The title kind of says it all. Do I have to write any code to include those things? Do I have to make my own?
By the way, being external means it doesn't send any packets, but it still intercepts them, right? Otherwise how would it know distances, stats and other things about game objects. I'm still unclear on this External concept
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Do I have to include a orbwalker, a target selector and a prediction lib in my script, or are they included by default in the application itself?
#1
Posted 14 January 2017 - 02:47
#2
Posted 14 January 2017 - 04:34
The title kind of says it all. Do I have to write any code to include those things? Do I have to make my own?
By the way, being external means it doesn't send any packets, but it still intercepts them, right? Otherwise how would it know distances, stats and other things about game objects. I'm still unclear on this External concept
As far as I know, external hacks can read the memory of the game.
#3
Posted 14 January 2017 - 04:38
The title kind of says it all. Do I have to write any code to include those things? Do I have to make my own?
By the way, being external means it doesn't send any packets, but it still intercepts them, right? Otherwise how would it know distances, stats and other things about game objects. I'm still unclear on this External concept
Yes, But fortunately some devs are working on it. You can make your own .
#4
Posted 14 January 2017 - 06:18
I would kind of know how to make a TargetSelector (maybe even one better than the ones I worked with, albeit more complex, and probably demanding more computer power, which I'm not sure is good), but never an obrwalker or a prediction lib. It sucks to admit this (because a good spatial perception is a masculine trait), but mine sucks as hard as possible. I feel like a cyclops trapped in a human body. So I can't begin to comprehend the basic principles of spatial math.
Yes, But fortunately some devs are working on it. You can make your own .
I hope those devs come up with great, awesome solutions, and we can all throw them a party. Until them, I'll continue to try to write my first script to learn the API.
By the way, congratulations on this API, even though it's Lua, wich sucks, it's a pretty damn decent API, pretty clear, pretty consistent.
I was wondering if that's how that did it. Anyway, if all the data needed is sent to the client side, this will work perfectly. I always kind of thought of an implementation like this one, I even mentioned on forums... But I got no attention, as usual, so I assumed I had spoken something stupid.
As far as I know, external hacks can read the memory of the game.
Thanks for clarifying that one.
#5
Posted 14 January 2017 - 11:22
#6
Posted 14 January 2017 - 02:23
To answer the text on the topic name you've created; currently there is one inbuilt orbwalker, you don't have to include it. Deftsu is currently updating the orbwalker to have a target selector so we still don't have that. There is also no prediction lib, because it would be hard making it decent in the first place, actually we have an api called:
unit:GetPrediction(speed,delay) --Vector .x .y .z unit:GetCollision(width,speed,delay) number --Collision Count
Also tagged with one or more of these keywords: External, orbwalker, target-selector, prediction
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