google-site-verification: googlebaca44933768a824.html [CSS BETA] triggerbot - Old Royal Hack Forum

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    [CSS BETA] triggerbot

    *(int*)((DWORD)pBaseEntity + 0x1438)

    If somebody needs it ;)

    #2
    Re: [CSS BETA] triggerbot

    Originally posted by zavc0der
    *(int*)((DWORD)pBaseEntity + 0x1438)

    If somebody needs it ;)
    wtf? im sorry but i dont know how to use that?
    and is that undetected for vac? and wtf is that? char0222

    Comment


      #3
      Re: [CSS BETA] triggerbot

      Originally posted by CsKimmo View Post
      wtf? im sorry but i dont know how to use that?
      and is that undetected for vac? and wtf is that? char0222
      If you are working on a triggerbot, this is the code to use to make your triggerbot :)

      Comment


        #4
        Re: [CSS BETA] triggerbot

        Originally posted by cptblood View Post
        If you are working on a triggerbot, this is the code to use to make your triggerbot :)
        doesnt work :(

        my triggerbot.cpp

        Code:
        *(int*)((DWORD)pBaseEntity + 0x1438)
        I compiled it but got an error:

        c:\dokumente und einstellungen\flox\eigene dateien\visual studio 2008\projects\lol\lol\main.cpp(1) : error C2062: type 'int' unexpected

        i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

        Comment


          #5
          this once again shows the status of cheat coders and all those pseudo skill0rZ these days :E

          @ floxy: lol'd, when i read this i was going to post something similar xD
          I 0x90 you!

          Comment


            #6
            Re: [CSS BETA] triggerbot

            Originally posted by CsKimmo View Post
            wtf? im sorry but i dont know how to use that?
            and is that undetected for vac? and wtf is that? char0222
            I presume this represents the value of a variable that indicates whether an enemy is in your current crosshair position or not.
            so something like.

            Code:
             int m_iTrigger = *(int*)((DWORD)pBaseEntity + 0x1438);
            if( m_iTrigger != 0 ) FIRE
            I'm not sure though if this is the right thing, could also be if( m_iTrigger == 0 ) you have to check for yourself. anyway the offset is probably outdated so check for the new value.
            Originally posted by wav
            My German blood demands I decimate this game quickly.
            XFire - AddMe

            Comment


              #7
              Re: [CSS BETA] triggerbot

              Originally posted by fuck_VAC View Post
              I presume this represents the value of a variable that indicates whether an enemy is in your current crosshair position or not.
              so something like.

              Code:
               int m_iTrigger = *(int*)((DWORD)pBaseEntity + 0x1438);
              if( m_iTrigger != 0 ) FIRE
              I'm not sure though if this is the right thing, could also be if( m_iTrigger == 0 ) you have to check for yourself. anyway the offset is probably outdated so check for the new value.
              It gives you the index of the player and the offset is not outdated. Not very fast, but worth a try.

              Comment


                #8
                Re: [CSS BETA] triggerbot

                to be exact, the address holds the index of the entity you are aiming at. css uses it to display the name of the player under your crosshair and since the routine that writes to this address isnt called that often, its quite slow in comparison to framebased TraceRay triggerbots. furthermore this address gets filled with some valid index when your current viewangles are intersecting the players render boxes and not the hitboxes only, therefore its not very accurate.

                another disadvantage to name would be that the displaying of the player names is based on cvars...so if the server disabled displaying, like in many eac servers, this value will remain zero.
                I 0x90 you!

                Comment


                  #9
                  Yeah, u are right. I have already made (multiple points) based triggerbot.. using basic viewangles ->in your fov(distance based) -> shoot. It's perfect and legit, but shoots thru walls also. I know u have done your with TraceRay/Hitbox values. I'm not yet that experienced with extern hacks ;)

                  Comment


                    #10
                    Re: [CSS BETA] triggerbot

                    What program is it this you are using? c++ or visual studio?
                    My blog ;)

                    Comment


                      #11
                      Re: [CSS BETA] triggerbot

                      Fake or not fake ?

                      Comment


                        #12
                        Re: [CSS BETA] triggerbot

                        FAKE! :D

                        Btw, new offset: 0x1450

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