Results 1 to 8 of 8
  1. #1
    sertikate's Avatar
    Join Date
    Oct 2012
    Gender
    male
    Posts
    59
    Reputation
    10
    Thanks
    2
    My Mood
    Confused

    Shooting the Constructs

    Hello friends, today I saw a guy killing constructs and farming a lot of attack pots. When I inspected closely I saw that he was using aimbot, so I asked him how to change the aimbot setting for constucts but he did not reply. I would be glad if someone can guide me. Thanks a lot

  2. #2
    CrazyJani's Avatar
    Join Date
    Jan 2013
    Gender
    male
    Posts
    2,475
    Reputation
    170
    Thanks
    15,666
    1. Check the code
    2. Remove checks for Rock Bot and 2 others
    3. ???
    4. Profit

  3. The Following 2 Users Say Thank You to CrazyJani For This Useful Post:

    sertikate (01-22-2014),TrinityCube (01-22-2014)

  4. #3
    sertikate's Avatar
    Join Date
    Oct 2012
    Gender
    male
    Posts
    59
    Reputation
    10
    Thanks
    2
    My Mood
    Confused
    Thanks for trying to help but I could not figure it out, so I ll pass this one

  5. #4
    CrazyJani's Avatar
    Join Date
    Jan 2013
    Gender
    male
    Posts
    2,475
    Reputation
    170
    Thanks
    15,666
    Quote Originally Posted by sertikate View Post
    Thanks for trying to help but I could not figure it out, so I ll pass this one
    I guess I'll have to explain it a bit better then! Find this part of code in *\19.1_Mod_Selector\mods\19.1.0_jNoobAutoAim\19.1. 0_jNoobAutoAim.txt:
    Code:
          getlocal            4
          getproperty         QName(PackageNamespace(""), "props_")      
          getproperty         QName(PackageNamespace(""), "id_")
          setlocal            15
          
          getlocal            15
          pushstring          "Steel Bot"
          ifeq                NEXTOBJ
    
          getlocal            15
          pushstring          "Rock Bot"
          ifeq                NEXTOBJ
    
          getlocal            15
          pushstring          "Paper Bot"
          ifeq                NEXTOBJ
    
          getlocal            15
          pushstring          "Oryx Suit of Armor"
          ifeq                NEXTOBJ
    And make it look like this:
    Code:
          getlocal            4
          getproperty         QName(PackageNamespace(""), "props_")      
          getproperty         QName(PackageNamespace(""), "id_")
          setlocal            15
    
          getlocal            15
          pushstring          "Oryx Suit of Armor"
          ifeq                NEXTOBJ

  6. #5
    maat7043's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Location
    Texas
    Posts
    676
    Reputation
    71
    Thanks
    2,579
    My Mood
    Daring
    Quote Originally Posted by CrazyJani View Post
    I guess I'll have to explain it a bit better then! Find this part of code in *\19.1_Mod_Selector\mods\19.1.0_jNoobAutoAim\19.1. 0_jNoobAutoAim.txt:
    Code:
          getlocal            4
          getproperty         QName(PackageNamespace(""), "props_")      
          getproperty         QName(PackageNamespace(""), "id_")
          setlocal            15
          
          getlocal            15
          pushstring          "Steel Bot"
          ifeq                NEXTOBJ
    
          getlocal            15
          pushstring          "Rock Bot"
          ifeq                NEXTOBJ
    
          getlocal            15
          pushstring          "Paper Bot"
          ifeq                NEXTOBJ
    
          getlocal            15
          pushstring          "Oryx Suit of Armor"
          ifeq                NEXTOBJ
    And make it look like this:
    Code:
          getlocal            4
          getproperty         QName(PackageNamespace(""), "props_")      
          getproperty         QName(PackageNamespace(""), "id_")
          setlocal            15
    
          getlocal            15
          pushstring          "Oryx Suit of Armor"
          ifeq                NEXTOBJ

    Better Solution? I threw this together quickly so there may be an error or so:

    Code:
    trait method QName(PackageNamespace(""), $"functionname" );
       method
        refid $"fullfunctionname"
        param QName(PackageNamespace(""), "Number")
        returns QName(PackageNamespace(""), "void")
        body
        maxstack 16
         localcount 17
         initscopedepth 16
         maxscopedepth 18
         code
          getlocal0
          pushscope
          
          ; Get Camera Angle and add it to firing angle
          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("https://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
          add
          setlocal            7
          
          ; Check to see if manual fire is on
          getlex              QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "gs_")
          getproperty         QName(PackageNamespace(""), "mui_")
          getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
          iftrue              SHOOT
          
          ; Empty Current Object
          pushnull
          coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
          dup
          setlocal            4
    
          ; Create a new register for Constructs
          setlocal            16
      
          ; Set Current Distance to -1
          pushbyte            255
          setlocal            8
          
          ; Set considered distance to 0
          pushbyte            0
          setlocal            9
          
          ; Initialize Weapon range as null
          pushnull
          coerce_a
          setlocal            11
    
          ; Initialize considered target health
          pushbyte            0
          setlocal            12
    	  
          ; initialize Current target health
          pushbyte            0
          setlocal            13
    	  
          ; Used as the Enumerator index in the hasnext2 loop
          pushbyte            0
          setlocal            5
          
          ; Create an array of all the object currently loaded
          getlex              QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "goDict_")
          coerce_a
          setlocal            6
    
          ; Begin Loop
          jump                NEXTOBJ
    
    L34:
          ; Move to the next object in the array
          label
          getlocal            6
          getlocal            5
          nextvalue
          coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
          dup
          setlocal            4
    	  
          ; Use first instance of loc4 to check if the object is a character i.e. not a wall
          getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
          istypelate
          iffalse             NEXTOBJ
    	   
          ; Check to see if the object is an enemy
          getlocal            4
          getproperty         QName(PackageNamespace(""), "props_")
          getproperty         QName(PackageNamespace(""), "isEnemy_")
          iffalse             NEXTOBJ
    
          ; Check to see if enemy is damagable
          getlocal            4
          callproperty        QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE 
          iftrue              NEXTOBJ
    
          getlocal            4
          callproperty        QName(PackageNamespace(""), $"FunctionsIsStasis"), 0  ;Check if target is in STASIS
          iftrue              NEXTOBJ
    	  
          ; Get Distance to considered target
          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
    
          ; Get Weapon Range
          getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
          getproperty         QName(PackageNamespace(""), $"ObjLibDictionary")
          getlex              QName(PackageNamespace(""), $"gameobjVector")
          pushbyte            0 
          getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("https://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
          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("https://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
          getproperty         QName(PackageNamespace(""), $"ObjPropertiesDictionary")
          pushbyte            0
          getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("https://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")]) 
          dup
          setlocal            11
          
          ; Check to see if current Object is within range
          getproperty         QName(PackageNamespace(""), "speed_")
          pushshort           10000
          divide
          getlocal            11
          getproperty         QName(PackageNamespace(""), "lifetime_")
          multiply   
          pushbyte            1 ; add 1 to weapon range
          add	  
          ifgt                NEXTOBJ
    
          ; Check to see if Current Object is a construct       
          getlocal            4
          getproperty         QName(PackageNamespace(""), "props_")      
          getproperty         QName(PackageNamespace(""), "id_")
          setlocal            15
          
          getlocal            15
          pushstring          "Steel Bot"
          ifeq                CONSTRUCT
    
          getlocal            15
          pushstring          "Rock Bot"
          ifeq                CONSTRUCT
    
          getlocal            15
          pushstring          "Paper Bot"
          ifeq                CONSTRUCT
    
          jump                SKIP
    
    CONSTRUCT:
          getlocal            4
          setlocal            16
          jump                NEXTOBJ
    
    SKIP:
          ; Get Current enemy Health 
          getlocal            4
          getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
          dup
          setlocal            13
    
          ; Check to see if they are equal
          getlocal            12
          ifeq                L103
    
          ; Check to see if new health is higher
          getlocal            13
          getlocal            12
          iflt                NEXTOBJ
    
          jump                L107
    
    L103:
          ; Check to see which Enemy is closer in the event of equal health
          getlocal            9
          getlocal            8
          iflt                L107
    
          jump                NEXTOBJ
    
    L107:
          ; Update Considered health
          getlocal            13
          setlocal            12
    
          ; Update considered distance
          getlocal            9
          setlocal            8
    
          ; Update angle to considered target
          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
    
          jump                NEXTOBJ
    
    NEXTOBJ:
          ; Loop
          hasnext2            6, 5
          iftrue              L34
    
          ; empty the stack
          kill                6
          kill                5
    
          ; Check to see if enemy health is still 0
          getlocal            12
          pushbyte            0
          ifeq                CHECK
         
          jump                SHOOT
    
    CHECK:      
          ; Check to see if only constructs remain
          getlocal            16
          pushnull
          ifeq                END
    
          getlex              QName(PackageNamespace(""), "Math")
          getlocal            16
          getproperty         QName(PackageNamespace(""), "y_")
          getlex              QName(PackageNamespace(""), "y_")
          subtract
          getlocal            16
          getproperty         QName(PackageNamespace(""), "x_")
          getlex              QName(PackageNamespace(""), "x_")
          subtract
          callproperty        QName(PackageNamespace(""), "atan2"), 2
          setlocal            7
    SHOOT:
          getlocal0
          getlocal            7
          callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
    
    END:
          returnvoid
         end ; code
        end ; body
       end ; method
      end ; trait

    Rather than skipping the constructs it checks to see if everything else is dead first and then shoots them.
    Last edited by maat7043; 01-22-2014 at 05:38 PM.

  7. The Following User Says Thank You to maat7043 For This Useful Post:

    CrazyJani (01-22-2014)

  8. #6
    rocker1988's Avatar
    Join Date
    Sep 2006
    Gender
    male
    Posts
    301
    Reputation
    10
    Thanks
    62
    My Mood
    Doubtful
    First of all, I used to do this....

    But u wont kill any of them until you kill the blue bot first (Steel Bot), the other 2 are Paper Bot and Rock Bot

    extract .bin files.....use notepad++ to search all files and search for Steel Bot and change it's class to Character, then recompile

  9. #7
    maat7043's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Location
    Texas
    Posts
    676
    Reputation
    71
    Thanks
    2,579
    My Mood
    Daring
    Quote Originally Posted by rocker1988 View Post
    First of all, I used to do this....

    But u wont kill any of them until you kill the blue bot first (Steel Bot), the other 2 are Paper Bot and Rock Bot

    extract .bin files.....use notepad++ to search all files and search for Steel Bot and change it's class to Character, then recompile
    Why change it to character?

  10. #8
    rocker1988's Avatar
    Join Date
    Sep 2006
    Gender
    male
    Posts
    301
    Reputation
    10
    Thanks
    62
    My Mood
    Doubtful
    Quote Originally Posted by maat7043 View Post
    Why change it to character?
    Changing things to Character makes your aimbot shoot at it unless that thing is added to your aimbot's ignore list. That is how I got my aimbot to shoot the trees in Sprite World :P and the Tesla Coils in Mad Labs

Similar Threads

  1. shooting HD
    By idku2 in forum General
    Replies: 15
    Last Post: 10-03-2010, 02:47 PM
  2. shooting
    By Imperial Commando in forum General
    Replies: 24
    Last Post: 08-29-2010, 10:56 AM
  3. Some help in shooting.
    By Snake in forum Alliance of Valiant Arms (AVA) Help
    Replies: 15
    Last Post: 06-21-2010, 10:07 PM
  4. how to know if ur shooting at a mod/gm
    By taken4time in forum CrossFire Hacks & Cheats
    Replies: 20
    Last Post: 08-31-2009, 07:02 AM
  5. CrossFire Shooting
    By bubka3 in forum CrossFire Hacks & Cheats
    Replies: 1
    Last Post: 07-22-2009, 10:47 PM