Hello guys , Since i have not online for 2 days cause i have Work to do that is MAT Automaton So here which is the program works
Requirement
Code:
-MAT Apex bypass [ By Cambodia ]
-Net.Framework 4.0
-Phyreal
Sorry for no screen shot of the Hack cause it only work On AK Online , MAT suba . . Cib works actually but , Eror ,
Here is the warning if you dont have those Requirement :
For two days i Has Success find the Detected code and change to The Other Code , Ive test it On AkOnline and It work. . Here the code i Have made a changes :
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#..# Project: MAT Automaton..#..# Aiming & utilities..# - Copyright (C) 2012 ElitMaster . All rights reserved...#....# Python imports..import os..import json..import threading..import urllib.request..import urllib.parse....# Automaton imports..from Automaton.System import Register..from Automaton.Outputs import Logger..from Automaton import AntTweakBar..from Automaton import Keys....# Unreal imports..from Unreal.Core import Vector, Rotator, Color..from Unreal.Core import Object as ObjectClass..from Unreal.Engine import Actor as ActorClass..from Unreal.Engine import Pawn as PawnClass..from Unreal.Engine import Texture as TextureClass..from Unreal.Engine import Weapon as WeaponClass....# Fetch important functions..DynamicLoadObject = FindFunction ( ObjectClass, 'DynamicLoadObject' )....# Physics constants..(PHYS_None, PHYS_Walking,.. PHYS_Falling, PHYS_Swimming,.. PHYS_Flying, PHYS_Rotating,.. PHYS_Projectile, PHYS_Interpolating,.. PHYS_MovingBrush, PHYS_Spider,.. PHYS_Trailer, PHYS_Ladder,.. PHYS_RootMotion, PHYS_Karma,.. PHYS_KarmaRagDoll, PHYS_Hovering) = range ( 16 ).... # Pawn bit constants..(EPB_UseItem, EPB_God,.. EPB_Dance, EPB_Speedup,.. EPB_AutoAim, EPB_Mini,.. EPB_Talking, EPB_7,.. EPB_FilterBadState, EPB_Hide,.. EPB_Second, EPB_Third,.. EPB_12, EPB_13,.. EPB_14, EPB_15,.. EPB_MagicChange, EPB_Frozen,.. EPB_Chaos, EPB_Speeddown,.. EPB_LightingStrike, EPB_Vertigo,.. EPB_CorpseChange, EPB_EvilPigChange,.. EPB_Terminator, EPB_25,.. EPB_26, EPB_27,.. EPB_28, EPB_29,.. EPB_30, EPB_Max) = range ( 32 )....# Bone constants..(BONE_Head, BONE_Root) = range ( 2 )....# Team constants..(TEAM_Blue, TEAM_Red) = range ( 2 )....# Aiming modes..(AIMING_Health, AIMING_Distance, AIMING_Key) = range ( 3 )....# Exploits modes..(EXPLOITS_Full, EXPLOITS_Shieldable, EXPLOITS_None) = range ( 3 )....class Reporter(threading.Thread):.. VERSION = (1, 0, 0, 0).. HEADERS = [('User-Agent', 'MAT-Automaton-Reporter/{0}.{1}.{2}.{3}'.format ( *VERSION ))].. REPORTS = 'http://www.alchemista.net/matatmt-diagnose.php'.. def __init__(self, cls, data):.. self.cls = cls.. self.data = data.. super(Reporter, self).__init__ ().. def run(self):.. try:.. opener = urllib.request.build_opener ().. opener.addheaders = self.HEADERS.. report = { 'report': self.data, 'class': self.cls }.. data = urllib.parse.urlencode ( { 'report': json.dumps ( report, indent = 4 ) } ).. opener.open ( self.REPORTS, bytes ( data, 'utf8' ), 10 ).. except: pass....class Aiming(object):.. def __init__(self):.. # Defaults.. self.Wireframe = False.. self.Wallhack = False.. self.AlwaysDraw = False.. self.AutoAim = False.. self.AutoFire = False.. self.FriendlyFire = False.. self.LatencyCorrection = False.. self.SecondaryFire = False.. self.AimKey = Keys.Shift.. self.AimMode = AIMING_Health.. self.AimAngle = 60.0.. self.BonePrecedence = BONE_Head.. # Initialization.. self.KeyDown = False.. self.Viewport = None.. self.WhiteTexture = None.. self.AimingModes = {.. AIMING_Health : self.__best_byhealth,.. AIMING_Distance : self.__best_bydistance,.. AIMING_Key : self.__best_bycrosshair.. }.... # Aiming mode comperators.. def __best_byhealth(self, current, other):.. return other.Health < current.Health.. def __best_bydistance(self, current, other):.. CameraLocation = self.Viewport.Actor.CalcViewLocation.. CurrentDistance = abs ( current.Location - CameraLocation ).. OtherDistance = abs ( other.Location - CameraLocation ).. return OtherDistance < CurrentDistance.. def __best_bycrosshair(self, current, other):.. CameraLocation = self.Viewport.Actor.CalcViewLocation.. CameraRotation = self.Viewport.Actor.CalcViewRotation.. desired = CameraRotation.Vector ().. dotCurrent = desired | ( current.Location - CameraLocation ).Normal ().. dotOther = desired | ( other.Location - CameraLocation ).Normal ().. return dotOther > dotCurrent.... # Compare two pawns.. def Compare(self, pawn, other):.. return self.AimingModes [ self.AimMode ] ( pawn, other ).... def Tick(self, deltatime):.. if ( self.Viewport and self.Viewport.Actor ):.. # Get our player controller.. PC = self.Viewport.Actor.... # Fetch camera information.. CameraLocation = PC.CalcViewLocation.. CameraRotation = PC.CalcViewRotation.... # Setup configuration data.. FireMode = int ( self.SecondaryFire ).. AutoAim = self.AutoAim and ( self.AimMode != AIMING_Key or self.KeyDown ).... # If we are auto aiming.. if ( AutoAim and PC.Pawn ):.. # Look for the best target.. BestPawn = None.. BestLocation = None.. for Pawn in PC.DynamicActors ( PawnClass, PC ):.. # Check if the pawn is valid.. if ( Pawn == PC.Pawn or not self.Damagable ( Pawn ) ): continue.... # If it is a team game make sure we are on a different team.. if ( not self.FriendlyFire and self.SameTeam ( Pawn ) ): continue.... # Setup bones list.. BoneList = ( self.BonePrecedence == BONE_Root ) \.. and [Pawn****otBone, Pawn.HeadBone] \.. or [Pawn.HeadBone, Pawn****otBone].... # Find a visible bone.. for bone in BoneList:.. # Fetch the bone coords.. BoneCoords = Pawn.GetBoneCoords ( bone ).... # Calculate the location.. BoneLocation = BoneCoords.Origin + BoneCoords.XAxis + BoneCoords.YAxis + BoneCoords.ZAxis.... # Conditionally apply latency correction.. if ( self.LatencyCorrection ):.. BoneLocation += self.Correction ( PC, Pawn, deltatime ).... # Adjust according to projectile physics.. if ( PC.Pawn.Weapon and PC.Pawn.Weapon.FireMode [ FireMode ] and PC.Pawn.Weapon.FireMode [ FireMode ].ProjectileClass ):.. Projectile = PC.Pawn.Weapon.FireMode [ FireMode ].ProjectileClass.Default.. if ( Projectile and Projectile.Speed != 0 and Projectile.Physics != PHYS_Falling ):.. BoneLocation += Pawn.Velocity * ( abs ( BoneLocation - CameraLocation ) / Projectile.Speed ).... # Calculate angle.. Angle = ( CameraRotation.Vector () | ( BoneLocation - CameraLocation ).Normal () ) + 1.0.. Angle = ( 1.0 - ( Angle / 2.0 ) ) * 180.0.... # Do the check.. if ( Angle <= self.AimAngle and Pawn.FastTrace ( BoneLocation, CameraLocation ) ):.. # Is this the best one?.. if ( not BestPawn or self.Compare ( BestPawn, Pawn ) ):.. BestPawn = Pawn.. BestLocation = BoneLocation.. break.. if ( BestPawn ):.. # We've found a valid target, so lets set the rotation and fire as required.. PC.ClientSetRotation ( ( BestLocation - CameraLocation )****tation () ).. if ( self.AutoFire and PC.Pawn.Weapon ): PC.Pawn.Weapon.ClientStartFire ( FireMode ).... def Render(self, canvas):.. if ( self.Viewport and self.Viewport.Actor ):.. # Get our player controller and canvs.. Canvas = canvas.. PC = self.Viewport.Actor.... # Fetch game information.. TeamGame = PC.GameReplicationInfo and PC.GameReplicationInfo.bTeamGame.... # Fetch camera information.. CameraLocation = PC.CalcViewLocation.. CameraRotation = PC.CalcViewRotation.... # Get required textures.. self.WhiteTexture = DynamicLoadObject ( 'Engine.WhiteTexture', TextureClass ).... # Do our drawing for list of pawns.. for Pawn in PC.DynamicActors ( PawnClass, PC ):.. # Skip our own pawn and dead pawns.. if ( Pawn == PC.Pawn or Pawn.Health <= 0 ): continue.... # Deal with wireframe wallhack.. if ( self.Wireframe and ( self.AlwaysDraw or self.Invisible ( Pawn ) or not PC.FastTrace ( Pawn.Location, CameraLocation ) ) ):.. Canvas.DrawActor ( Pawn, True, True, PC.FovAngle ).... # Deal with indicator wallhack.. if ( self.Wallhack and self.WhiteTexture ):.. HeadCoords = Pawn.GetBoneCoords ( Pawn.HeadBone ).... # Raise the indicator above the head.. HeadCoords.Origin.Z += 40.... # Indicator location.. IndicatorLocation = HeadCoords.Origin + HeadCoords.XAxis + HeadCoords.YAxis + HeadCoords.ZAxis.... # Get the indicator position on screen.. IndicatorPosition = Canvas.WorldToScreen ( IndicatorLocation ).... # See if the indicator is within screen area.. if ( IndicatorPosition.X >= 0 and IndicatorPosition.X <= Canvas.ClipX and.. IndicatorPosition.Y >= 0 and IndicatorPosition.Y <= Canvas.ClipY and.. CameraRotation.Vector () | ( IndicatorLocation - CameraLocation ).Normal () > 0 ):.. # Set the proper colors.. # colors = {TEAM_Blue: Color ( 0, 0, 255 ), TEAM_Red: Color ( 255, 0, 0 )}.. TeamColor = colors [ 255,0,0 ].. HealthColor = Color ( 0, 255, 0 ).... # Set the health color.. if ( not self.Damagable ( Pawn ) ):.. # Yellow is used for pawns with god mode.. HealthColor = Color ( 255, 255, 0 ).. else:.. # Change health indicator to reflect current health.. HealthColor.G = int ( Pawn.Health / Pawn.HealthMax * HealthColor.G ) % 256.. HealthColor.R = 255 - HealthColor.G.... # Reset the canvas.. Canvas.Reset ().. Canvas.KFXFontAlias = 'lightsmall'.... # Draw the player name.. Canvas.DrawColor = TeamColor.. if ( Pawn.PlayerReplicationInfo and ( not TeamGame or not self.SameTeam ( Pawn ) ) ):.. Canvas.SetPos ( IndicatorPosition.X + 15, IndicatorPosition.Y - 15 ).. Canvas.KFXDrawStr ( Pawn.PlayerReplicationInfo.PlayerName ).... # Draw the team part of the indicator.. Canvas.SetPos ( IndicatorPosition.X - 10, IndicatorPosition.Y - 4 ).. Canvas.DrawTile ( self.WhiteTexture, 20.0, 8.0, 0, 0, self.WhiteTexture.USize, self.WhiteTexture.VSize ).. Canvas.SetPos ( IndicatorPosition.X - 4, IndicatorPosition.Y - 10 ).. Canvas.DrawTile ( self.WhiteTexture, 8.0, 20.0, 0, 0, self.WhiteTexture.USize, self.WhiteTexture.VSize ).... # Draw the health part of the indicator.. Canvas.DrawColor = HealthColor.. Canvas.SetPos ( IndicatorPosition.X - 8, IndicatorPosition.Y - 2 ).. Canvas.DrawTile ( self.WhiteTexture, 16.0, 4.0, 0, 0, self.WhiteTexture.USize, self.WhiteTexture.VSize ).. Canvas.SetPos ( IndicatorPosition.X - 2, IndicatorPosition.Y - 8 )..
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OKay Thats enough . .
Hello guys , Since i have not online for 2 days cause i have Work to do that is MAT Automaton So here which is the program works
Requirement
Code:
-MAT Apex bypass [ By Cambodia ]
-Net.Framework 4.0
-Phyreal
Sorry for no screen shot of the Hack cause it only work On AK Online , MAT suba . . Cib works actually but , Eror ,
Here is the warning if you dont have those Requirement :
For two days i Has Success find the Detected code and change to The Other Code , Ive test it On AkOnline and It work. . Here the code i Have made a changes :
################################################## #################################################
#..# Project: MAT Automaton..#..# Aiming & utilities..# - Copyright (C) 2012 ElitMaster . All rights reserved...#....# Python imports..import os..import json..import threading..import urllib.request..import urllib.parse....# Automaton imports..from Automaton.System import Register..from Automaton.Outputs import Logger..from Automaton import AntTweakBar..from Automaton import Keys....# Unreal imports..from Unreal.Core import Vector, Rotator, Color..from Unreal.Core import Object as ObjectClass..from Unreal.Engine import Actor as ActorClass..from Unreal.Engine import Pawn as PawnClass..from Unreal.Engine import Texture as TextureClass..from Unreal.Engine import Weapon as WeaponClass....# Fetch important functions..DynamicLoadObject = FindFunction ( ObjectClass, 'DynamicLoadObject' )....# Physics constants..(PHYS_None, PHYS_Walking,.. PHYS_Falling, PHYS_Swimming,.. PHYS_Flying, PHYS_Rotating,.. PHYS_Projectile, PHYS_Interpolating,.. PHYS_MovingBrush, PHYS_Spider,.. PHYS_Trailer, PHYS_Ladder,.. PHYS_RootMotion, PHYS_Karma,.. PHYS_KarmaRagDoll, PHYS_Hovering) = range ( 16 ).... # Pawn bit constants..(EPB_UseItem, EPB_God,.. EPB_Dance, EPB_Speedup,.. EPB_AutoAim, EPB_Mini,.. EPB_Talking, EPB_7,.. EPB_FilterBadState, EPB_Hide,.. EPB_Second, EPB_Third,.. EPB_12, EPB_13,.. EPB_14, EPB_15,.. EPB_MagicChange, EPB_Frozen,.. EPB_Chaos, EPB_Speeddown,.. EPB_LightingStrike, EPB_Vertigo,.. EPB_CorpseChange, EPB_EvilPigChange,.. EPB_Terminator, EPB_25,.. EPB_26, EPB_27,.. EPB_28, EPB_29,.. EPB_30, EPB_Max) = range ( 32 )....# Bone constants..(BONE_Head, BONE_Root) = range ( 2 )....# Team constants..(TEAM_Blue, TEAM_Red) = range ( 2 )....# Aiming modes..(AIMING_Health, AIMING_Distance, AIMING_Key) = range ( 3 )....# Exploits modes..(EXPLOITS_Full, EXPLOITS_Shieldable, EXPLOITS_None) = range ( 3 )....class Reporter(threading.Thread):.. VERSION = (1, 0, 0, 0).. HEADERS = [('User-Agent', 'MAT-Automaton-Reporter/{0}.{1}.{2}.{3}'.format ( *VERSION ))].. REPORTS = 'http://www.alchemista.net/matatmt-diagnose.php'.. def __init__(self, cls, data):.. self.cls = cls.. self.data = data.. super(Reporter, self).__init__ ().. def run(self):.. try:.. opener = urllib.request.build_opener ().. opener.addheaders = self.HEADERS.. report = { 'report': self.data, 'class': self.cls }.. data = urllib.parse.urlencode ( { 'report': json.dumps ( report, indent = 4 ) } ).. opener.open ( self.REPORTS, bytes ( data, 'utf8' ), 10 ).. except: pass....class Aiming(object):.. def __init__(self):.. # Defaults.. self.Wireframe = False.. self.Wallhack = False.. self.AlwaysDraw = False.. self.AutoAim = False.. self.AutoFire = False.. self.FriendlyFire = False.. self.LatencyCorrection = False.. self.SecondaryFire = False.. self.AimKey = Keys.Shift.. self.AimMode = AIMING_Health.. self.AimAngle = 60.0.. self.BonePrecedence = BONE_Head.. # Initialization.. self.KeyDown = False.. self.Viewport = None.. self.WhiteTexture = None.. self.AimingModes = {.. AIMING_Health : self.__best_byhealth,.. AIMING_Distance : self.__best_bydistance,.. AIMING_Key : self.__best_bycrosshair.. }.... # Aiming mode comperators.. def __best_byhealth(self, current, other):.. return other.Health < current.Health.. def __best_bydistance(self, current, other):.. CameraLocation = self.Viewport.Actor.CalcViewLocation.. CurrentDistance = abs ( current.Location - CameraLocation ).. OtherDistance = abs ( other.Location - CameraLocation ).. return OtherDistance < CurrentDistance.. def __best_bycrosshair(self, current, other):.. CameraLocation = self.Viewport.Actor.CalcViewLocation.. CameraRotation = self.Viewport.Actor.CalcViewRotation.. desired = CameraRotation.Vector ().. dotCurrent = desired | ( current.Location - CameraLocation ).Normal ().. dotOther = desired | ( other.Location - CameraLocation ).Normal ().. return dotOther > dotCurrent.... # Compare two pawns.. def Compare(self, pawn, other):.. return self.AimingModes [ self.AimMode ] ( pawn, other ).... def Tick(self, deltatime):.. if ( self.Viewport and self.Viewport.Actor ):.. # Get our player controller.. PC = self.Viewport.Actor.... # Fetch camera information.. CameraLocation = PC.CalcViewLocation.. CameraRotation = PC.CalcViewRotation.... # Setup configuration data.. FireMode = int ( self.SecondaryFire ).. AutoAim = self.AutoAim and ( self.AimMode != AIMING_Key or self.KeyDown ).... # If we are auto aiming.. if ( AutoAim and PC.Pawn ):.. # Look for the best target.. BestPawn = None.. BestLocation = None.. for Pawn in PC.DynamicActors ( PawnClass, PC ):.. # Check if the pawn is valid.. if ( Pawn == PC.Pawn or not self.Damagable ( Pawn ) ): continue.... # If it is a team game make sure we are on a different team.. if ( not self.FriendlyFire and self.SameTeam ( Pawn ) ): continue.... # Setup bones list.. BoneList = ( self.BonePrecedence == BONE_Root ) \.. and [Pawn****otBone, Pawn.HeadBone] \.. or [Pawn.HeadBone, Pawn****otBone].... # Find a visible bone.. for bone in BoneList:.. # Fetch the bone coords.. BoneCoords = Pawn.GetBoneCoords ( bone ).... # Calculate the location.. BoneLocation = BoneCoords.Origin + BoneCoords.XAxis + BoneCoords.YAxis + BoneCoords.ZAxis.... # Conditionally apply latency correction.. if ( self.LatencyCorrection ):.. BoneLocation += self.Correction ( PC, Pawn, deltatime ).... # Adjust according to projectile physics.. if ( PC.Pawn.Weapon and PC.Pawn.Weapon.FireMode [ FireMode ] and PC.Pawn.Weapon.FireMode [ FireMode ].ProjectileClass ):.. Projectile = PC.Pawn.Weapon.FireMode [ FireMode ].ProjectileClass.Default.. if ( Projectile and Projectile.Speed != 0 and Projectile.Physics != PHYS_Falling ):.. BoneLocation += Pawn.Velocity * ( abs ( BoneLocation - CameraLocation ) / Projectile.Speed ).... # Calculate angle.. Angle = ( CameraRotation.Vector () | ( BoneLocation - CameraLocation ).Normal () ) + 1.0.. Angle = ( 1.0 - ( Angle / 2.0 ) ) * 180.0.... # Do the check.. if ( Angle <= self.AimAngle and Pawn.FastTrace ( BoneLocation, CameraLocation ) ):.. # Is this the best one?.. if ( not BestPawn or self.Compare ( BestPawn, Pawn ) ):.. BestPawn = Pawn.. BestLocation = BoneLocation.. break.. if ( BestPawn ):.. # We've found a valid target, so lets set the rotation and fire as required.. PC.ClientSetRotation ( ( BestLocation - CameraLocation )****tation () ).. if ( self.AutoFire and PC.Pawn.Weapon ): PC.Pawn.Weapon.ClientStartFire ( FireMode ).... def Render(self, canvas):.. if ( self.Viewport and self.Viewport.Actor ):.. # Get our player controller and canvs.. Canvas = canvas.. PC = self.Viewport.Actor.... # Fetch game information.. TeamGame = PC.GameReplicationInfo and PC.GameReplicationInfo.bTeamGame.... # Fetch camera information.. CameraLocation = PC.CalcViewLocation.. CameraRotation = PC.CalcViewRotation.... # Get required textures.. self.WhiteTexture = DynamicLoadObject ( 'Engine.WhiteTexture', TextureClass ).... # Do our drawing for list of pawns.. for Pawn in PC.DynamicActors ( PawnClass, PC ):.. # Skip our own pawn and dead pawns.. if ( Pawn == PC.Pawn or Pawn.Health <= 0 ): continue.... # Deal with wireframe wallhack.. if ( self.Wireframe and ( self.AlwaysDraw or self.Invisible ( Pawn ) or not PC.FastTrace ( Pawn.Location, CameraLocation ) ) ):.. Canvas.DrawActor ( Pawn, True, True, PC.FovAngle ).... # Deal with indicator wallhack.. if ( self.Wallhack and self.WhiteTexture ):.. HeadCoords = Pawn.GetBoneCoords ( Pawn.HeadBone ).... # Raise the indicator above the head.. HeadCoords.Origin.Z += 40.... # Indicator location.. IndicatorLocation = HeadCoords.Origin + HeadCoords.XAxis + HeadCoords.YAxis + HeadCoords.ZAxis.... # Get the indicator position on screen.. IndicatorPosition = Canvas.WorldToScreen ( IndicatorLocation ).... # See if the indicator is within screen area.. if ( IndicatorPosition.X >= 0 and IndicatorPosition.X <= Canvas.ClipX and.. IndicatorPosition.Y >= 0 and IndicatorPosition.Y <= Canvas.ClipY and.. CameraRotation.Vector () | ( IndicatorLocation - CameraLocation ).Normal () > 0 ):.. # Set the proper colors.. # colors = {TEAM_Blue: Color ( 0, 0, 255 ), TEAM_Red: Color ( 255, 0, 0 )}.. TeamColor = colors [ 255,0,0 ].. HealthColor = Color ( 0, 255, 0 ).... # Set the health color.. if ( not self.Damagable ( Pawn ) ):.. # Yellow is used for pawns with god mode.. HealthColor = Color ( 255, 255, 0 ).. else:.. # Change health indicator to reflect current health.. HealthColor.G = int ( Pawn.Health / Pawn.HealthMax * HealthColor.G ) % 256.. HealthColor.R = 255 - HealthColor.G.... # Reset the canvas.. Canvas.Reset ().. Canvas.KFXFontAlias = 'lightsmall'.... # Draw the player name.. Canvas.DrawColor = TeamColor.. if ( Pawn.PlayerReplicationInfo and ( not TeamGame or not self.SameTeam ( Pawn ) ) ):.. Canvas.SetPos ( IndicatorPosition.X + 15, IndicatorPosition.Y - 15 ).. Canvas.KFXDrawStr ( Pawn.PlayerReplicationInfo.PlayerName ).... # Draw the team part of the indicator.. Canvas.SetPos ( IndicatorPosition.X - 10, IndicatorPosition.Y - 4 ).. Canvas.DrawTile ( self.WhiteTexture, 20.0, 8.0, 0, 0, self.WhiteTexture.USize, self.WhiteTexture.VSize ).. Canvas.SetPos ( IndicatorPosition.X - 4, IndicatorPosition.Y - 10 ).. Canvas.DrawTile ( self.WhiteTexture, 8.0, 20.0, 0, 0, self.WhiteTexture.USize, self.WhiteTexture.VSize ).... # Draw the health part of the indicator.. Canvas.DrawColor = HealthColor.. Canvas.SetPos ( IndicatorPosition.X - 8, IndicatorPosition.Y - 2 ).. Canvas.DrawTile ( self.WhiteTexture, 16.0, 4.0, 0, 0, self.WhiteTexture.USize, self.WhiteTexture.VSize ).. Canvas.SetPos ( IndicatorPosition.X - 2, IndicatorPosition.Y - 8 )..
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OKay Thats enough . .