aimbot mod with different toggle key

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aimbot mod with different toggle key
i'm a little annoyed that all the aimbots i've seen have used autofire as the aimbot toggle.

i'd like to be able to autofire without holding down left click, but then have aimbot override my aiming when enemies are near.
Quote Originally Posted by sha View Post
i'm a little annoyed that all the aimbots i've seen have used autofire as the aimbot toggle.

i'd like to be able to autofire without holding down left click, but then have aimbot override my aiming when enemies are near.
Easy - click and hold mouse button to fire, and then drag cursor off the page and let go. It will fire continuously like the normal auto fire.
Yea, I am bumping this. I feel the exact same way. Possibly have it autofire, then aimbot when an enemy is near, then after enemy dies, return to autofiring
Quote Originally Posted by tooopher View Post
Yea, I am bumping this. I feel the exact same way. Possibly have it autofire, then aimbot when an enemy is near, then after enemy dies, return to autofiring
You can do what I stated above, and when near or around enemies just click within the screen to set it back to aimbot, you will then need to repeat the above again to get it back to auto fire. If its that much of a problem, dont use anything and play the game as is, its not that difficult with some practice, or use the aimbot and be content, and/or learn to create your own. Plus the idea of Aimbot, from what I gather, is your fame bonuses for accuracy, the more you continuously fire at nothing, the less your bonus.
the problem is when kiting, if i go out of range slightly the aimbot will stop shooting, and lose a few shots even though the enemy is approaching and the shot will hit.

ex. im walking backwards, mob of gods following me, if i get a few shots off on dbow they will walk into the shots, but the aimbot doesn't shoot because it thinks its too far. if autofire could just be turned on, then i could guide shots toward the gods when i know the aimbot can't.

if i use your solution, sure it turns on autofire, but the aimbot won't override and i also have to react to the aimbot losing range if i'm kiting, losing shots due to human reaction time.
Quote Originally Posted by sha View Post
the problem is when kiting, if i go out of range slightly the aimbot will stop shooting, and lose a few shots even though the enemy is approaching and the shot will hit.

ex. im walking backwards, mob of gods following me, if i get a few shots off on dbow they will walk into the shots, but the aimbot doesn't shoot because it thinks its too far. if autofire could just be turned on, then i could guide shots toward the gods when i know the aimbot can't.

if i use your solution, sure it turns on autofire, but the aimbot won't override and i also have to react to the aimbot losing range if i'm kiting, losing shots due to human reaction time.
yeah I see your point. I'm sure this would have already been implemented by now if it was doable, either that or no one has thought of it yet lol?
why don't you just utilize the fact that your mouse exists?
Quote Originally Posted by melonpancake View Post
why don't you just utilize the fact that your mouse exists?
i'm going to answer your unproductively aggressive question with another question that directs you to your answer.
why do aimbots exist? or even easier; why do hacks exist?
Quote Originally Posted by sha View Post
i'm going to answer your unproductively aggressive question with another question that directs you to your answer.
why do aimbots exist? or even easier; why do hacks exist?
There are no hacks, mpgh is a lie, you are in a dream

Well one option would be to make a simple script to toggle holding down left mouse button by some key.
Also the way of sliding the mouse of the screen is also an option.

If Im not mistaken then aimbot directly modifies autoshoot code, so there is no way to have autoshoot besides what I said above.
I might be wrong in that part tho.
There is probably an 'if' statement buried deep within the .swf that checks if the distance to the npc < weapon range.

But my assambler skills are far too bad to try and find it.
The reason why Aimbot override autofire is :
* Autofire can be toggled on or off without additional coding, which is perfect in some situations like tombs
* Shooting code need parameters, which are freely available in autofire .
* Aimbot code must be runned constantly by the program. We can put in in player.Update instead, but it may cause a timing problem with the auto-nexus (same place)

Now, its easy to let autofire do its job if aimbot doesnt find a mob

Edit the "aim_" method in Player.class.asasm.

Code:
      kill                6
      kill                5
      ;getlocal            12
      ;pushbyte            0
      ;ifeq                END

SHOOT:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
Look for something similar, as i pasted it directly from my source so it may be different for you.

Just remove or comment (put a ';' before) those 3 instructions, recompile, and enjoy..

Remember, letting autofire "fire" will greatly decrease your accuracy
Quote Originally Posted by JustAnoobROTMG View Post
The reason why Aimbot override autofire is :
* Autofire can be toggled on or off without additional coding, which is perfect in some situations like tombs
* Shooting code need parameters, which are freely available in autofire .
* Aimbot code must be runned constantly by the program. We can put in in player.Update instead, but it may cause a timing problem with the auto-nexus (same place)

Now, its easy to let autofire do its job if aimbot doesnt find a mob

Edit the "aim_" method in Player.class.asasm.

Code:
      kill                6
      kill                5
      ;getlocal            12
      ;pushbyte            0
      ;ifeq                END

SHOOT:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
Look for something similar, as i pasted it directly from my source so it may be different for you.

Just remove or comment (put a ';' before) those 3 instructions, recompile, and enjoy..

Remember, letting autofire "fire" will greatly decrease your accuracy
So this will allow the client to autofire and have the autofire aim whenever an enemy is in range?
Edit: isn't there a way to change the autoaim to think a weapon has a longer range than it really does? this would allow kiting in godlands
@gioseba yes there is, it was explained in some thread, don't remember how to do it though.

I think you have to open the autoaim.txt and add something along the lines of:
Code:
multiple
pushbyte 'value'
add
where it calculates if the target is in range.
Is it in this section?:
Code:
  ;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   
      pushbyte            1
      add	  
      ifgt                NEXTOBJ
I'm a little afraid to edit because I don't want to mess it up and I have no idea what language this is written in
@gioseba yeah, when I updated the auto aim for 8.0.0 I included that distance for comfort. If you want to have a bigger range just change where it says:
Code:
pushbyte            1
to whichever number you like. Mind you that going too high will make the aimbot aim at stuff that you don't want it to. For wiz I found anything over 2 to be annoying.
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