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  1. #196
    Cyeclops's Avatar
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    Quote Originally Posted by DatCoder View Post
    I released a fix for auto-aim notification a while back (12.1 maybe?):

    Update it if you want.
    You can change other texts the same way.

    @Cyeclops I'm not sure why you updated the "buggy" version of no ss debuffs as you said when I sent you a fix in pm.. :/
    Oops my bad, I must have updated from the wrong file, I can change it. Although I did some testing on both and they both work just as well as each other, the problem I had with the tile jumping and DC'ing was me placing the DONT TAKE HIT in the wrong place, not from your code being buggy. But I can change it.

  2. #197
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    Quote Originally Posted by Cyeclops View Post
    Oops my bad, I must have updated from the wrong file, I can change it. Although I did some testing on both and they both work just as well as each other, the problem I had with the tile jumping and DC'ing was me placing the DONT TAKE HIT in the wrong place, not from your code being buggy. But I can change it.
    I believe that was a mistake on my part.
    If uppon getting hit by slow projectile the game jumps or disconnects then
    Code:
          getlex         QName(PackageNamespace("", "#0"), "map_")
    should be changed to
    Code:
          getlocal0
          getproperty         QName(PackageNamespace("", "#0"), "map_")

  3. #198
    maat7043's Avatar
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    Has anyone gotten the Autoaim Notifications to work for 12.4.0? I have autoaim updated, but I cant figure out where to put @DatCoder 's code.

    I have this so far
    Code:
    		<code file2mod="com/company/assembleegameclient/game/_-0ZQ.class.asasm"
                  line="2143">
                12.4.0_jNoobAutoAim_notif.txt
            </code>
    Code:
    #set privNs "com.company.assembleegameclient.game:_-0ZQ"
    #set mouseUp "_-0Pa" ; mouseup maybe? right after mousedown trait slot
    #set spiral "_-022" ; Trait method containing "LevelUpEffect"
    #set textObjPackage "_-0NC" ; Search for "pushshort           2000" in player.class.asasm. This will be under it "constructprop       QName(PackageNamespace("_-0NC"), "_-0DG"), 3"
    #set textObjClass "_-0DG"
    #set stringCrPkg "_-1Yh" ; Search for "lofiObj3". Its the one one not in objects. Search Up for credits_ from the bottom. Its the findpropstrict just above
    #set stringCrClass "_-1Nc"
    
    ;call spiral-effect
    	getlocal0
    	getproperty     QName(PackageNamespace("", "#0"), "gs_")
    	getproperty     QName(PackageNamespace("", "#0"), "map")
    	getproperty     QName(PackageNamespace("", "#0"), "player_")
    	callpropvoid    QName(PackageNamespace("", "#0"), $"spiral"), 0
    
    ;get mapOverlay to call addStatusText on at the end
    	getlocal0
    	getproperty     QName(PackageNamespace("", "#0"), "gs_")
    	getproperty     QName(PackageNamespace("", "#0"), "map")
    	getproperty     QName(PackageNamespace("", "#0"), "mapOverlay_")
    
    	;create text object
    		findpropstrict      QName(PackageNamespace($"textObjPackage"), $"textObjClass") ;arg0
    		getlocal0
    		getproperty         QName(PackageNamespace("", "#0"), "gs_")
    		getproperty         QName(PackageNamespace("", "#0"), "map")
    		getproperty         QName(PackageNamespace("", "#0"), "player_") ;arg1
    		pushint             65280 ;arg2
    		pushshort           2000 ;arg3
    		constructprop       QName(PackageNamespace($"textObjPackage"), $"textObjClass"), 3 ;call
    		coerce              QName(PackageNamespace($"textObjPackage"), $"textObjClass") ;convert
    		dup ;store it as addStatusText arg1
    		
    	;create string
    		findpropstrict      QName(PackageNamespace($"stringCrPkg"), $"stringCrClass")
    		;choose the string
    			getlocal0
    			getproperty     QName(PrivateNamespace("*", $"privNs"), $"mouseUp")
    			iffalse         AA_OFF
    			pushstring      "Auto-Aim: On"
    			jump            AA_CONT
    			AA_OFF:
    			pushstring      "Auto-Aim: Off"
    			AA_CONT:
    		constructprop       QName(PackageNamespace($"stringCrPkg"), $"stringCrClass"), 1
    		
    	;change the string in the text object
    		callpropvoid        QName(PackageNamespace("", "#0"), "setStringBuilder"), 1
    		
    ;draw the text to the screen (arg0=mapOverlay objectRef, arg1=text objectRef)
    	callpropvoid        QName(PackageNamespace("", "#0"), "addStatusText"), 1


    ---------- Post added at 12:16 AM ---------- Previous post was at 12:07 AM ----------

    No Quest Delay
    Code:
    jump L24
    insert after line 323 in com/company/assembleegameclient/map/Quest.class.asasm

    AutoNexus
    Code:
    ; _-names
    #set charHp "_-0s2"
    #set charMaxHp "_-G9"
    #set funcEscape "escape"
    
    ; code
    	pop
    	getlocal0
    	getlex              QName(PackageNamespace(""), "map_")
    	getproperty         QName(PackageNamespace(""), "player_")
    	ifne				END
    	getlex              QName(PackageNamespace(""), "map_")
    	getproperty         QName(PackageNamespace(""), "name_")
    	pushstring			"Nexus"
    	ifeq				END
    	getlex				QName(PackageNamespace(""), $"charHp")
    	getlex				QName(PackageNamespace(""), $"charMaxHp")
    	convert_d
    	divide
    	pushdouble 			.3
    	ifgt				END
    	getlex              QName(PackageNamespace(""), "map_")
    	getproperty         QName(PackageNamespace(""), "gs_")
    	getproperty         QName(PackageNamespace(""), "gsc_")
    	callpropvoid        QName(PackageNamespace(""), $"funcEscape"), 0
    END:
    	pushtrue
    Insert after line 5162 in com/company/assembleegameclient/objects/Player.class.asasm


    AimBot

    Here is the names to update in the lond autoaim code:
    Code:
    ;----------------------------------
    ;AIMBOT
    ;----------------------------------
    ; NAMES TO UPDATE
    ;
    	#set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
    	#set functionname "aim_"                                       ; the function name
    	#set mouseClass "com.company.assembleegameclient.game:_-0ZQ#0" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
    	#set mouseClicked "_-rC"                                       ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
    	#set playerNamespace "_-14x"                                   ; Namespace of the Player class
    	#set characterNamespace "_-8b"                                 ; Namespace of the Character class
    	#set gameobjectNamespace "_-0Ya"                               ; Namespace of the GameObject class
    	#set basicobjectNamespace "_-ru"                               ; Namespace of the BasicObject class
    	#set projectileNamespace "_-ki"                                ; Namespace of the Projectile class
    	#set Aimbot_charMaxHealth "_-G9"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
        #set ObjLibDictionary "_-1Q3"                                  ; Found in ObjectLibraray class, this is the slot 4  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
    	#set gameobjVector "_-l5"                                      ;If wrong replace for _-NC Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
        #set ObjPropertiesDictionary "_-01S"                           ; Found in ObjProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
        #set FunctionIsInvincible "_-13v"
        #set FunctionsIsStasis "_-Fl"
        #set FunctionsIsInvulnerable "_-0cL"
    Here is the Shoot_Off_Fix code:
    Code:
    ; Insert this in com/company/assembleegameclient/game/(the class that holds the hotkeys info) onMouseDown function just after getlocal0, pushscope.
    
    ;--------------------------------------------------------------------------------------------------
    ;Names to update on updates
    ;--------------------------------------------------------------------------------------------------
    #set hotkeyClass        "com.company.assembleegameclient.game:_-0ZQ#0" ;class found in com/company/assembleegameclient/map/
    #set mouseDown          "_-rC"  ;found in hotkeyClass
    
    ;--------------------------------------------------------------------------------------------------
    ;Code
    ;--------------------------------------------------------------------------------------------------
    getlocal0
    pushtrue
    initproperty QName(PrivateNamespace("*", $"hotkeyClass"), $"mouseDown")
    Here is Autoaim_2:
    Code:
    getlocal0
    getlocal1
    callpropvoid QName(PackageNamespace(""), "aim_"), 1
    returnvoid
    .xml for where to insert:
    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    
    <rotmg>
    	<mod id="jNoob Auto-Aim">
    		<code file2mod="com/company/assembleegameclient/objects/Player.class.asasm"
    			  line="8559">
    		    12.4.0_jNoobAutoAim.txt
    		</code>
    		<code file2mod="com/company/assembleegameclient/objects/Player.class.asasm"
    			  line="8570">
    			autoAim_2.txt
    		</code>
            <code file2mod="com/company/assembleegameclient/game/_-0ZQ.class.asasm"
    			  line="855">
    			12.4.0_autoaim_offShootFix.txt
    		</code>
    	</mod>
    </rotmg>

  4. The Following 2 Users Say Thank You to maat7043 For This Useful Post:

    Cyeclops (04-09-2013),emailbrandon (04-10-2013)

  5. #199
    DatCoder's Avatar
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    Quote Originally Posted by maat7043 View Post
    Has anyone gotten the Autoaim Notifications to work for 12.4.0? I have autoaim updated, but I cant figure out where to put @DatCoder 's code.
    It's not hard, just replace the old one with this. You should put it to exactly the same place where you would put the old one.

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