Thumbs upDetectedFortnite Python Cheat

Posts 6175 of 75 · Page 5 of 5
what im i supposed to do to use this????
im kinda bad with this stuff idk how to inject this cheat if i need to download anything or idk
Did followed all the steps and used it and got banned
i dont get how to make the extension plz respnd

- - - Updated - - -

also it says invalid syntex when i try to download mouse and keyboard
help
how to uninstall or disable it from my pc !
so dope. mobile? jk
Exception in thread Thread-3:
Traceback (most recent call last):
File "C:\Python37\lib\threading.py", line 917, in _bootstrap_inner
self.run()
File "C:\Python37\lib\threading.py", line 865, in run
self._target(*self._args, **self._kwargs)
File "C:\Python37\lib\site-packages\keyboard\__init__.py", line 292, in listen
_os_keyboard.listen(self.direct_callback)
File "C:\Python37\lib\site-packages\keyboard\_winkeyboard.py", line 560, in listen
prepare_intercept(callback)
File "C:\Python37\lib\site-packages\keyboard\_winkeyboard.py", line 553, in prepare_intercept
keyboard_hook = SetWindowsHookEx(WH_KEYBOARD_LL, keyboard_callback, GetModuleHandleW(NULL), NULL)
ctypes.ArgumentError: argument 3: <class 'OverflowError'>: int too long to convert


HELP PLEASE (((((
Well im going to hang myself, this Thing wont work for me ****
Help please
Quote Originally Posted by TDStuart View Post
How to get this to run, but not work 100%
1. Install python 3.5.x or above (like 3.7)
2. Open cmd type "python". If you don't get an error you should be good.
3. Open cmd type "pip". If you don't get an error you should be good.
- If you get an error you need to set up python and pip environment variables. Search it up on youtube or google.
4. Open cmd and type "pip install mouse" then type "pip install keyboard"
5. Make a file called "fortyeetcheat" and add the extension ".py".
6. Paste this code in your new file :
 
Edited Cheat Code
Code:
# TODO
# -Add Keybinds to select weapon loadout
# -Tune Weapon Defs
# -Add LMG Def
# -Add Couch Peek
# -Add type checker in Quick_Shoot to check if pump or rocket, etc
# -Add Key Handlers like jump, escape, map, inventory, build, edit, crouch, reload
# -Add Turbofarming
 
# -Add Fast_Shoot time to Weapon Defs
# -Add Crouch Modifier to Weapon Defs
 
#Current Bugs;
 
#Bug #1:
#Effect: When Hip Firing with Recoil compensation aiming the weapon upward causes the anti recoil to over compensate.
 
#Imports:
from time import gmtime, strftime, sleep, time
from ctypes import windll, c_uint, Structure, c_long, byref
from win32api import GetKeyState, GetAsyncKeyState
import mouse
import keyboard
import weapon
 
#Weapon_Tables Init
nowep = weapon.Weapon("None")
Pickaxe = weapon.Weapon("Pickaxe")
AR = weapon.Weapon("AR")
SCAR = weapon.Weapon("SCAR")
BURST = weapon.Weapon("BURST")
PUMP = weapon.Weapon("PUMP")
TAC = weapon.Weapon("TAC")
HEAVY = weapon.Weapon("HEAVY")
SMG = weapon.Weapon("SMG")
S_SMG = weapon.Weapon("S_SMG")
TOMMYGUN = weapon.Weapon("TOMMYGUN")
P90 = weapon.Weapon("P90")
HR = weapon.Weapon("HR")
BOLT = weapon.Weapon("BOLT")
SAR = weapon.Weapon("SAR")
ROCKET = weapon.Weapon("ROCKET")
NADES = weapon.Weapon("NADES")
HEAL = weapon.Weapon("HEAL")
 
#Settings;
 
#Debug:
Debug = True #Debug Mode, used for Output of Debug Info.
Debug_Movement = False #If Debug Mode is On, output Mouse Movement Info.
Debug_Buttons = True #If Debug Mode is On, output Mouse Button Activity.
Debug_Wheel = False #If Debug Mode is On, output Mouse Wheel Movement Info.
Debug_Keyboard = False #If Debug Mode is On, output Keyboard Activity.
 
 
#Features;
 
#General:
Option_AR_Perfect_Aim = True #If Enabled, causes constant First Shot Accuracy with AR when in ADS.
Option_Fast_Weapon_Switch = True #If Enabled, causes the Weapon Pullout Animation Cancel to be done on every weapon switch.
Option_Reload_Canceling = True #If Enabled, causes an Animation Cancel to occur if reloading when attempting to use.
 
#Quick Shoot:
Option_Quick_Shoot = True #If Enabled, allows an instant fire of a specific weapon choosen below.
if Option_Quick_Shoot:
    Quick_Shoot_Default_Weapon = PUMP
QuickShoot_Fire_Attempts = 40 #(Delay is 10ms so loop of 40 is around 400ms).
 
#Turbo Use:
Option_Turbo_Use = True #When Enabled, causes the use Key to Autofire when held down.
Delay_Turbo_Use = 0.060 #Time inbetween autofire + the natural 20ms delay for the keypress.
 
#Editing:
Option_Fast_Edit_Reset = True #When the Reset Edit Button is Pressed, Instantly exit edit mode.
 
#Ghost Peaking(TODO):
Use_Ghost_Peaking = True #If Enabled, uses a Modifier Key to enable fast crouching while shooting.
Ghost_Peak_Delay = 100 #Time between Ghost Peak Shots.
 
#Fast Farming(TODO):
Fast_Farming = False #If Enabled, Uses a Button to activate "Current Farming Exploit".
Turbofarm_Activation_Window = 300 #Delay from pressing "Farming_Button" to start Normal Farming instead of turbo.
Turbofarm_Fast_Swing_Delay = 200
Turbofarm_Emote_Time = 70
Turbofarm_Slow_Swing_Delay = 400
Turbofarm_Emote_Cancel_Delay = 300
STWAF = False #If Enabled, Switch to a Weapon of Choice after Farming.
STWAF_WeaponSlot = 1 #Weapon to Switch to after Farming.
 
#Anti Recoil:
Use_No_Recoil_ADS = True #If Enabled, Reduces Recoil when ADS Firing.
Use_No_Recoil_Hipfire = True #If Enabled, Reduces Recoil when Hip Firing.
Use_Jitter = True #If Enabled, Moves the Aim back and forth while firing.
 
#Weapon Slot Options
Default_Ingame_Weapon_Slot1 = PUMP
Default_Ingame_Weapon_Slot2 = SMG
Default_Ingame_Weapon_Slot3 = AR
Default_Ingame_Weapon_Slot4 = HR
Default_Ingame_Weapon_Slot5 = HEAL
 
#-------------------------------
#Keybinds;
#-------------------------------
 
#Macro Related;
#-------------------------------
 
#General:
Keybind_Fire = "left" #Key to Shoot Weapons.
 
#Key to Fast Fire Pre Set Weapon.
if Option_Quick_Shoot:
    Keybind_QuickShoot_Button = "x2"
    Keybind_QuickShoot_Button_Code = 0x06
 
Keybind_Enable = "middle" #Key to Enable/Disable the Macro.
Keybind_Edit = "alt" #Desired Key to go into edit mode.(Must have In-game set to alternate).
Keybind_Use = "f" #Desired key for Use.
if Option_Turbo_Use:
    Keybind_Use_Key_Code = 0x46
 
#Weapon Keybinds Part 1 (Macro)
#-----------------------------------------------
#Set these to the same as in-game if not using fast weapon switching.
#If using fast weapon switching set these to your desired keys for each slot-
#and scroll down to set the alternate in game key binds so the fast switch can work.
Keybind_Weapon_Slot1 = "2"
Keybind_Weapon_Slot2 = "3"
Keybind_Weapon_Slot3 = "4"
Keybind_Weapon_Slot4 = "z"
Keybind_Weapon_Slot5 = "x"
Keybind_Weapon_Pickaxe = "l"
 
#Ingame;
#These Keybinds should match the ones set in game.
#-------------------------------
 
#General:
Ingame_Keybind_Jump = "space"
Ingame_Keybind_Crouch = "shift" #Ingame Keybind set for Crouch.
Ingame_Keybind_Fire = "k" #Ingame Keybind set to Fire(Not Mouse1!!!).
if Option_Turbo_Use:
    Ingame_Keybind_Use = "i"
else:
    Ingame_Keybind_Use = Keybind_Use
Ingame_Keybind_Reload = "r"
 
#Weapon Keybinds Part 2 (In-game)
# Fast Weapon Switching:
#-------------------------------------------------
#Used ONLY when Option_Fast_Weapon_Switch is Enabled.
#Fast Weapon Switching is Required to have intermedary control over the weapon keys so-
#they need to be set to something different in-game.
#Ignore this Section if not using Fast Weapon Switching.
if Option_Fast_Weapon_Switch == True:
    Ingame_Weapon_Slot1 = "p" 
    Ingame_Weapon_Slot2 = "6"
    Ingame_Weapon_Slot3 = "7"
    Ingame_Weapon_Slot4 = "8"
    Ingame_Weapon_Slot5 = "9"
    Ingame_Weapon_Pickaxe = "0"
else:
    Ingame_Weapon_Slot1 = Keybind_Weapon_Slot1
    Ingame_Weapon_Slot2 = Keybind_Weapon_Slot2
    Ingame_Weapon_Slot3 = Keybind_Weapon_Slot3
    Ingame_Weapon_Slot4 = Keybind_Weapon_Slot4
    Ingame_Weapon_Slot5 = Keybind_Weapon_Slot5
    Ingame_Weapon_Pickaxe = Keybind_Weapon_Pickaxe 
 
#Other Weapons
Weapon_Trap = "5" #Actual In-game Keybind used to select traps.
 
#Building:
Ingame_Keybind_Ramp = "e" #Actual Ingame Keybind set for Ramp.
Ingame_Keybind_Wall = "x" #Actual Ingame Keybind set for Wall(Thumb Button 2 on Logetech G502).
Ingame_Keybind_Platform = "q" #Actual Ingame Keybind set for Platform.
Ingame_Keybind_Roof = "[" #Actual Ingame Keybind set for Roof.
 
#Editing:
Ingame_Keybind_Edit = "]" #Alternate Ingame Keybind set for Edit.
Ingame_Keybind_Edit_Reset = "right" #Actual Ingame Keybind set for Edit Reset.
 
#Emoting:
Keybind_EmoteWheel_Up = "up"
Keybind_EmoteWheel_Down = "down"
Keybind_Emote = "n"
Keybind_FastEmote1 = "f1"
Keybind_FastEmote2 = "f2"
Keybind_FastEmote3 = "f3"
 
 
#Globals:
global Running
global Enabled
global Current_Weapon
global Current_Loadout
global JitterFlop
global Editing
global Building
global Crouching
global Jumping
global Reloading
global Using
 
#Main Functions;
 
#Main Function: Gets run at start after init.
def main():
    # Print out a List of the Globals to Check Inits.
    DebugPrint('Printing Globals List:')
    DebugPrintGlobals()
    
    #Hook Logical Mouse Events.
    DebugPrint('Hooking Mouse Input')
    mouse.hook(Mouse_Input)
    
    #Hook Logical Keyboard Events.
    DebugPrint('Hooking Keyboard Input')
    keyboard.hook(Keyboard_Input)
 
 
#Helper Functions;
 
#Move Mouse:  Moves Mouse Relative to Current Location.
def Move_Mouse(x, y):
    windll.user32.mouse_event(
        c_uint(0x0001),
        c_uint(x),
        c_uint(y),
        c_uint(0),
        c_uint(0)
    )
 
class POINT(Structure):
    _fields_ = [("x", c_long), ("y", c_long)]
    
def queryMousePosition():
    pt = POINT()
    windll.user32.GetCursorPos(byref(pt))
    return pt    
 
#Cancel Anim: Cancels Weapon Switching Animation and Pickaxe Swings.
def Cancel_Anim(Weapon, Emote_Bind):
    #Emote to cancel pull out animation.
    keyboard.press(Emote_Bind);
    sleep(0.100);
    #Switch to Desired Weapon.
    Switch_to_Weapon(Weapon)
    sleep(0.020);
    keyboard.release(Emote_Bind);
    sleep(0.030);
    
#Converts Inventory Slot ID to actual weapon slot.
def InvSlot_to_WeaponKeybind(InvSlot):
    if InvSlot == 0:
        return Ingame_Weapon_Slot1
    if InvSlot == 1:
        return Ingame_Weapon_Slot2
    if InvSlot == 2:
        return Ingame_Weapon_Slot3
    if InvSlot == 3:
        return Ingame_Weapon_Slot4
    if InvSlot == 4:
        return Ingame_Weapon_Slot5
    
#Check Quick Shoot Button Function.
def isPressed_QuickShoot_Button():
    QuickShoot_Button_State = GetKeyState(Keybind_QuickShoot_Button_Code)
    DebugPrint("MB6:{0}".format(QuickShoot_Button_State))
    if QuickShoot_Button_State < 0:
        return True
    return False
 
def Toggle_Enabled():
    global Enabled
    if Enabled:
        Enabled = False
    else:
        Enabled = True
    DebugPrint("Enabled changed to {0}".format(Enabled))
 
#Debug PrintFunction: Print's Debug Output if Debug is Enabled.
def DebugPrint(s):
    if Debug:
        print("{0}:{1}".format(strftime("%H:%M:%S", gmtime()),s));
        
def DebugPrintGlobals():
    for k, v in globals().items():
        print("{0} = {1}".format(k, v))
 
#Turbo Use Function: Sends the Use Event as long as the Use key is held down.
def Turbo_Use():
    global Reloading
    global Using
    
    #Check if we are Reloading and want to use Reload Canceling.
    if Reloading and Option_Reload_Canceling:
        #Since we are canceling the Reload, set global to false.
        Reloading = False
        Using = False
        
        #Switch Directly to Pickaxe to Cancel the Reload.
        keyboard.send(Ingame_Weapon_Pickaxe);
        sleep(0.020);
        
        #Switch Back to the Weapon we had before the Animation Cancel.
        Switch_to_Weapon(Current_Weapon)
        
    #Check if we are'nt already Using.
    if not Using:
        Using = True
        DebugPrint("Detected Use Action")
        
        #Handle Turbo Use Action.
        if Option_Turbo_Use:
            
            overrun = 400
            #While Use Key is Down Loop.
            while True:
                #Overrun Protection.
                overrun = overrun - 1
                if overrun == 0:
                    break
                
                sleep(0.020) #Sleep To prevent GetKeyState Lockup.
                
                if windll.user32.GetKeyState(Keybind_Use_Key_Code) >= 0:
                    break
                
                DebugPrint("Sending Turbo Use Action")
                
                #Send Use Action.
                keyboard.press(Ingame_Keybind_Use)
                sleep(0.020)
                keyboard.release(Ingame_Keybind_Use)
                
                #Delay a Pre Set amount.
                sleep(Delay_Turbo_Use)
        else:
            print("Sending Use Action")            
            keyboard.send(Ingame_Keybind_Use)
            sleep(0.080)
        
 
#Shooting Functions;
 
#Quick_Shoot: Quick Switches to Desired Weapon, pulls trigger and then switches back.
def Quick_Shoot(Weapon):
    global Editing
    global Building
    global Reloading
    
    #Set Building and Editing to False since we are now shooting.
    Building = False
    Editing = False
    
    #Store our Current Weapon so we can return to it after Quick.
    OldWeapon = Current_Weapon
    print("Insta Shooting {0}".format(Weapon.name))
    
    #Loop Until Button is Detected
    while True:
        if not isPressed_QuickShoot_Button():
            break #Break to Handle Quick Shoot.
        sleep(0.100)
    
    #Check if we are ADS
    MB2_State = GetKeyState(0x02)
    DebugPrint("Checking for MB2 or Reload")
    if MB2_State < 0 or Reloading:
        #We are ADS and trying to shoot with No Recoil.
        DebugPrint("Detected MB2 for ADS or Reloading")
        keyboard.send(Ingame_Weapon_Pickaxe);
        sleep(0.020);
    
    #Since we are shooting and have canceled any reload anim by now set it to false.
    Reloading = False
 
    #Emote to cancel pull out animation.
    Cancel_Anim(Weapon, Keybind_FastEmote3)
    
    count = 0
    #Loop while Attempting to Fire at a specified count.
    while True:
        count = count + 1
        if count == QuickShoot_Fire_Attempts:
            break #Break when we have hit the end of the delay.
        #Send Fire Event.
        keyboard.send(Ingame_Keybind_Fire)
        DebugPrint("Firing Fast")
        sleep(0.010)
    #Switch back to Weapon that was Active before the Fast Shoot.
    Switch_to_Weapon(OldWeapon)
    sleep(0.100)
    #Check if MB1 is still down.
    Handle_MB1_Down()
    
#Fire: Handles No Recoil and Anti Bloom
def Fire(ADS, Recoil):
    global JitterFlop
    global Crouching
    global Reloading
    
    #Init Locals
    local_Jitter = 0
    local_Jitter_ADS = 0
    
    #We are Shooting and not reloading so set global to False
    Reloading = False
    
    Local_Mouse_Pos = queryMousePosition()
    
    DebugPrint("Sending Simulated Fire Event")
    keyboard.press(Ingame_Keybind_Fire) #Send the input to fire the weapon
    sleep(0.020) #Delay to ensure the fire button gets recognized by the game
        
    if Current_Weapon.name != "Pickaxe" and (Current_Weapon.type == "AR" or Current_Weapon.type == "SMG"):
        
        #We are Shooting with Fire Button Down and without a Pickaxe
        if Current_Weapon.ControlFireRate:
            #Release the Fire Button if we are controlling Fire Rate
            keyboard.release(Ingame_Keybind_Fire)
            
        #If Fire has beeen called with the Recoil Bool then we can compensate
        if Recoil:
            #We are not Pickaxing and wanting to use Jitter so set it based on weapon
            if Use_Jitter:
                if JitterFlop == False:
                    JitterFlop = True
                    local_Jitter = Current_Weapon.jitter
                    local_Jitter_ADS = Current_Weapon.jitter_ADS
                else:
                    JitterFlop = False
                    local_Jitter = Current_Weapon.jitter * -1
                    local_Jitter_ADS = Current_Weapon.jitter_ADS * -1                  
            if Current_Weapon.firstshot == 0:
                Current_Weapon.firstshot = time()
                print("firstshot: {0}".format(time()))    
                if ADS:
                    #mouse.move(local_Jitter_ADS, Current_Weapon.recoil_ADS_Static, absolute=False, duration=Current_Weapon.update_time_ADS)
                    Move_Mouse(local_Jitter_ADS, Current_Weapon.recoil_ADS_Init)
                else:
                    print("current coursor pos: X:{0}, Y:{1}".format(Local_Mouse_Pos.x, Local_Mouse_Pos.y))
                    Move_Mouse(local_Jitter, Current_Weapon.recoil_Hip_Init)
            else:
                difference = time() - Current_Weapon.firstshot
                print("Not firstshot, Difference: {0}".format(difference))
                if ADS:
                    #mouse.move(local_Jitter_ADS, Current_Weapon.recoil_ADS_Static, absolute=False, duration=Current_Weapon.update_time_ADS)
                    if difference >= Current_Weapon.recoil_ADS_Init_Delay:
                        Move_Mouse(local_Jitter_ADS, Current_Weapon.recoil_ADS_Static)
                    else:
                        Move_Mouse(local_Jitter_ADS, Current_Weapon.recoil_ADS_Init)                      
                else:
                    if difference >= Current_Weapon.recoil_Hip_Init_Delay:
                        print("current coursor pos: X:{0}, Y:{1}".format(Local_Mouse_Pos.x, Local_Mouse_Pos.y))
                        Move_Mouse(local_Jitter, Current_Weapon.recoil_Hip_Static)
                    else:
                        print("current coursor pos: X:{0}, Y:{1}".format(Local_Mouse_Pos.x, Local_Mouse_Pos.y))
                        Move_Mouse(local_Jitter, Current_Weapon.recoil_Hip_Init)
                #mouse.move(local_Jitter, Current_Weapon.recoil_Hip_Static, absolute=False, duration=Current_Weapon.update_time)
    DebugPrint("Done Sending Simulated Fire Event")
    
#Switch to Weapon: Finds Weapon in Current Loadout and Switches to it  
def Switch_to_Weapon(Weapon):
    global Editing
    global Building
    global Current_Weapon
    global Reloading
 
    if Weapon == Current_Weapon and not Building and not Editing:
        return 2 #Return Error:2 Which means Weapon is Already Out.
    
    #Check if we are trying to switch to the Pickaxe.
    if Weapon.name == "Pickaxe":
        DebugPrint("Attempting to Switch Weapon to Pickaxe")
        
        #Send Event to Switch to Pickaxe.
        keyboard.send(Ingame_Weapon_Pickaxe)
        
        #Set the Global to the new weapon.
        Current_Weapon = Weapon
        
        #Reset Globals.
        Building = False
        Editing = False
        Reloading = False
        
        return 1 #Return 1 for Success.
    else: #We are trying to switch to another weapon other than the pickaxe.
        
        DebugPrint("Attempting to Switch Weapon\nSearching for Weapon:{0} in Current Loadout".format(Weapon.name))
        
        #Parse the Players Current Loadout for the Weapon.
        for i in range(len(Current_Loadout)):
            DebugPrint("Checking Inventory Slot{0}\nFound: {1}".format(i, Current_Loadout[i].name))
            
            if Current_Loadout[i].name == Weapon.name:
                DebugPrint("Found Weapon, Attempting Switch")
                
                #Switch to the Found weapon
                keyboard.send(InvSlot_to_WeaponKeybind(i))
                
                #Set the Global to the new weapon.
                Current_Weapon = Weapon
                
                #Reset Globals.
                Building = False
                Editing = False
                Reloading = False
                
                return 1 #Return 1 for Success.
            elif i >= 5: #We have reached the end of the Loadout.
                break #Break to return 3 Error.
    return 3 #Return 3 Which means Unknown Error.
    
#Handle Mouse Button 1 Down, Pretty much the Bread and Butter
#TODO need to find a better way to check MB1, MB2 and MB6 so it doesnt use Win32API
def Handle_MB1_Down():
    
    #Locals
    ADS = False
    overrun = 0
    
    #Debug Out
    DebugPrint("MB1 Event Detected")
    
    #Loop While MB1 is down and fast shoot button is not pressed
    while True:
        #Prevent Infinite Loop from an Overrun Error.
        overrun = overrun + 1
        if overrun >= 4000:
            Current_Weapon.firstshot = 0 #Reset First Shot Timer
            keyboard.release(Ingame_Keybind_Fire) #Relase the Actual Fire Key
            break #Break if we hit overrun
        
        #Use Win32API to get state of MB1 and MB2 because mouse.is_pressed() is retarted
        MB1_State = GetKeyState(0x01)
        DebugPrint("Checking if MB1 is Still Down")
        #Check if MB1 is still down both Logically and Hardware Based
        if MB1_State >= 0 and GetAsyncKeyState(0x01) == 0: 
            Current_Weapon.firstshot = 0 #Reset First Shot Timer
            DebugPrint("MB1 Button Released, State: {0}".format(MB1_State))
            keyboard.release(Ingame_Keybind_Fire) #Relase the Actual Fire Key
            break #Break if we are not pressing MB1 Anymore
        else:
            DebugPrint("MB1 Still Detected, State: {0}".format(MB1_State))   
        
        #Check if we are in Pickaxe Mode
        if Current_Weapon.name == "Pickaxe":
            
            #Check if Quick Shoot Button is Pressed
            if isPressed_QuickShoot_Button() and Option_Quick_Shoot:
                break #Break to Handle Quick Shoot
            
            DebugPrint("Swinging Pickaxe")
            Fire(False, False) # Send Command to Swing Pickaxe
            
            #FastFarming would go here
            
            #if we are using Quick shoot then we need to check every 10ms during the pickaxe swing delay
            if Option_Quick_Shoot:
                count = 20 # 20x10ms = 200ms (Current Optimal Pickaxe Swingtime)
                while True:
                    count = count - 1
                    if count <= 0:
                        break #Break to Swing the Axe again
                    if isPressed_QuickShoot_Button():
                        break #Break to Handle Quick Shoot
                    sleep(0.010)
            else: #Not using Quickshoot so just delay 200ms
                sleep(0.200)
                
        else: # Trying to Fire something that is not a pickaxe
            
            #Check if we are trying to Quick Shoot
            if isPressed_QuickShoot_Button() and Option_Quick_Shoot:
                Current_Weapon.firstshot = 0 #Reset First Shot Timer
                if not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.
                    keyboard.release(Ingame_Keybind_Fire)
                break #Break to Handle Quick Shoot
            
            #Check if we are ADS.
            MB2_State = GetKeyState(0x02)
            DebugPrint("Checking for MB2")
            #Check for MB2 both Logically and Hardware Based
            if MB2_State < 0 and GetAsyncKeyState(0x02) == 1:
                #We are ADS and trying to shoot with No Recoil
                DebugPrint("MB2 is Detected, Setting ADS to True")
                ADS = True
            else:
                ADS = False
            
            #Check if we should use anti recoil for hipfire
            if Use_No_Recoil_Hipfire and not ADS:
                #Hipfire No Recoil
                DebugPrint("Hipfire Reducing")
                Fire(False, True)
                
                #Check if we are trying to Quick Shoot
                if isPressed_QuickShoot_Button() and Option_Quick_Shoot:
                    Current_Weapon.firstshot = 0 #Reset First Shot Timer
                    if not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.
                        keyboard.release(Ingame_Keybind_Fire)
                    break #Break to Handle Quick Shoot
                
                #Delay for the set amount of time in the Weapon Def
                sleep(Current_Weapon.update_time)
            elif ADS and Use_No_Recoil_ADS:
                #ADS, No Recoil
                DebugPrint("ADS Reducing")
                Fire(True, True)
                
                #Check if we are trying to Quick Shoot
                if isPressed_QuickShoot_Button() and Option_Quick_Shoot:
                    Current_Weapon.firstshot = 0 #Reset First Shot Timer
                    if not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.
                        keyboard.release(Ingame_Keybind_Fire)
                    break #Break to Handle Quick Shoot
                
                #Delay for the set amount of time in the Weapon Def
                sleep(Current_Weapon.update_time_ADS) 
            else:
                #No Recoil Mode Off
                DebugPrint("Not Reducing")
                Fire(False, False)
                
                #Check if we are trying to Quick Shoot
                if isPressed_QuickShoot_Button() and Option_Quick_Shoot:
                    Current_Weapon.firstshot = 0 #Reset First Shot Timer
                    if not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.
                        keyboard.release(Ingame_Keybind_Fire)
                    break #Break to Handle Quick Shoot
                
                #Delay for the set amount of time in the Weapon Def
                sleep(Current_Weapon.delay_time)
                
           # if Current_Weapon.ControlFireRate == False:
           #     Current_Weapon.firstshot = 0
           #     keyboard.release(Ingame_Keybind_Fire)
           # break
    
#Keyboard Hook Callback Function: Gets run when Keyboard activity is detected.    
def Keyboard_Input(Keyboard_Event):
    global Editing
    global Building
    global Crouching
    global Jumping
    global Reloading
    global Using
    
    if type(Keyboard_Event) == keyboard._keyboard_event.KeyboardEvent:
        #Debug Output
        if Debug_Keyboard:
            DebugPrint("Keyboard_Event: Key:{0},Scancode:{1}, Action:{2},Modifier:{3} Time:{4}".format(Keyboard_Event.name,Keyboard_Event.scan_code, Keyboard_Event.event_type, Keyboard_Event.modifiers, Keyboard_Event.time))
           
        #Weapon Slot 1
        if Keyboard_Event.name == Keybind_Weapon_Slot1 and Keyboard_Event.event_type == "down" and Enabled:
            
            #Get Weapon in Slot 1 of Inventory
            TargetWeapon = Current_Loadout[0]
            
            #Check if we should try and Fast Switch the Weapon
            if Option_Fast_Weapon_Switch and TargetWeapon.type != "Heal" and TargetWeapon.type != "Nade":                
                if TargetWeapon != Current_Weapon or (Building or Editing):
                    Cancel_Anim(TargetWeapon, Keybind_FastEmote3)
                else:
                    DebugPrint("Error when attempting to fast switch: Weapon Already Selected")
            else:
                #If we are in the middle of a reload then Cancel by switching to Pickaxe
                if Reloading:
                    Reloading = False
                    keyboard.send(Ingame_Weapon_Pickaxe);
                    sleep(0.020);
                Switch_to_Weapon(TargetWeapon)
                
        #Weapon Slot 2                    
        elif Keyboard_Event.name == Keybind_Weapon_Slot2 and Keyboard_Event.event_type == "down" and Enabled:
            
            #Get Weapon in Slot 2 of Inventory
            TargetWeapon = Current_Loadout[1]
            
            #Check if we should try and Fast Switch the Weapon
            if Option_Fast_Weapon_Switch and TargetWeapon.type != "Heal" and TargetWeapon.type != "Nade":                
                if TargetWeapon != Current_Weapon or (Building or Editing):
                    Cancel_Anim(TargetWeapon, Keybind_FastEmote3)
                else:
                    DebugPrint("Error when attempting to fast switch: Weapon Already Selected")
            else:
                #If we are in the middle of a reload then Cancel by switching to Pickaxe
                if Reloading:
                    Reloading = False
                    keyboard.send(Ingame_Weapon_Pickaxe);
                    sleep(0.020);                
                Switch_to_Weapon(TargetWeapon)
                
        #Weapon Slot 3        
        elif Keyboard_Event.name == Keybind_Weapon_Slot3 and Keyboard_Event.event_type == "down" and Enabled:
            
            #Get Weapon in Slot 3 of Inventory
            TargetWeapon = Current_Loadout[2]
            
            #Check if we should try and Fast Switch the Weapon
            if Option_Fast_Weapon_Switch and TargetWeapon.type != "Heal" and TargetWeapon.type != "Nade":                
                if TargetWeapon != Current_Weapon or (Building or Editing):
                    Cancel_Anim(TargetWeapon, Keybind_FastEmote3)
                else:
                    DebugPrint("Error when attempting to fast switch: Weapon Already Selected")
            else:
                #If we are in the middle of a reload then Cancel by switching to Pickaxe
                if Reloading:
                    Reloading = False
                    keyboard.send(Ingame_Weapon_Pickaxe);
                    sleep(0.020);                
                Switch_to_Weapon(TargetWeapon)
                
        #Weapon Slot 4                 
        elif Keyboard_Event.name == Keybind_Weapon_Slot4 and Keyboard_Event.event_type == "down" and Enabled:
            
            #Get Weapon in Slot 4 of Inventory
            TargetWeapon = Current_Loadout[3]
            
            #Check if we should try and Fast Switch the Weapon
            if Option_Fast_Weapon_Switch and TargetWeapon.type != "Heal" and TargetWeapon.type != "Nade":                
                if TargetWeapon != Current_Weapon or (Building or Editing):
                    Cancel_Anim(TargetWeapon, Keybind_FastEmote3)
                else:
                    DebugPrint("Error when attempting to fast switch: Weapon Already Selected")
            else:
                #If we are in the middle of a reload then Cancel by switching to Pickaxe
                if Reloading:
                    Reloading = False
                    keyboard.send(Ingame_Weapon_Pickaxe);
                    sleep(0.020);                
                Switch_to_Weapon(TargetWeapon)
                
        #Weapon Slot 5        
        elif Keyboard_Event.name == Keybind_Weapon_Slot5 and Keyboard_Event.event_type == "down" and Enabled:
            
            #Get Weapon in Slot one of Inventory
            TargetWeapon = Current_Loadout[4]
            
            #Check if we should try and Fast Switch the Weapon
            if Option_Fast_Weapon_Switch and TargetWeapon.type != "Heal" and TargetWeapon.type != "Nade":                
                if TargetWeapon != Current_Weapon or (Building or Editing):
                    Cancel_Anim(TargetWeapon, Keybind_FastEmote3)
                else:
                    DebugPrint("Error when attempting to fast switch: Weapon Already Selected")
            else:
                #If we are in the middle of a reload then Cancel by switching to Pickaxe
                if Reloading:
                    Reloading = False
                    keyboard.send(Ingame_Weapon_Pickaxe);
                    sleep(0.020);                
                Switch_to_Weapon(TargetWeapon)
                
        #Weapon Slot Pickaxe                
        elif Keyboard_Event.name == Keybind_Weapon_Pickaxe and Keyboard_Event.event_type == "down" and Enabled:
            
            #Check if we should try and Fast Switch the Weapon
            if Option_Fast_Weapon_Switch:                
                if Pickaxe != Current_Weapon or (Building or Editing):
                    Cancel_Anim(Pickaxe, Keybind_FastEmote3)
                else:
                    DebugPrint("Error when attempting to fast switch: Weapon Already Selected")
            else:
                Switch_to_Weapon(Pickaxe)
                
        #Edit Keybind Handling
        elif Keyboard_Event.name == Keybind_Edit and Keyboard_Event.event_type == "down" and Enabled:
            #Set the Edit flag
            if not Editing:
                keyboard.send(Ingame_Keybind_Edit)
            DebugPrint("Detected Editing")                 
            Editing = True   
        elif Keyboard_Event.name == Keybind_Edit and Keyboard_Event.event_type == "up" and Enabled:
            #Set the Edit flag
            if Editing:
                keyboard.send(Ingame_Keybind_Edit)
            DebugPrint("Finished Editing")  
            Editing = False
            
        #Building Keybind Handling
        elif Keyboard_Event.name == Ingame_Keybind_Ramp and Keyboard_Event.event_type == "down" and Enabled:
            DebugPrint("Detected Building")            
            #Set the Building flag
            Building = True
        elif Keyboard_Event.name == Ingame_Keybind_Platform and Keyboard_Event.event_type == "down" and Enabled:
            DebugPrint("Detected Building")
            #Set the Building flag
            Building = True
        elif Keyboard_Event.name == Ingame_Keybind_Roof and Keyboard_Event.event_type == "down" and Enabled:
            DebugPrint("Detected Building")
            #Set the Building flag
            Building = True
        
        #Cruching Keybind Handling
        elif Keyboard_Event.name == Ingame_Keybind_Crouch and Keyboard_Event.event_type == "down" and Enabled:
            DebugPrint("Detected Crouching")
            #Set the Building flag
            if Crouching:
                Crouching = False
            else:
                Crouching = True
                
        #Jumping Keybind Handling
        elif Keyboard_Event.name == Ingame_Keybind_Jump and Keyboard_Event.event_type == "down" and Enabled:
            DebugPrint("Detected Jumping")
            #Set the Jumping Global to Current Time.
            Jumping = time()
            #Set the Crouching Global to False since if jumping we are not crouching.
            Crouching = False
            
        #Reload Keybind Handling
        elif Keyboard_Event.name == Ingame_Keybind_Reload and Keyboard_Event.event_type == "down" and Enabled:
            DebugPrint("Detected Reloading")
            Reloading = True
        
        #Use Keybind Handling
        elif Keyboard_Event.name == Keybind_Use and Keyboard_Event.event_type == "down" and Enabled:
            Turbo_Use()
        elif Keyboard_Event.name == Keybind_Use and Keyboard_Event.event_type == "up" and Enabled:
            Using = False
            DebugPrint("Detected End of Use Action")
 
#Mouse Hook Callback Function: Gets run when Mouse activity is detected.
def Mouse_Input(Mouse_Event): 
    global Editing 
    global Building
    
    if Running:
        #Mouse Wheel Event.
        if type(Mouse_Event) == mouse._mouse_event.MoveEvent: 
            if Debug_Movement:
                DebugPrint("Move_Event: x:{0}, y:{1}, Time:{2}".format(Mouse_Event.x, Mouse_Event.y, Mouse_Event.time))
        
        #Mouse Button Event.
        elif type(Mouse_Event) == mouse._mouse_event.ButtonEvent:
            
            if Debug_Buttons:
                DebugPrint("Button_Event: Type:{0}, Button:{1}, Time:{2}".format(Mouse_Event.event_type, Mouse_Event.button, Mouse_Event.time))
            
            #Handle MouseButton1 Down Event
            if Mouse_Event.event_type == "down" and Mouse_Event.button == Keybind_Fire and Enabled:
                #Only Handle MB1 for Weapons so if building or editing then we dont want to control it.
                if not Editing and not Building:
                    Handle_MB1_Down()
            
            #Handle MouseButton2 Down Event
            elif Mouse_Event.event_type == "down" and Mouse_Event.button == Ingame_Keybind_Edit_Reset and Enabled:
                #Fast Edit Reset:
                if Editing and Option_Fast_Edit_Reset:
                    
                    #If we are editing and right click with Fast Reset enabled then exit edit mode.
                    keyboard.send(Ingame_Keybind_Edit)
                    DebugPrint("Finished Editing with Quick Reset")                    
                    Editing = False                    
            
            #Handle Quick Switch Weapon 
            elif Mouse_Event.event_type == "down" and Mouse_Event.button == Keybind_QuickShoot_Button and Enabled:
                Quick_Shoot(PUMP)                   
           
           #Handle Enable Eventv
            elif Mouse_Event.event_type == "down" and Mouse_Event.button == Keybind_Enable:
                Toggle_Enabled()
            
            #Handle Building Event
            elif Mouse_Event.event_type == "down" and Mouse_Event.button == Ingame_Keybind_Wall:
                DebugPrint("Detected Building")
                Building = True
        
        elif type(Mouse_Event) == mouse._mouse_event.WheelEvent:
            if Debug_Wheel:
                DebugPrint("Wheel_Event: Delta:{0}, Time:{1}".format(Mouse_Event.delta, Mouse_Event.time))
 
def Init_Weapons():
    #AR
    #Info;
    #Advertised Fire Rate = 181.81ms (5.5)
    AR.recoil_Hip_Init = 21
    AR.recoil_Hip_Init_Delay = 0.340
    AR.recoil_Hip_Static = 23
    AR.recoil_ADS_Init = 30
    AR.recoil_ADS_Init_Delay = 0.330    
    AR.recoil_ADS_Static = 1
    AR.jitter = 0
    AR.jitter_ADS = 0
    AR.update_time = 0.040 #+0.020
    if Option_AR_Perfect_Aim:
        AR.update_time_ADS = 0.330
    else:
        AR.update_time_ADS = 0.040    
    AR.firstshot = 0.0
    AR.ControlFireRate = True
    AR.type = "AR"
    #SCAR
    SCAR.recoil_Hip_Init = 21
    SCAR.recoil_Hip_Init_Delay = 0.340
    SCAR.recoil_Hip_Static = 23
    SCAR.recoil_ADS_Init = 30
    SCAR.recoil_ADS_Init_Delay = 0.330    
    SCAR.recoil_ADS_Static = 1
    SCAR.jitter = 0
    SCAR.jitter_ADS = 0
    SCAR.update_time = 0.040
    SCAR.update_time_ADS = 0.330
    SCAR.firstshot = 0.0
    SCAR.ControlFireRate = True
    SCAR.type = "AR"
    #BURST
    BURST.recoil_Hip_Init = 150
    BURST.recoil_Hip_Static = 100
    BURST.recoil_ADS_Init = 125
    BURST.recoil_ADS_Static = 70
    BURST.jitter = 2
    BURST.jitter_ADS = 2
    BURST.update_time = 10
    BURST.update_time_ADS = 10
    BURST.firstshot = 0
    BURST.type = "AR"    
    #PUMP
    PUMP.firstshot = 0
    PUMP.type = "Shotgun"
    #TAC
    TAC.firstshot = 0
    TAC.type = "Shotgun"
    #HEAVY
    HEAVY.firstshot = 0
    HEAVY.type = "Shotgun"
    #SMG
    SMG.recoil_Hip_Init = 4
    SMG.recoil_Hip_Init_Delay = 0.160
    SMG.recoil_Hip_Static = 8
    SMG.recoil_ADS_Init = 5
    SMG.recoil_ADS_Init_Delay = 0.160
    SMG.recoil_ADS_Static = 1
    SMG.jitter = 10
    SMG.jitter_ADS = 2
    SMG.update_time = 0.010
    SMG.update_time_ADS = 0.010
    SMG.firstshot = 0.0
    SMG.ControlFireRate = False
    SMG.type = "SMG"
    #SILENCEDSMG
    S_SMG.recoil_Hip_Init = 150
    S_SMG.recoil_Hip_Static = 100
    S_SMG.recoil_ADS_Init = 125
    S_SMG.recoil_ADS_Static = 70
    S_SMG.jitter = 2
    S_SMG.jitter_ADS = 2
    S_SMG.update_time = 10
    S_SMG.update_time_ADS = 10
    S_SMG.firstshot = 0
    S_SMG.type = "SMG"
    #TOMMYGUN
    TOMMYGUN.recoil_Hip_Init = 150
    TOMMYGUN.recoil_Hip_Static = 100
    TOMMYGUN.recoil_ADS_Init = 125
    TOMMYGUN.recoil_ADS_Static = 70
    TOMMYGUN.jitter = 2
    TOMMYGUN.jitter_ADS = 2
    TOMMYGUN.update_time = 10
    TOMMYGUN.update_time_ADS = 10
    TOMMYGUN.firstshot = 0
    TOMMYGUN.type = "SMG"
    #P90
    P90.recoil_Hip_Init = 150
    P90.recoil_Hip_Static = 100
    P90.recoil_ADS_Init = 125
    P90.recoil_ADS_Static = 70
    P90.jitter = 2
    P90.jitter_ADS = 2
    P90.update_time = 10
    P90.update_time_ADS = 10
    P90.firstshot = 0
    P90.type = "SMG"
    #Hunting Rifle
    HR.firstshot = 0
    HR.type = "Sniper"
    #Bolt Rifle
    BOLT.firstshot = 0
    BOLT.type = "Sniper"
    #Scoped AR
    SAR.firstshot = 0
    SAR.type = "Sniper"
    #Rockets
    ROCKET.firstshot = 0
    ROCKET.type = "Splode"
    #Grenades
    NADES.firstshot = 0
    NADES.type = "Nade"
    #Healing
    HEAL.type = "Heal"
    
#Detect if we are being run
if __name__ == '__main__':
    DebugPrint('Starting FortBolt\n')
    DebugPrint('Initalizing Globals\n')
    Running = True
    Enabled = False
    JitterFlop = False
    Editing = False
    Building = False
    Crouching = False
    Reloading = False
    Using = False
    Jumping = 0.0
    Init_Weapons()
    Current_Weapon = Pickaxe
    Current_Loadout = [AR, PUMP, SMG, HR, HEAL]
    
    try:
        main()
        exit
    except ValueError:
        print("Error: Could not Run Script")

7. Make a new file in the same directory (aka folder). Name this file "weapon.py".
8. Paste this code into the weapon.py file :
 
Weapon.py Code
Code:
class Weapon(object):
    def __init__(self, name):
        self.name = name
        self.type = name
    firstshot = True

9. Open cmd type "python " (make sure to have the space), then drag on your cheat file, press enter. (It should run, give no errors, then exit)
10. Close cmd, open your cheat file with IDLE (IDLE will be installed with python).
11. Press F5 when in IDLE.
12. The cheat should start to run. For me it gives an error, but still continues. To test if the cheat is running click on your mouse, you should see blue text log every time.

How to use (at least what I have figured out) :
1. Run Module
2. Look through the first lines of code, this will show you what the key binds are, and what you need to change or what you need to change your in game key binds to.
3. Click the middle scroll wheel to enable the cheat, click again to disable.
4. Important rebinding : Rebind fire to k when using cheat.

What is missing :
- Cheat doesn't actually work, just runs. Weapon.py is just a class that allows the cheat to run, but doesn't actually make it work.
- Cheat is missing official weapon.py.
- Cheat doesn't detect keyboard inputs (or at least what I can tell).
- The "mimic firing" doesn't work with semi-auto guns. (Shoots once then stops)
- A tutorial. Would be great if the op actually told us how to get this to work.
[IMG]file:///C:/Users/boogamcg/Documents/Capture.PNG[/IMG]
Look at screenshot, and please help!
I wish i knew how to use this lmaooo
Exception in thread Thread-3:
Traceback (most recent call last):
File "C:\Python37\lib\threading.py", line 917, in _bootstrap_inner
self.run()
File "C:\Python37\lib\threading.py", line 865, in run
self._target(*self._args, **self._kwargs)
File "C:\Python37\lib\site-packages\keyboard\__init__.py", line 292, in listen
_os_keyboard.listen(self.direct_callback)
File "C:\Python37\lib\site-packages\keyboard\_winkeyboard.py", line 560, in listen
prepare_intercept(callback)
File "C:\Python37\lib\site-packages\keyboard\_winkeyboard.py", line 553, in prepare_intercept
keyboard_hook = SetWindowsHookEx(WH_KEYBOARD_LL, keyboard_callback, GetModuleHandleW(NULL), NULL)
ctypes.ArgumentError: argument 3: <class 'OverflowError'>: int too long to convert


help me please <3
its detected not working
Its DETECTED I AM BAN wtf please my account !!! my account !!!!
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