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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?

External orbwalker target-selector prediction

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5 replies to this topic

#1
MonkeyKid

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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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#2
Kyung

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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.


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#3
Meeboo

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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 .


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#4
MonkeyKid

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Yes, But fortunately some devs are working on it. You can make your own .

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.

 

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.

 

 

As far as I know, external hacks can read the memory of the game.

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.

 

Thanks for clarifying that one.


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#5
Deftsu

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i made a target selector already, also there will be some orbwalker API soon (it will ve rewritten), then i believe they will all be included into the core :)
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#6
Feretorix

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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 i need to note that in external, you can only have the last position in the waypoint struct an enemy has clicked to go to, no advanced paths can be grabbed, probably only for your own hero which is not worth to implement, because we need for enemy champs.
 
 
And on your last question, which was actually answered from Kyung indeed GoS to access data from the game, it uses the api ReadProcessMemory.

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Also tagged with one or more of these keywords: External, orbwalker, target-selector, prediction

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