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Originally Posted by
comic-1337
I guess the screenshot is faster than the mouse move function, I might be wrong but it looks like before the mouse even reached the point, the screenshot function is called again,
E.g screenshot0 ->mouseMoveTo (70,5)
Screenshot1->mouseMoveTo (65,3)
I THINK the mouseMove function is additive.
I tried to do a check whether the mouse has reached the end point by using while(mouse! =Endpoint){move}
But it just slows down the whole process alot
Will try multithreading next
I use C ++ and opencv, I think you use the same system that i to detect with opencv.

what you created was perfect.
I have no ideas how to proceed from now on. :S, for lack of time inclusive.
my Source (the same image):
http://pastebin.com/raw/FcQPSZBu
OpenCV Exemples :
https://www.youtube.com/watch?v=bSeFrPrqZ2A
SUPER HEXAGON bot with opencv:
Beating Super Hexagon with OpenCV and DLL Injection | Hackaday
and other various videos on youtube.
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Banned
Pm me
)))) and no, I don't use opencv. I use basic functions
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Originally Posted by
comic-1337
I guess the screenshot is faster than the mouse move function, I might be wrong but it looks like before the mouse even reached the point, the screenshot function is called again,
E.g screenshot0 ->mouseMoveTo (70,5)
Screenshot1->mouseMoveTo (65,3)
I THINK the mouseMove function is additive.
I tried to do a check whether the mouse has reached the end point by using while(mouse! =Endpoint){move}
But it just slows down the whole process alot
Will try multithreading next
Another thought that I had is that you may be having a disconnect between the screenshot that was processed and what is currently shown on the screen. During cursor movement, you capture a screenshot (which the screen is rapidly changing). You perform a search, determine that if you hadn't moved an inch... you would have to move X pixels to the right. Well... You're cursor was currently moving so the results from the screenshot search (move 300 pixels right for example) is now incorrect because your mouse is directly on the face. Your cursor moves to the right, and it repeats for a while looking jumpy.
Tons of ways for you to solve this issue and I'll leave that up to you.
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Member
Is your aimbot aiming at any part of the enemy or does it actively try for the head?
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Banned
Originally Posted by
Sychotix
Another thought that I had is that you may be having a disconnect between the screenshot that was processed and what is currently shown on the screen. During cursor movement, you capture a screenshot (which the screen is rapidly changing). You perform a search, determine that if you hadn't moved an inch... you would have to move X pixels to the right. Well... You're cursor was currently moving so the results from the screenshot search (move 300 pixels right for example) is now incorrect because your mouse is directly on the face. Your cursor moves to the right, and it repeats for a while looking jumpy.
Tons of ways for you to solve this issue and I'll leave that up to you.
I can conclude that screenshot function is faster than the mouse move, although it runs in the same thread, screenshot->mouseMove() but I can't tell that the mouseMove have moved to the point already or not.
I've tried debugging and print out if I'm in the function
I went to put a for loop 2 times, I get the result :
Loop 0
X:135
Move -170
Loop 1:
X:135
Move -170
From here we can conclude that the mouse didn't move after the screenshot function was called.
This is why I say the mouse move is slow. Is there a way to find out if the mouse have reached the end point?
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Banned
Not sure if fps (frames per second) plays a part here.
I'm currently running at 60fps and 1000/60=16.7ms /frame
The reason why I am getting two same coordinates is because from my screencapture to move mouse function, it only takes like 7~10ms that's why I am getting two same values
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Originally Posted by
comic-1337
From here we can conclude that the mouse didn't move after the screenshot function was called.
This is why I say the mouse move is slow. Is there a way to find out if the mouse have reached the end point?
Yes, math. Best way to determine if a new screen is drawn would be to hook onto the draw method. You could either add a config for FPS and add a sleep based on whatever they configure or determine if it is identical to your last screenshot. No need to move the mouse if nothing has changed anyways, right?
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Banned
Originally Posted by
Sychotix
Yes, math. Best way to determine if a new screen is drawn would be to hook onto the draw method. You could either add a config for FPS and add a sleep based on whatever they configure or determine if it is identical to your last screenshot. No need to move the mouse if nothing has changed anyways, right?
I believe checking if new screen is drawn will take up lots of time, comparing pixel by pixel the previous frame and current frame.
I tried adding a delay but the problem still persist, @_@ it still jerks which is irritating..
it still has the problem of "program asking game to move 6 pixels but game moves 100 pixels instead)
but I can make use of this problem to make aimbot for mcree /widow
tested out and got 58% accuracy on mcree, not sure if that's good or bad
https://www.youtube.com/watch?v=3GbP0Q8XzMI
update : mouse still jerks around ... not ssure what is the problem
Last edited by comic-1337; 07-26-2016 at 09:43 AM.
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Member
Originally Posted by
comic-1337
i tried adding a delay but the problem still persist, @_@ it still jerks which is irritating..
it still has the problem of "program asking game to move 6 pixels but game moves 100 pixels instead)
but I can make use of this problem to make aimbot for mcree /widow
tested out and got 58% accuracy on mcree, not sure if that's good or bad
https://www.youtube.com/watch?v=3GbP0Q8XzMI
update : mouse still jerks around ... not ssure what is the problem
nice man i hope u get all that together. beast mode.
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Active Member
C++ Mouse movements
Code:
Point p0(p.x, p.y);
target.x = target.x < 0 ? 0 : target.x;
target.y = target.y < 0 ? 0 : target.y;
target.x = target.x > (screen_width-1) ? screen_width-1 : target.x;
target.y = target.y > (screen_height-1) ? screen_height-1 : target.y;
if (distance(p0, target) <= 2) {return true;}
Point normal(target.y-p0.y, p0.x-target.x);
qDebug("p0: [%f, %f] , p3: [%f, %f]", p0.x, p0.y, target.x, target.y);
float r1 = 0.7 + 0.1*norm_dist(generator), r2 = 0.3 + 0.1*norm_dist(generator);
Point p1 = r1*p0 + (1-r1)*target + 0.1*norm_dist(generator)*normal;
Point p2 = r2*p0 + (1-r2)*target + 0.1*norm_dist(generator)*normal;
auto r = cubicBezierCurve(p0, p1, p2, target);
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Banned
Originally Posted by
spoofjack
C++ Mouse movements
Code:
Point p0(p.x, p.y);
target.x = target.x < 0 ? 0 : target.x;
target.y = target.y < 0 ? 0 : target.y;
target.x = target.x > (screen_width-1) ? screen_width-1 : target.x;
target.y = target.y > (screen_height-1) ? screen_height-1 : target.y;
if (distance(p0, target) <= 2) {return true;}
Point normal(target.y-p0.y, p0.x-target.x);
qDebug("p0: [%f, %f] , p3: [%f, %f]", p0.x, p0.y, target.x, target.y);
float r1 = 0.7 + 0.1*norm_dist(generator), r2 = 0.3 + 0.1*norm_dist(generator);
Point p1 = r1*p0 + (1-r1)*target + 0.1*norm_dist(generator)*normal;
Point p2 = r2*p0 + (1-r2)*target + 0.1*norm_dist(generator)*normal;
auto r = cubicBezierCurve(p0, p1, p2, target);
correct me if i'm wrong
your current crosshair pos / centre of screen
target.x = target.x < 0 ? 0 : target.x;
target.y = target.y < 0 ? 0 : target.y;
target.x = target.x > (screen_width-1) ? screen_width-1 : target.x;
target.y = target.y > (screen_height-1) ? screen_height-1 : target.y;
this is just a safety check to make sure target is within your screen
if (distance(p0, target) <= 2) {return true;}
check the distance of target to your crosshair, if it's nearby, return a true <- will this solve/imrpove my jerking of mouse?I've no idea, gotta try it when i'm free
float r1 = 0.7 + 0.1*norm_dist(generator), r2 = 0.3 + 0.1*norm_dist(generator);
Point p1 = r1*p0 + (1-r1)*target + 0.1*norm_dist(generator)*normal;
Point p2 = r2*p0 + (1-r2)*target + 0.1*norm_dist(generator)*normal;
auto r = cubicBezierCurve(p0, p1, p2, target);
r1 and r2 are coefficients you will use to multiply between your crosshair to the target so as to get 2 extra points.
I am not sure what does your norm_dist(generator) does but I'm pretty sure that it is trying to plot a random point between the points one at around 70%~ and another around 30%~ of the path
Does creating two more points between the target and crosshair prevent/decrease jerkiness of the mouse?
Will it work if I just set the mouse pos from p0 to p1 to p2 and finally to target instead of using the cubicbeziercurve?
Last edited by comic-1337; 07-26-2016 at 10:07 AM.
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Banned
Jerking of the mouse has been fixed! Aim lock is now smooth af!!
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Post Thanks / Like - 1 Thanks
Owneh (1 members gave Thanks to comic-1337 for this useful post)
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Who have you sold to pm me comic
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Banned
^stop it man glory1 stop trying so hard lel