for simple silent aim that works with most projectiles you can hook the following functions and manipulate the paramaters they receive so velocity ( because the functions use that instead of angles ) match aimbot's:
there are other functions but i forgot them and lost their signatures
you can even modify the projectile's origin ( position ) to teleport them, though the limit is 4 units from the character. you could still use the game's raycast function to achieve auto-wall by getting the position before the first collideable hit from the target to the character, checking if it's 4 units away from the character and placing it there if so.
for proper silent aim you would have to check where the game gets the camera angles from ( because ofc it uses that for the projectile's velocity, which you can also manipulate so the projectile goes further and faster, just like volatile velocity empowered gem effect ) and provide aimbot angles instead. i never bothered to do that.
the entity list is a linked list of metadata ( seemingly just "dormant" state ) XOR'd with actual entity pointer, located @ offset 0x7C in the World object 8B 0D ?? ?? ?? ?? 68 ?? ?? ?? ?? E8 ?? ?? ?? ?? 85 C0 0F 84 2A 01 00 00
I might be stupid but whenever I look at where you say the entity list should be I never seem to find it
All I'm doing is scanning for "8B 0D ?? ?? ?? ?? 68 ?? ?? ?? ?? E8 ?? ?? ?? ?? 85 C0 0F 84 2A 01 00 00" and then lookin in structure dissect at the 0x7C offset and its always just a 4 byte value 0000D045
Any clue on what I'm doing wrong?
Originally Posted by ChloeOwO
for simple silent aim that works with most projectiles you can hook the following functions and manipulate the paramaters they receive so velocity ( because the functions use that instead of angles ) match aimbot's:
there are other functions but i forgot them and lost their signatures
you can even modify the projectile's origin ( position ) to teleport them, though the limit is 4 units from the character. you could still use the game's raycast function to achieve auto-wall by getting the position before the first collideable hit from the target to the character, checking if it's 4 units away from the character and placing it there if so.
for proper silent aim you would have to check where the game gets the camera angles from ( because ofc it uses that for the projectile's velocity, which you can also manipulate so the projectile goes further and faster, just like volatile velocity empowered gem effect ) and provide aimbot angles instead. i never bothered to do that.
the entity list is a linked list of metadata ( seemingly just "dormant" state ) XOR'd with actual entity pointer, located @ offset 0x7C in the World object 8B 0D ?? ?? ?? ?? 68 ?? ?? ?? ?? E8 ?? ?? ?? ?? 85 C0 0F 84 2A 01 00 00[/CODE]
To decode entity list need entity pointer? What is it like now?
Hmm.... when trovians will make script with no clip + no speed limit + falling slow down + direct move to boss from entity list + auto-attack on boomeranger + hexagonal movement + use origin portal HMMMMMMMMMMMMMM (450-500 dph if u are me, 600+ if u are not me and not too for preload)
<---- me
so how does this thing works? help xD
What is ChloeOwO::Trove::OwO::Ext::Trove::Core::WorldExt:: UpdateEntities
what is GameObjectExt::Update(entity);
its useless cuze UpdateEntities defined in core, i dont know how you get code of update(entity) amazing. Understood in the code of the updateEntities function what metadata and fields are for. But where did the other namespaces come from?
has anyone managed to get this working or knows of a free scrip that has an aimbot, or any way to move camera position to enemys ?