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Halo Player/Object Structures
Posted: Thu Jul 31, 2008 10:48 pm
by SilentK
I applaud you all for knowing how to hijack threads effectively to the point where great information just suddenly disappears.
DROP SOME BALLS.
Posted: Thu Jul 31, 2008 10:54 pm
by Smythe
cool just don't release any programs to make it happen automatically and i doubt noobs who use aimbots will know how to use all the mumbo jumbo you just said because even i don't understand it
Posted: Thu Jul 31, 2008 11:02 pm
by Altimit01
<3.
Also:
Code: Select all
unsigned long LocationID; // This is very, very interesting. BG is split into 25 location ID's. 1 -19
I'd wager that has to do with actual bsp divisions. Just a guess.
Re: olly.
This has very little to do with making an aimbot. Yeah you can get a players position but there's still the matter of the trig to figure out where to aim it and then applying that to your current aim settings. If someone does that then they deserve to have a bot. I can tell you there's very few people here who could even do that.
Posted: Thu Jul 31, 2008 11:04 pm
by SilentK
Posted: Thu Jul 31, 2008 11:59 pm
by Modzy
Nice!
Posted: Fri Aug 01, 2008 12:16 am
by TaxiService
we will need a blue shell gun. <.<
okay, i watched your videos.
...god. o_o just think the possibilities we will have! will be just like forge! but better!! O_O
you're a genius. you should work with other geniuses like altimit and jonathan and come up with a working tool that works even on ma-- oh wait...
in the videos are you using an external application or a... uh... a scripted weapon? it seems a weapon to me!
Posted: Fri Aug 01, 2008 12:19 am
by SilentK
I wrote a 3D world -> 2d screen space function, then calculated the distance the object should move based on my angle / pixels. It's complicated, just put it at that. I'm using Direct3D for the nametags and some windows api's. It's an DLL file injected into halo's process space.
Posted: Fri Aug 01, 2008 12:30 am
by Altimit01
Just so we're all clear here.
SilentK wrote:I wrote a 3D world -> 2d screen space function, then calculated the distance the object should move based on my angle / pixels. It's complicated, just put it at that. I'm using Direct3D for the nametags and some windows api's. It's an DLL file injected into halo's process space.
Not to diminish the awesomeness of SilentK's work but ya'll would do best to keep that in mind. Although most of the research he's been doing still applies. Just the cool visual effects (like having info show up on screen) won't necessarily be possible.
Posted: Fri Aug 01, 2008 12:37 am
by SilentK
Keep in mind that a MAC and OPENGL can yeild similar results.
Ghetto flycam I coded for Trial...for my editing tool:
http://www.xfire.com/video/16351/
Posted: Fri Aug 01, 2008 12:49 am
by TaxiService
well.. Wow. o_o
as a prize for your future hard work, i will give you... THIS!!!

tadaa! it's an avatar! you can use it if you want.
edit:
Posted: Fri Aug 01, 2008 1:06 am
by Altimit01
What no switch? ;p
So you played with moving the entire body huh... you do anything to get rid of gravity as well?
Posted: Fri Aug 01, 2008 1:11 am
by SilentK
No switch and Yea, I write memory to one of the game globals for no acceleration or something.
http://www.xfire.com/video/12af6/ <----LOL
Posted: Fri Aug 01, 2008 1:38 am
by Modzy
ROFL thats awesome
Posted: Fri Aug 01, 2008 2:55 am
by Slapzy
...wow...
Re: Halo Player/Object Structures
Posted: Fri Aug 01, 2008 3:19 am
by Excend
SilentK wrote:alot of stuff
wait, this may be a really stupid question, but is that java? and what app are you finding all that in?