Solved Triggerbot Wrong address?

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Spyadx

Newbie
Oct 23, 2014
4
122
0
Followed fleep's tutorial and all works fine offline with bots, i saw others threads about and a guy said something like "If u want this hack work online u must enter in one server and search the new addresses" well..i did this but i think EntityBase address is wrong cuz the triggerbot work but only in servers with 2 enemyes or only one (and with this new address offline don't work anymore)..when there are much people on the server it shot automatically at some friends(not all) and only at some enemyes..well i think is wrong address so i need help how to find right EntityBase on server Please!

I would be very grateful..Tnx
Ps: i used fleep's souce code i didn't edited it!
 

Cryslacks

<>>>
Dank Tier Donator
Nobleman
Dec 10, 2013
132
1,198
8
I made a simple trigger bot yesterday for tf2, the only thing i did was read the crosshair id. And if its higher than 0 and lower than 64. It would shoot.
It shoots both enemys and friends. Only because i havent made a team check.

You should just try to do something like this:
C++:
#include "Windows.h"
#include <iostream>

int crosshairID;

int main()
{
    While (1)
    {
         ReadProcessMemory (handle, (LPCVOID*)(<clientmodule> + <crosshairoffset>),&crosshairID, 0);
         if (crosshairID > 0 && crosshairID < 64)
         {
               mouse_event (0x004, 0, 0, 0, 0);
               Sleep(300);
               mouse_event (0x008, 0, 0, 0, 0);
          }
     
     /*          DEBUG MODE
     std::cout << "CrosshairID: " << crosshairID;
     sleep (500);
     system ("cls");
     */
     }
}
This was written on my phone without my exact code.
Mostly of this will work but i may have written something wrong.

<> is where you put your information
 
Last edited:

Simon-Benyo

Jr.Coder
Full Member
Nobleman
Aug 9, 2013
64
1,498
3
I'll tell you ,,, in online mode the engine address that shows the players count in the server is not right and actually it doesn't exist keep looping in the base entity to get the players number manually :)
 

Simon-Benyo

Jr.Coder
Full Member
Nobleman
Aug 9, 2013
64
1,498
3
The base entity is right keep looping 0x10 bytes in the entity address and when you reach an invalid pointer you know you have know reached to the end of players entity base and the number of loops taken is the players count :)
 

Spyadx

Newbie
Oct 23, 2014
4
122
0
Fixed..no more friendly fire and work great online but sometimes don't shot the enemyes..in one server versus 3 or 4 it works perfectly when there are much players, no more :(
Tryied with 64 and 32..same thing!

Edit: FIXED :) tnx anyway!
 
Last edited:
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