OutdatedDestiny 2 External Bot Final + Source

Posts 121–135 of 635 · Page 9 of 43
so when you set the digital vibarance to 100% in nvidia control panel and then set 7 brightness in game then also turn on hdr mode it seems to make te hp bar solid and when i was taking screenshots and taking the color it was locking on for a good 3 secs before jumping off and onto somethings else maybe this will help ?
Quote Originally Posted by COMBOIIx View Post
so when you set the digital vibarance to 100% in nvidia control panel and then set 7 brightness in game then also turn on hdr mode it seems to make te hp bar solid and when i was taking screenshots and taking the color it was locking on for a good 3 secs before jumping off and onto somethings else maybe this will help ?
Can you explain step by step how you got so far?
Quote Originally Posted by Overwolf2077 View Post
Can you explain step by step how you got so far?
okay so
step 1: i opened nvidia control panel
step 2: click adjust desktop color settings under display
step 3: i set digital vibrace to 100%
step 4: i opened destiny went into settings and set my brightness to 7 and also turned on HDR mode
step 5: i took a screenshot of the hp bar and pulled as many of the hex colors i could
step 6: i tested all the hex colors and set the variation to 10
You said you can get 3 seconds on target with this yes?
Quote Originally Posted by Overwolf2077 View Post
You said you can get 3 seconds on target with this yes?
ya about that time yes but it then stops tracking

but you have to find the right hex color that works
Quote Originally Posted by COMBOIIx View Post
ya about that time yes but it then stops tracking

but you have to find the right hex color that works
Can you share your version of the file?
Quote Originally Posted by COMBOIIx View Post
okay so
step 1: i opened nvidia control panel
step 2: click adjust desktop color settings under display
step 3: i set digital vibrace to 100%
step 4: i opened destiny went into settings and set my brightness to 7 and also turned on HDR mode
step 5: i took a screenshot of the hp bar and pulled as many of the hex colors i could
step 6: i tested all the hex colors and set the variation to 10
you need an hdr monitor tho and it stop tracking probably because the lower the ennmie get the color changes

- - - Updated - - -

Quote Originally Posted by navysonar View Post
you need an hdr monitor tho and it stop tracking probably because the lower the ennmie get the color changes
can you share your code ? I will like to take a look at it !

The color of the health bar change when getting injured

I seen this on another post

As of transparencies update the base RGB format for a full health bar is, R-131, G-30, B-28; 0x831E1C.
Now here is where it gets interesting, At Half Health the RGB Values are R-162, G-60, B-56; 0xA23C38.
And almost no health, a sliver is- R-174, G-72, B-68; 0xAE4844.

Full Health to Half health - Number from the one and tenth place get multiplied by the base value. i.e 131 + 31 = 162; 30 + 30 = 60 etc.. For almost no health a.k.a death each variable adds 12. I dont know if this will help, but I hope so!
yeah i can't set hdr on cuz my monitor doesn't have it

- - - Updated - - -

So the reset is in and the hud is still transparent.
Is it still transparent when you go into gameplay options and try to change HUD opacity? I would try it, but I got classes for another 4 hours.

If it still is, then I guess we go back to what we were working on, as Navysonar posted above, or go to a different way.

The idea of the tool searching and locking onto text seems to be a decent option. We could make it lock to the first character in the player name or the name part in general. Since the color never changes (stays white, doesn't change colors like HP bar does when it lowers), we could have it to a textsearch, and just have its color variation be not too off the white color.

Big issue with this would be that teammates' names might bug this out.

I wish there was a way to bypass the hp color change.
Aimbot Issue
Hi fellas, don't want to barge in but the main problem has nothing to do with health percentage changing the transparency, the transparency has an animation in it (even on the lowest graphic settings) which causes a wave from left to right regardless of health and also has the same color as the glow we see on players when we target them in the crucible. This is not a mistake they did it 100% to counter pixel aimbots. The only thing without transparency is currently the player's level or the symbol in the same area for NPCs, so if you can have it lock onto the "50" with a transparent .png without using all of your CPU that would probably be the only reliable way to do it with AHK language and a pixelbot. You can also try using a "*n" argument before the picture to give it more variance to the targetted red, but that wavy animation to the right will make it twitch a bit regardless.
Quote Originally Posted by K3ys3r View Post
Hi fellas, don't want to barge in but the main problem has nothing to do with health percentage changing the transparency, the transparency has an animation in it (even on the lowest graphic settings) which causes a wave from left to right regardless of health and also has the same color as the glow we see on players when we target them in the crucible. This is not a mistake they did it 100% to counter pixel aimbots. The only thing without transparency is currently the player's level or the symbol in the same area for NPCs, so if you can have it lock onto the "50" with a transparent .png without using all of your CPU that would probably be the only reliable way to do it with AHK language and a pixelbot. You can also try using a "*n" argument before the picture to give it more variance to the targetted red, but that wavy animation to the right will make it twitch a bit regardless.
the problem with having it lock onto the number is that its white and also the sky as white in it and other places in the world so it would only try to lock onto them

- - - Updated - - -

Code:
#SingleInstance, Force
#Persistent
#NoEnv
#Warn
SendMode, Input
SetWorkingDir, %A_ScriptDir%
 
 DirX := 0
 DirY := 0


F8::
#Persistent
#KeyHistory, 0
#NoEnv
#HotkeyInterval 99000000
#MaxHotkeysPerInterval 99000000
#InstallKeybdHook
SetKeyDelay, -1, -1
SetControlDelay, -1
SetMouseDelay, -1
SetWinDelay, -1
SendMode, InputThenPlay
SetBatchLines, -1
ListLines, Off
CoordMode, Mouse, client
CoordMode, Mouse, screen
PID := DllCall("GetCurrentProcessId")
Process, Priority, %PID%, Normal
EMCol := 0xfbfbfb
ColVn := 0
ZeroX := A_Screenwidth/2
ZeroY := A_Screenheight/2
CFovX := 15
CFovY := 15
inicount := 9
fileread,settings,settings.ini
 
stringsplit,settings,settings,`n
 
if !(fileexist("settings.ini")) || (settings0-3 != inicount)
{
    iniread,rx,settings.ini,settings,sen, 4
    iniread,xrange,settings.ini,settings,FovX, 3
    iniread,yrange,settings.ini,settings,FovY, 3
    iniread,xa,settings.ini,settings,AimX, 90
    iniread,xy,settings.ini,settings,AimY, 43
}
 
 
Soundbeep, 750, 500
Loop, 
{
    GetKeyState, Mouse2, LButton, P
    GetKeyState, Mouse3, RButton, P
    if ( Mouse2 == "D" ) || ( Mouse3 == "D" )
    {
        GoSub MouseMoves2
    }
 
    GetKeyState, Key1, F8, P
    if ( Key1 == "D")
    {
        Soundbeep
        break
    }
}
 
MouseMoves2:
PixelSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)),EMCol, ColVn, Fast RGB
if(AimPixelX != "" && AimPixelY != "")
{
    GoSub FindOffsetToTarget
    GoSub DoMousemove

}
else
{
PixelSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth * (xrange/10)), 0 + (A_Screenheight * (yrange/10)), A_Screenwidth - (A_Screenwidth * (xrange/10)), A_Screenheight - (A_Screenheight * (yrange / 10)),EMCol, ColVn, Fast RGB
    if(AimPixelX != "" && AimPixelY != "")
    {
        GoSub FindOffsetToTarget
        GoSub DoMousemove

    }
}
Return
 
FindOffsetToTarget:
AimX := AimPixelX - ZeroX +xa
AimY := AimPixelY - ZeroY +xy
if ( AimX+10 > 0)
{
    DirX := rx / 10
}
else if ( AimX+5 > 0)
{
    DirX := rx / 12
}


 
if ( AimX+10 < 0) 
{
    DirX := (-rx) / 10
}
else if ( AimX+5 < 0)
{
    DirX := (-rx) / 12
}

 
if ( AimY+.25 > 0 ) 
{
    DirY := rx /13
}
 
if ( AimY+.25 < 0 ) 
{
    DirY := (-rx) /13
}
AimOffsetX := AimX * DirX
AimOffsetY := AimY * DirY
Return

GetAimMoves1:
DoMousemove:
RootX := Ceil(( AimOffsetX ** ( 1 )))
RootY := Ceil(( AimOffsetY ** ( 1 )))
MoveX := RootX * DirX
MoveY := RootY * DirY
DllCall("mouse_event", uint, 0x01, int, MoveX, int, MoveY, uint, 0, int, 0) 

Return
my brightness is set to 7 in game and my digital vibrance is at 100% in nvidia control panel
also i have HDR on

so it locks onto the color of the number but the problem with this is it also trys to lock onto other white places but it locks onto the head good but sometimes it will
spaz out and try to lock onto thr sky or soemthing but if someone can make it fully work then we all win
I can confirm that all the huds are untouched. Full, High, Low
Can someone with at least half working bot please share your file? So we all can improve from there...
The problem with locking onto the symbol, whether it be a number for pvp or the faction symbol for pve, is that when it changes size depending on distance it doesn't match up pixel per pixel at all scales.
You can make an image with just the number and a black background and use *Transblack so that it only tries to match the number, and you can make a loop to adjust the scale of the image your using for the Imagesearch within a minimum and maximum range so it looks for all possible sizes, but the way ahk scales the image and the way the game scales the symbol aren't the same and don't match up.
I suppose you could take a high quality video of approaching a player and make an image of every single size variation there is, but that's hardly optimal and I imagine it would run so slowly as to be worthless.
Quote Originally Posted by Bannock View Post
The problem with locking onto the symbol, whether it be a number for pvp or the faction symbol for pve, is that when it changes size depending on distance it doesn't match up pixel per pixel at all scales.
You can make an image with just the number and a black background and use *Transblack so that it only tries to match the number, and you can make a loop to adjust the scale of the image your using for the Imagesearch within a minimum and maximum range so it looks for all possible sizes, but the way ahk scales the image and the way the game scales the symbol aren't the same and don't match up.
I suppose you could take a high quality video of approaching a player and make an image of every single size variation there is, but that's hardly optimal and I imagine it would run so slowly as to be worthless.
i get what your trying to say but in the code i send its not looking for *imagesearch* its PixelSearch and looking for a color not a image so it wouldnt matter by the size it should lock on no matter the range but the problem it the color its looking for it white so it locks onto the sky and other places that are white
Posts 121–135 of 635 · Page 9 of 43
This thread is closed for replies.

Similar Threads

Tags

None

Talk with us