yogda pointing it to your client, navigating to com.company.assembleegameclient.objects.player in webmain, expanding player (little plus symbol) and selecting update() (last function on the expanded branch). You'll see a bunch of code to the right. Scroll to the last instruction and right click on returnvalue then click insert. Put the code above in the opened dialog box and click ok. Then click the save button (looks like a disk) icon at the upper left corner to save (don't use the save button from the file menu as it does nothing).

A side note, you see in the code where it says 7 and 20? Those numbers are divided to give 7/20 = .35 (a 35% autonexus point). If you wanted to say have a 20%, you could replace 7 with 1 and 20 with 5 to get 1/5 = .20 (or 20%).

Auto-Aim

Quote Originally Posted by nilly View Post

Code:
  trait method QName(PackageNamespace(""), "_-u7")
   method
    refid "com.company.assembleegameclient.objects:Player/_-u7"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
     maxstack 16
     localcount 16
     initscopedepth 16
     maxscopedepth 18
     code
      ;pushfalse
      ;pushtrue
      ;setlocal2
      ;setlocal3
      
	  ;aimingAngle = arg1 + Parameters.data_.cameraAngle;
	  getlocal0
      pushscope
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-GV"), StaticProtectedNs("_-GV"), StaticProtectedNs("_-n2"), StaticProtectedNs("_-Sa"), StaticProtectedNs("_-0FI")])
	  add
      setlocal            7
	  
	  ;if (Left_Clicking) don't alter aimingAngle
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
	  getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-8L#0"), "_-Jt")
	  iftrue              L138
	  
	  ;Get game object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject") ;coerce null that was pushed onto stack into a GameObject obj ???
      setlocal            4 ;save object to local register 4
	  
	  ;initialize current target distance to -1
      pushbyte            255
      setlocal            8
	  
	  ;initialize considered target distance to 0
      pushbyte            0
      setlocal            9
	  
	  ;set local register 11 to any type (used for speed and lifetime of player's projectile)
      pushnull
      coerce_a
      setlocal            11
	  
	  ;current target max health
      pushbyte            0
      setlocal            12
	  
	  ;considered target max health
      pushbyte            0
      setlocal            13
	  
	  ;used for hasnext2 instruction
      pushbyte            0
      setlocal            5
	  
	  ;get the list of every object in game? jump to start going through list
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6
      jump                L131
	  
L40:
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
	  setlocal            4
      
	  ;getlocal            4
	  ;getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Player")
      ;istypelate
      ;iftrue              L131
	  
	  ;make sure object is a character and not something like a wall
	  ;getlocal			  4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             L131
	  
	  ;make sure object is an enemy
	  getlocal			  4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
	  iffalse             L131
      
	  ;getlocal            4
      ;callproperty        QName(PackageNamespace(""), "implements"), 0 ;<--might be wrong
      ;iftrue              L131
      
	  ;getlocal            4
      ;callproperty        QName(PackageNamespace(""), "_-41"), 0 ;<--might be wrong
      ;iftrue              L131
      
	  ;getlocal            4
      ;callproperty        QName(PackageNamespace(""), "_-g0"), 0 ;<--might be wrong
      ;iftrue              L131
      
	  ;make sure player isn't paused
	  getlocal            4
      callproperty        QName(PackageNamespace(""), "isPaused"), 0
      iftrue              L131
      
	  ;calculate distance enemy is from player
	  getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9 ;store considered target distance
	  
	  ;load up equiped weapon info ???
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), "_-0Kv")
      getlex              QName(PackageNamespace(""), "_-Bj")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
	  convert_i
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
	  getproperty         QName(PackageNamespace(""), "_-052")
      pushbyte			  0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
      dup
      setlocal            11 ;store weapon data in registry
	  
	  ;calculate if considered target is in range using weapon projectile speed and lifetime 
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      ifgt                L131 ;jump to next considered object (current considered object out of range)
	  
	  ;get considered target max health
      getlocal            4
      getproperty         QName(PackageNamespace(""), "_-mH")
      dup
      setlocal            13 ;store max health
	  
	  ;if considered target max health is the same as current target max health, check distance
      getlocal            12
	  ifeq				  L109
	  
	  ;if considered target max health is less than current target max health, move on to next object.
	  getlocal			  13
	  getlocal			  12
      iflt                L131
	  
	  jump 			 	  L1099 ;considered target max health is greather than current target's, set new target

L109:	  
	  ;if there is no current target, set new target
      ;getlocal            8
      ;pushbyte            255
      ;ifeq                L1099
	  
	  ;if considered target distance is less than current target distance, set new target
      getlocal            9 ;considered target
      getlocal            8 ;current target
      iflt                L1099
	  
      jump                L131 ;current target is closer than considered target, check next object
	  
L1099:
	  ;considered target max health is more than current, set at new target.
      getlocal            13
      setlocal            12
      getlocal            9
      setlocal            8
	  
	  ;calculate shooting angle
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7 ;store new angle
      jump                L131 ;look at next object
L131:
      hasnext2            6, 5
      iftrue              L40
      kill                6
      kill                5
      getlocal            12
      pushbyte            0
      ifeq                L141
L138:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
L141:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
You'll need one program to add this feature to your client: RABCDAsm (https:// github.com/CyberShadow/RABCDAsm )

RABCDAsm is a console application (no gui) so you'll need to use it in a command prompt or, better yet, make use of batch files as highlighted by RonaldSeiger. You can't use RABCDAsm just by double clicking it because it will instantly close.

Quote Originally Posted by RonaldSeiger View Post
Open up Notepad and hit save (doesn't matter that there is nothing in it. Save it to the folder where RABCDAsm, make sure the file type is set to all types and call them <name>.bat and that's how you make batch files. I'll give you the code for each step given by nilly just to make this super easy for you. Each of these are seperate files naturally and you'll want to change "yourfilename" to what ever your .swf is called.

disassemble.bat
Code:
abcexport yourfilename.swf 
pause
rabcdasm yourfilename-1.abc
pause
reassemble.bat
Code:
rabcasm yourfilename-1\yourfilename-1.main.asasm
pause
abcreplace yourfilename.swf 1 yourfilename-1\yourfilename-1.main.abc
pause
I slightly edited the quote above to add the rabcasm part that was missing.


Basically to add the aimbot to your client, disassemble the client using rabcdasm (abcexport yourfilename.swf then rabcdasm yourfilename-1.abc). You'll then have a directory full of .asasm files. These are the files you modify to change how the game behaves. Open up \yourfilename-1\com\company\assembleegameclient\objects\Player.c lass.asasm. Look for the function _-u7 and replace that function with the one I have above (first code section under Auto-Aim). Go back to rabc, and assemble the main.asasm file (rabcasm \yourfilename-1\yourfilename-1.main.asasm) then replace the .abc file in the client with the one you made (abcreplace yourfilename.swf 1 \yourfilename-1\yourfilename-1.main.abc). Thats it.

If using the batch files. Double click your disassemble.bat, look for the Player.class.asasm file as told above. Replace _-u7 function with aimbot code and double click reassemble.bat

Congrats, you now have an aimbot.
BTW the aim-bot isn't quite complete yet as some conditions are not implemented yet but it does work.

---------- Post added at 12:41 AM ---------- Previous post was at 12:40 AM ----------

Quote Originally Posted by FNHA View Post
Thanks to everyone here I managed to get autoaim working, but strangely autonexus is failing for me. When I try to compile the asms after editing the code for autonexus (based on post #59 by moon00dragon), I get an object.Exception@assembler(some number). What am I doing wrong? I inserted the code before the returnvalue command.
Might be an error with Yogda. Did you try closing Yogda and then trying again?
Quote Originally Posted by nilly View Post
.....
Bro, can you make autonexus tutorial? So ill have to compile it by myself. I just need only autonexus. Well, and autoloot would be cool too.

ps. Sorry, i see, there is autonexus already. Ty! Now all we need is autolooter

---------- Post added at 11:45 PM ---------- Previous post was at 11:43 PM ----------

Quote Originally Posted by nilly View Post
BTW the aim-bot isn't quite complete yet as some conditions are not implemented yet but it does work.

---------- Post added at 12:41 AM ---------- Previous post was at 12:40 AM ----------



Might be an error with Yogda. Did you try closing Yogda and then trying again?
Yogda? Shouldnt you use rabcdasm instead??
Auto-Nexus is easier with Yogda. Auto-Aim needs rabcdasm.
Thanks to everyone here I managed to get autoaim working, but strangely autonexus is failing for me. When I try to compile the asms after editing the code for autonexus (based on post #59 by moon00dragon), I get an object.Exception@assembler(some number). What am I doing wrong? I inserted the code before the returnvalue command.

Edit: When I follow the instructions above using Yogda, I just get a black screen and DC after a few seconds.
Tried doing it again and it's working nicely now. Thanks for all the input!
Figured this one out. Scroll to help with the next one. Im sooooo close.
Realmprob.jpg112 KB · 17 downloads
Quote Originally Posted by quikslvrxx View Post
This is what I am seeing. You can see that I have the .bat files correct.
Can't view attachments till they are approved. Make sure you replace yourfilename with the name of your client in both batch files and make sure the batch files and your client are in the same directory as racbdasm.
I have all that going on.

But what is says is "abcexport is not recognized as an internal or external command, operable program or batch file."

Is there a command I am missing to type into the cmd. (like 'run') Also, I've even gone so far as to change the file types of the various files in the main zip to batch and exe files. I'm stuck. Like I said it took me all of 5 mins. to make the Auto-nexus work with my client. But I cannot get rabcdasm to work for me. All help is appreciated.
When opening up the asasm file to replace function_-u7 am I using HxD? If so how do I replace the function? I have been stuck on this for hours and even restarted the whole client. Thanks.
Quote Originally Posted by quikslvrxx View Post
I have all that going on.

But what is says is "abcexport is not recognized as an internal or external command, operable program or batch file."

Is there a command I am missing to type into the cmd. (like 'run') Also, I've even gone so far as to change the file types of the various files in the main zip to batch and exe files. I'm stuck. Like I said it took me all of 5 mins. to make the Auto-nexus work with my client. But I cannot get rabcdasm to work for me. All help is appreciated.
Sounds like you don't have the abcexport executable in the same folder as your batch files. In your rabcdasm directory you should have 4 different programs: abcexport, rabcdasm, rabcasm, and abcreplace. If you don't, you didn't download the right rabcdasm.


Quote Originally Posted by john29990 View Post
When opening up the asasm file to replace function_-u7 am I using HxD? If so how do I replace the function? I have been stuck on this for hours and even restarted the whole client. Thanks.
The asasm file is only text. Open it up with a text editor and search for _-u7.

Take out the part,

Code:
 trait method QName(PackageNamespace(""), "_-u7")
   method
    refid "com.company.assembleegameclient.objects:Player/_-u7"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
.....


     end ; code
    end ; body
   end ; method
  end ; trait
and replace that part with the aimbot code.
Good work! nilly loving it, my mobo is destroyed after bios update. I'll have my new mobo and CPU tomorrow. We should be able to make it auto find Max health and current health for auto nexus as well as the nexus function using byte code signature. But I haven't been able to look at the aim of code yet.
I'll be online more tomorrow to work on this. Until then posting from my iPhone isn't reasonable.
Posts 136150 of 346 · Page 10 of 24

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