HelpShooting the Constructs

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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
1. Check the code
2. Remove checks for Rock Bot and 2 others
3. ???
4. Profit
Thanks for trying to help but I could not figure it out, so I ll pass this one
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
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("http://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(""), $"gameobjVector")
      pushbyte            0 
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"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("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      getproperty         QName(PackageNamespace(""), $"ObjPropertiesDictionary")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"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.
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
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?
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
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