HelpTrove Aim bot in Development, need help

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Trove Aim bot in Development, need help
So i am corrently making an aim bot for trove i think this would speed up farming a lot, i already have a lot of pointers and have found entity base player base and cords, but i can not find the view angle offsets i tried a lot of methods and haven't been able to find it, can some one plz help me with this

PS: ill up load a tp hack soon
Quote Originally Posted by andresgan View Post
So i am corrently making an aim bot for trove i think this would speed up farming a lot, i already have a lot of pointers and have found entity base player base and cords, but i can not find the view angle offsets i tried a lot of methods and haven't been able to find it, can some one plz help me with this

PS: ill up load a tp hack soon
Ive been trying to find the view angle offsets for a while without success, also, there already is a updated tp, could you explain me how you got the entity and player base?
It is easy.
1. Hold h to hub and look for 0 in mem.
2. Then move camera and look for some changed values.
3. Do again from 1

- - - Updated - - -

here is some stuff that might help you :
Code:
        static int playerPointer = 0xE079D8; // Old pointer
        static int[] playerOffsets = { 0x0, 0x28, 0xbc, 0x54, 0x0 };
        static int[] cameraOffsets = { 0x4, 0x0 };

        static int XOffset = 0xC9;
        static int YOffset = 0xCC;
        static int ZOffset = 0xD0;

        static int LROffset = 0x28;
        static int UDOffset = 0x24;

        static float minVal = 0.1f;
        static float maxVal = 5000f;
        static float maxRange = 30f;
        static float minRange = 1f;
        static float heightCorrection = -0.5f;
Code:
float LRAngle = leftRightAngle(playerX, playerZ, e.x, e.z);
                    float UDAngle = upDownAngle(playerX, playerY, playerZ, e.x, e.y, e.z);
                    int cameraAddress = GetAddress((int)process.MainModule.BaseAddress + playerPointer, cameraOffsets);
                    if (UDAngle != float.NaN && LRAngle != float.NaN)
                    {
                        WriteFloat(cameraAddress + LROffset, LRAngle);
                        WriteFloat(cameraAddress + UDOffset, UDAngle);
                    }
I won't help you much more, but these can help

These are from 1 year ago but the offsets values might not have changed
And with this you have the memory structure
Quote Originally Posted by mpmoi View Post
It is easy.
1. Hold h to hub and look for 0 in mem.
2. Then move camera and look for some changed values.
3. Do again from 1

- - - Updated - - -

here is some stuff that might help you :
Code:
        static int playerPointer = 0xE079D8; // Old pointer
        static int[] playerOffsets = { 0x0, 0x28, 0xbc, 0x54, 0x0 };
        static int[] cameraOffsets = { 0x4, 0x0 };

        static int XOffset = 0xC9;
        static int YOffset = 0xCC;
        static int ZOffset = 0xD0;

        static int LROffset = 0x28;
        static int UDOffset = 0x24;

        static float minVal = 0.1f;
        static float maxVal = 5000f;
        static float maxRange = 30f;
        static float minRange = 1f;
        static float heightCorrection = -0.5f;
Code:
float LRAngle = leftRightAngle(playerX, playerZ, e.x, e.z);
                    float UDAngle = upDownAngle(playerX, playerY, playerZ, e.x, e.y, e.z);
                    int cameraAddress = GetAddress((int)process.MainModule.BaseAddress + playerPointer, cameraOffsets);
                    if (UDAngle != float.NaN && LRAngle != float.NaN)
                    {
                        WriteFloat(cameraAddress + LROffset, LRAngle);
                        WriteFloat(cameraAddress + UDOffset, UDAngle);
                    }
I won't help you much more, but these can help

These are from 1 year ago but the offsets values might not have changed
And with this you have the memory structure
thanks man, the problem is that i didnt know the starting valiue yo find but now i can find it easy thanks :3
Here are the values
Code:
        static int playerPointer = 0xE629C4;
        static int[] playerOffsets = { 0xA8, 0xBC, 0x4, 0x0 };
        static int[] cameraOffsets = {0x10, 0x0 };

        static int XOffset = 0x60;
        static int YOffset = 0x64;
        static int ZOffset = 0x68;

        static int LROffset = 0x2C;
        static int UDOffset = 0x28;
Works on lastest version
Worked a bit further. These seem more stable:
Code:
        // Memory reading
        public static int playerPointer = 0xE629C4;
        public static int[] playerOffsets = { 0x0, 0x28, 0xBC, 0x4, 0x0 };
        public static int[] cameraOffsets = { 0x10, 0x0 };

        public static int XOffset = 0x60;
        public static int YOffset = 0x64;
        public static int ZOffset = 0x68;

        public static int LROffset = 0x2C;
        public static int UDOffset = 0x28;
is there an pointer for movement speed? so you wouldnt have to speed up the whole process? Ive been searching for something like that with methods from other games without success
You could just speedhack the game.
Or inject the knockback function over the movin function
Quote Originally Posted by mpmoi View Post
You could just speedhack the game.
Or inject the knockback function over the movin function
Ok, thanks
Quote Originally Posted by xoetirc View Post
Ok, thanks
Or this :
Code:
    0x0, 0x28, 0xBC, 0x4 0x90
    0x0, 0x28, 0xBC, 0x4 0x94
    0x0, 0x28, 0xBC, 0x4 0x98
These are the acceleration values offsets (player pointer)
I use these for a few things - They do not control the view angle, but tell which direction you are pointed (X Y and Z wise)

trove.exe+CF30B8
trove.exe+CF30BC
trove.exe+CF30C0

These are static addresses, so there is no pointer for them
Quote Originally Posted by mpmoi View Post
Or this :
Code:
    0x0, 0x28, 0xBC, 0x4 0x90
    0x0, 0x28, 0xBC, 0x4 0x94
    0x0, 0x28, 0xBC, 0x4 0x98
These are the acceleration values offsets (player pointer)
oh god, tyvm, how could i miss those .-.

- - - Updated - - -

Quote Originally Posted by mpmoi View Post
Or this :
Code:
    0x0, 0x28, 0xBC, 0x4 0x90
    0x0, 0x28, 0xBC, 0x4 0x94
    0x0, 0x28, 0xBC, 0x4 0x98
These are the acceleration values offsets (player pointer)
do you know if its possible to use the stuff cheat engine does in ahk using the writememory function?
Quote Originally Posted by xoetirc View Post
oh god, tyvm, how could i miss those .-.

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do you know if its possible to use the stuff cheat engine does in ahk using the writememory function?
You can do it yeah
Quote Originally Posted by mpmoi View Post
You can do it yeah
well, now where ninjadude posted this lua scripts, my work is useless, but just to know it, do you know how to write to pointers?
Quote Originally Posted by xoetirc View Post
well, now where ninjadude posted this lua scripts, my work is useless, but just to know it, do you know how to write to pointers?
Use WriteProcessMemory from kerned32.dll (Not sure about the exact names)
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