OutdatedDestiny 2 External Bot Final + Source
Try a sens of 7 or 7.5 to smooth it out from swaying.
- - - Updated - - -
big warning: do not use this on the Clovis Bray map. its chases all the red shit around.
big warning 2: and Alter of flame
- - - Updated - - -
big warning: do not use this on the Clovis Bray map. its chases all the red shit around.
big warning 2: and Alter of flame
Added this underneath the healthbar2.bmp argument, the bmp file I used for healthbar3 was acquired from the third .jpeg that Forsaga posted a while back.
I changed the variations of hues that each phase will try to detect to as follows,
Healthbar 1 is 65 instead of 70
Healthbar 2 is 45
Healthbar 3 is 35.
Im running 1080p with 5 brightness with no real dire issues, still, a little jerky here and there but very improved from 1440 on 1080p, hope this helps some of you out. Spent over 2 hours with a friend testing on various maps in private match.
My settings.ini -
[settings]
sen=7.0
FovX=4.3
FovY=3.5
AimX=62
AimY=40
(Most compatible) - Pulse rifles, Scouts.
Handcannons are by far the hardest to use so far.
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
Healthbar 1 is 65 instead of 70
Healthbar 2 is 45
Healthbar 3 is 35.
Im running 1080p with 5 brightness with no real dire issues, still, a little jerky here and there but very improved from 1440 on 1080p, hope this helps some of you out. Spent over 2 hours with a friend testing on various maps in private match.
My settings.ini -
[settings]
sen=7.0
FovX=4.3
FovY=3.5
AimX=62
AimY=40
(Most compatible) - Pulse rifles, Scouts.
Handcannons are by far the hardest to use so far.
Is this by any chance updated on the drop box link?
Edit: what I mean is that does it go into that else statement with the healthbar2 arguement, but just right after it and before the closing brackets for that else statement? OR does this go after that Else statement is closed? I only ask this, since this statement doesn't have an "else" on it.
Like this:
else
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *20 healthbar2.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
}
Edit: what I mean is that does it go into that else statement with the healthbar2 arguement, but just right after it and before the closing brackets for that else statement? OR does this go after that Else statement is closed? I only ask this, since this statement doesn't have an "else" on it.
Like this:
else
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *20 healthbar2.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
}
There seems to be an issue with the rar file. Whenever I try downloading it, it keeps saying "Failed - Download error" in the download tab of Chrome. And when I do open the save as window when I click download, the save as type is.... well, wonky: https://gyazo.com/2153a0b1e0ef0addb8854b8ec7b6f857
In fact, the save as file type is changing every time.
UPDATE: So I tried downloading it via Internet Explorer (yikes, I know), and it was downloaded, but I can't unzip it cuz it says damaged or unknown format.... although it is a .rar file.
You may have to reupload it.
... but I have winrar tho.
It's just not willing to download off from Chrome. It doesn't have to do anything with having Winrar. And if you get it to download from another browser, it wont unzip (or unrar or whatever the term is). I tried it via winrar and even tried to do it via 7-Zip.
It's just not willing to download off from Chrome. It doesn't have to do anything with having Winrar. And if you get it to download from another browser, it wont unzip (or unrar or whatever the term is). I tried it via winrar and even tried to do it via 7-Zip.
have you selected it as the file type? Or can you not? I've never seen that symbol in your above picture before. Quite intriguing.
Edit 1 : Updated Link in above post.
Edit 1 : Updated Link in above post.
Can I use my previous my settings I had on the old AHK Aimbot on Andrew's new one? Or Should I only be using his??
I'm also 1440p. My brightness is on 4 and my in-game sense is 3 and mouse dpi 1600
Here are my old settings.ini on the previous AHK Aimbot
[settings]
sen=3.3
FovX=4.3
FovY=3.5
AimX=85
AimY=49
I'm also 1440p. My brightness is on 4 and my in-game sense is 3 and mouse dpi 1600
Here are my old settings.ini on the previous AHK Aimbot
[settings]
sen=3.3
FovX=4.3
FovY=3.5
AimX=85
AimY=49
New symbol now: https://gyazo.com/20d735882ecc2e2c6bf5d91fd1858f87
The only 2 options for the file type is that wonky type that changes every 2 mins or so, or All Files. Quite weird.
The only 2 options for the file type is that wonky type that changes every 2 mins or so, or All Files. Quite weird.
whats up with the updated link?
Ok, open the .ahk file with the edit option, underneath the healthbar2.bp argument after the closed bracket above return, at this-
and add Forsagas third posted healthbar.jpeg, change to bmp file, and change your variations to your liking.
else
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
Return
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
Return
So I did exactly that, compiled it (deleted the old .exe), but when I try to run it, it says this: https://gyazo.com/2eba487f3c4669febc95dfcb68b6e05d
Here's what I have in MouseMoves2 after edit:
MouseMoves2:
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange/10)), *65 healthbar.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
else
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *45 healthbar2.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
else
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
Return
EDIT: Nevermind, I goofed.
Here's what I have in MouseMoves2 after edit:
MouseMoves2:
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange/10)), *65 healthbar.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
else
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *45 healthbar2.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
else
{
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)), *35 healthbar3.bmp
if(AimPixelX != "" && AimPixelY != "")
{
GoSub GetAimOffset1
GoSub GetAimMoves1
}
}
Return
EDIT: Nevermind, I goofed.
This thread is closed for replies.
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