picknicker
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picknickerParticipant
Regarding other mods: Depends what you wanna do, but since you are here I guess you are interested in the “less legal mods”. XVM is open source as well, so you might wanna take a look there. I was recently really surprised how they solved this XMQP interface (if activated, you actually send minimap/sixth sense data via their server using the pika protocol): https://bitbucket.org/XVM/xvm/src/f19902a448ddb0f1887cd7939ea9dac9b57ce7eb/src/xpm/xvm_battle/xmqp.py?at=default&fileviewer=file-view-default
Hooking:
Now this is some code I once grabbed from some other mod (I don’t know anymore which one it was so sorry to the original author):
class HookLib(object): ORIGIN_BEFORE = 0 ORIGIN_INSIDE = 1 HOOK_BEFORE = 2 CALL_DEFAULT = ORIGIN_BEFORE def __init__(self, origin, hook, type = CALL_DEFAULT, active = True): if not isinstance(hook, (types.FunctionType, types.LambdaType)): raise TypeError('Hook must be function or lambda') self.__name__ = hook.__name__ self.origin = origin self.hook = hook self.type = type self.active = active def __call__(self, *args, **kwargs): if self.active and self.type == self.ORIGIN_BEFORE: result = self.origin(*args, **kwargs) self.hook(*args, **kwargs) elif self.active and self.type == self.ORIGIN_INSIDE: result = self.hook(self.origin, *args, **kwargs) elif self.active and self.type == self.HOOK_BEFORE: self.hook(*args, **kwargs) result = self.origin(*args, **kwargs) else: result = self.origin(*args, **kwargs) return result def __get__(self, instance, type = None): return types.MethodType(self, instance, type) @classmethod def makeMethodHook(cls, target, method, hook, type = CALL_DEFAULT, active = True): origin = getattr(target, method).__func__ override = cls(origin, hook, type, active) if isinstance(target, (types.TypeType, types.ClassType)): setattr(target, method, override) else: setattr(target, method, override.__get__(target, types.TypeType(target))) return hook @classmethod def methodHook(cls, target, method, type = CALL_DEFAULT, active = True): return functools.partial(cls.makeMethodHook, target, method, type=type, active=active)
Now in order to actually hook a function like e.g. PlayerAvatar.showVehicleDamageInfo
*cough* autofireextinguisher anyone? *cough*
@HookLib.methodHook(PlayerAvatar, 'showVehicleDamageInfo', HookLib.HOOK_BEFORE) def showVehicleDamageInfo(self, vehicleID, damageIndex, extraIndex, entityID, equipmentID): #do sommething before the actual function is called
Now i wrote the last bit from my head, so it might not compile immediately, but I guess you get the point.
picknickerParticipant13 hours ago, Cresh said:I don’t really understand it too. They could at least release a documentation of the functions. I wonder why nobody made some kind of Wiki yet to document the functions. It would be very helpful.
Yepp, the saddest part is the “API” we use by hooking random functions is anything else but stable…
Be prepared to debug your mods after every second patch, because WG refactored their code:
Best example: In the Halloween patch last year they introduced a new functionality: two turrets. Broke every aimbot incuding mine. After the event they reverted the code, broke the aimbot again. It was a pretty easy fix, but sometimes they are hard to spot.
I suggest for starting try to find open source mods or mods you can decompile, they are a good basis. If you have a specific question on a functionality just ask, I’ll do my best to help.
I’m pretty sure there is some russian forum (wich google crawlers don’t get to) where all the API changes are discussed. Koreanrandom is so far the best source for me, but the hints are very scattered through the threads and google translate is not always optimal…
But then again: Maybe the BWmod authors know a place, at least they have a business model which needs to react to changes fast, otherwise they loose customers…
picknickerParticipantHey Cresh,
you must unzip them from World_of_Tanksrespackagesscripts.pkg.
Just use 7-zip on that file.
I decompile them with uncompyle2 using this script:
cd scripts chmod -R a+rwx * uncompyle2 -o . --py . rm `find -name "*.pyc"`
This decompiles all pyc files and then deletes them. You will get a few errors for some files which cannot be decompiled, but the major ones work, I usually get along fine.
It would be of course nicer if WG offered a reasonable API instead of all the function hooking, but that’s the way it is…
There used to be an unofficial Bigworld API online which was a great starting point for me, maybe google it (WOT uses the Bigworld 3D engine)
If you can’t find it I might have an offline version of it lying around.
picknickerParticipant15 hours ago, QQriq said:This mod is Watchful (direction indicators and aiming log). It is a part of BWmods.
Yes, but the one on aslain is for free (as are pretty much all not-yet-considered-cheat mods)
But thanks for naming it.
picknickerParticipantOn 12/11/2017 at 9:08 PM, lopso111 said:Also, is there a free addon that shows with arrows when i have a open shot at an enemy, like the ‘watchful’ on bw mods by polar fox?
There is one which is part of the aslain installer, forgot the name but I can look it up for you tonight.
picknickerParticipantJust for clarification: What you are describing is not packet loss, packet loss typically does not result in game freezes but lags (still moving images on the screen, but no changes in other players behavior).
I had a very similar problem with the laser mod a few WOT versions ago, when a certain number of opponents were spotted at the same time (I don’t remember exactly how many, was more than 5) the game froze (a.k.a. I had a non-moving image for over a second). This was seemingly a bug in the WOT client, as it was resolved without me changing the laser mod.
I don’t know what an aimbot could possibly do computationally expensive on an enemy spotted (this mod usually gets into action as soon as you lock on a target).
Be sure to deactivate all other mods, my guess is it is on a graphical tweak (a.k.a. laser, or enemy outline) you have installed.
picknickerParticipantOn 10/18/2017 at 4:35 PM, BobC said:Thanks to them I noticed this unusual file and coding. Investigation reveals what looks like an IP from Turkey 7.0.3.823 which only identifies the country.
That is not an IP, needs more tinfoil, or read this: https://en.wikipedia.org/wiki/IPv4
On 10/18/2017 at 4:35 PM, BobC said:Then the important part which is a prefix: com.mod.XFW and not XVM as was expected.
Look at your own screenshot: XFW = XVM FrameWork
picknickerParticipant11 minutes ago, soulza said:I have had accounts banned EVERY wave , until this one
And you STILL play the game? admire your stamina
11 minutes ago, soulza said:another thing to consider , you get your account banned , THEY HAVE THE IP FOR THAT ACCOUNT ON RECORD , at least use a proxy or something when you CREATE a new account.
I’m quite sure this will not help, why should WG care about your IP, they care about your account (wherever you play it from). They cannot punish anyone based on their IP, with NAT and IP sharing they would definately also punish many innocent players.
And btw: The logging into the game has become slower and slower over the past patches, so this is probably not your VPN.
picknickerParticipant12 hours ago, qd said:thats kinda interesting point of view. they way i remember it after first ban list published, every1 was asking how it happened, and all users as well as devs cooperated to counter possible detection, i belive that very forum had a lot of topics like the one A_Troll created now, mentioned 3 posts above. its especially funny based on fact that 95% or so of mods are created in one sdk and all of them use one system of protection. its even funnier when you consider that its not rly possible to determine is any single mod 100% safe or not, unless its proven unsafe

tho, i may be wrong, maybe there actually is way to find out hidden anticheat routines in wot client and cheat them, but i somehow do doubt it

That is absolutely right and I very much feel your frustration about it.
I urge the forum mods and operators of the cheatmods to NOT give the picture to fellow players that there exists something like a “safe cheatmod”. It doesn’t.
We are all grown-ups (well, lets say most of us
), and we can all understand that cheating may lead to account loss i.e. we can live with the danger. What is wrong, though, is giving players false hope about account security, because that is what will make them angry (when banned) and that way you will loose other potential paying aimbot customers.
Just be sincere about the risk and please remove the “UNDETECTED” tags from the posts.
Edit: Lol, the post below shows EXACTLY what I was trying to say
picknickerParticipant4 minutes ago, Norrin Radd said:no i talk about this ” vanga” = http://warpack.net/ 300 RUB / 12 $ per month
Thank you for the reply, I won’t try that, though.
Too bad it is not available standalone, I don’t really trust mod packages, one more layer of insecurity
picknickerParticipantOn 8/16/2017 at 2:46 PM, Norrin Radd said:Place 1 = Warpack / Vanga ( take care, ban)
Just for clarification: Are you talking about this aimbot below?
<iframe allowfullscreen="" class="ipsEmbed_finishedLoading" data-controller="core.front.core.autosizeiframe" data-embedcontent="" data-embedid="embed7923071400" scrolling="no" src="/index.php?app=forums&module=forums&controller=topic&id=980&do=embed” style=”overflow: hidden; height: 210px; max-width: 502px;”>
Because that is one of the least complex aimbots (at least from a codesize and config point of view). Also it does not require any license, payment or whatsoever.
That would confirm my assumption, that most mods here are over-complicated.
Again, +++ for your post, finally someone actually compared these things other than “yesterday I had a good match with it, so it must be tha best”
picknickerParticipantOn 8/16/2017 at 2:46 PM, Norrin Radd said:Long post…
<a class="ipsAttachLink" data-fileid="8094" href="/applications/core/interface/file/attachment.php?id=8094″ rel=””>aimbot-test.pdf
A scientifically sound analysis of aimbots?
That is AWSOME! Thank you so much!
picknickerParticipanthttp://wiki.wargaming.net/en/Crew#Skills
… The effective Camouflage Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle’s Camouflage performance is (80+0+0+0)/4 or 20%.
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