Why you write it??? Everybody know that
So the game just "released" any chance that we can see some "hacks" in the near future or its a dead project?
Why you write it??? Everybody know that
The game is sever sided but the graphics i don't you can make hacks for this but chams within your viewing radar and afkbots
Well afk bot is very do-able I am able to get the game to do things like move and such from ingame completely afk. I do wanna work on a REAL AFK bot but I am still having issues locating the X Y coordinates because the match ends way too often.
My idea was to make a AFK Scout bot. it determines which map its on (its a variable that holds this value)
Then get current X Y coordinates of your tank and using path finding techniques make your tank rush into their base. ( I would like to use the mini map to help potentially make a bot that can serve as artillery)
Not to mention the game provides auto aiming so I would like to take advantage of this as well.
But for anything to happen we need the basics which would be something like X Y coordinates. and some type of map ID.
Based off those 2 factors It would be CAKE to determine if your in Side 1 or Side 2
Was thinking at some detracking hack
Detracking? well we need to first see whats possible if we can establish known values. For example when in menu figuring what tank you are selecting (which is the visible tank) the tank count (how many tanks you own) and other in game variables then we can work on "fun stuff"
But since this game is mostly server sided we need to see whats presently available.
P.S. I am quite sure a form of teleport hack is possible based of things i've been playing with. This would involve tricking the server into thinking your lagging thus allowing you to lag accross vast areas of land quicker.
hehe yeah but some client calculation will be nice as in auto tracking weak spots and things like that
I just started looking at the game made a buggy shader esp , it is clip tho but from the shaders reversed back some of the transformation matrices from the engine.
00641EA0 A1 24F1E000 MOV EAX,DWORD PTR DS:[E0F124]
class Rendder
{
public:
char unknown0[232]; //0x0000
IDirect3D9Device9* pDevice; //0x00E8
char unknown236[76]; //0x00EC
D3DXMATRIX Projection; //0x0138
D3DXMATRIX View; //0x0178
D3DXMATRIX ViewProjection; //0x01B8
};
-------------------------------------------------------------------------------
dumped vertex shader
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float INDEX_SCALE_FACTOR;
// float4x4 viewProj;
// float4 world[51];
//
//
// Registers:
//
// Name Reg Size
// ------------------ ----- ----
// world c0 51
// viewProj c51 4
// INDEX_SCALE_FACTOR c55 1
//
//
// Default values:
//
// world
// c0 = { 0, 0, 0, 0 };
// c1 = { 0, 0, 0, 0 };
// c2 = { 0, 0, 0, 0 };
// c3 = { 0, 0, 0, 0 };
// c4 = { 0, 0, 0, 0 };
// c5 = { 0, 0, 0, 0 };
// c6 = { 0, 0, 0, 0 };
// c7 = { 0, 0, 0, 0 };
// c8 = { 0, 0, 0, 0 };
// c9 = { 0, 0, 0, 0 };
// c10 = { 0, 0, 0, 0 };
// c11 = { 0, 0, 0, 0 };
// c12 = { 0, 0, 0, 0 };
// c13 = { 0, 0, 0, 0 };
// c14 = { 0, 0, 0, 0 };
// c15 = { 0, 0, 0, 0 };
// c16 = { 0, 0, 0, 0 };
// c17 = { 0, 0, 0, 0 };
// c18 = { 0, 0, 0, 0 };
// c19 = { 0, 0, 0, 0 };
// c20 = { 0, 0, 0, 0 };
// c21 = { 0, 0, 0, 0 };
// c22 = { 0, 0, 0, 0 };
// c23 = { 0, 0, 0, 0 };
// c24 = { 0, 0, 0, 0 };
// c25 = { 0, 0, 0, 0 };
// c26 = { 0, 0, 0, 0 };
// c27 = { 0, 0, 0, 0 };
// c28 = { 0, 0, 0, 0 };
// c29 = { 0, 0, 0, 0 };
// c30 = { 0, 0, 0, 0 };
// c31 = { 0, 0, 0, 0 };
// c32 = { 0, 0, 0, 0 };
// c33 = { 0, 0, 0, 0 };
// c34 = { 0, 0, 0, 0 };
// c35 = { 0, 0, 0, 0 };
// c36 = { 0, 0, 0, 0 };
// c37 = { 0, 0, 0, 0 };
// c38 = { 0, 0, 0, 0 };
// c39 = { 0, 0, 0, 0 };
// c40 = { 0, 0, 0, 0 };
// c41 = { 0, 0, 0, 0 };
// c42 = { 0, 0, 0, 0 };
// c43 = { 0, 0, 0, 0 };
// c44 = { 0, 0, 0, 0 };
// c45 = { 0, 0, 0, 0 };
// c46 = { 0, 0, 0, 0 };
// c47 = { 0, 0, 0, 0 };
// c48 = { 0, 0, 0, 0 };
// c49 = { 0, 0, 0, 0 };
// c50 = { 0, 0, 0, 0 };
//
// viewProj
// c51 = { 0, 0, 0, 0 };
// c52 = { 0, 0, 0, 0 };
// c53 = { 0, 0, 0, 0 };
// c54 = { 0, 0, 0, 0 };
//
// INDEX_SCALE_FACTOR
// c55 = { 256.5, 0, 0, 0 };
//
vs_2_0
def c56, 1, 0, 0, 0
dcl_position v0
dcl_blendindices v1
dcl_blendweight v2
mul r1.xyz, v1, c55.x
slt r0.xyz, r1, -r1
frc r1.xyz, r1
mad r2.xyz, v1, c55.x, -r1
slt r1.xyz, -r1, r1
mad r0.xyz, r0, r1, r2
mova a0.xyz, r0
dp4 r0.x, c0[a0.y], v0
dp4 r0.y, c1[a0.y], v0
dp4 r0.z, c2[a0.y], v0
mul r1.xyz, r0, v2.y
dp4 r0.x, c0[a0.x], v0
dp4 r0.y, c1[a0.x], v0
dp4 r0.z, c2[a0.x], v0
mad r1.xyz, r0, v2.x, r1
add r0.w, -v2.y, c56.x
add r0.w, r0.w, -v2.x
dp4 r0.x, c0[a0.z], v0
dp4 r0.y, c1[a0.z], v0
dp4 r0.z, c2[a0.z], v0
mad r0.xyz, r0, r0.w, r1
mov r0.w, c56.x
dp4 oPos.x, r0, c51
dp4 oPos.y, r0, c52
dp4 oPos.z, r0, c53
dp4 oPos.w, r0, c54
// approximately 26 instruction slots used