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View Full Version : [RELEASE] Ark RvS Public v1.0 Binary & Source


RuffianSoldier
12th December 2005, 08:24
I got bored - So I am releasing a public version of my RvS hack......
Yes I know it is a .u - but its undetected by PB (although its detected by MacGyver mod - so I added a auto disconnect for servers with FP)

DrewPaul86's loader is in the .zip also - its already set up.

This includes the source also - give me credits if you use anything out of the source.

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Screenshots (Private Version):
http://ruffiansoldier.meckin.nl/cheat.PNG
http://ruffiansoldier.meckin.nl/hack.PNG
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/*******************************
Ark RvS Public V1.0
--------------------------------
CODED BY RUFFIANSOLDIER
HTTP://RUFFIANSOLDIER.MECKIN.NL
RUFFIANSOLDIER@GMAIL.COM
--------------------------------
CREDITS:
Tamimego'
drewpaul86
[RAM] Clan:
DotProduct & Reggin'
*******************************/

Features:
3 Different ESP's
Wallhack (Normal and Wireframe)
AutoAim (Normal and Trigger)
AutoFire
Skinhack
ServerFire (Fast Fire)
Retlock (Stealth and PerfectAim)
NoRecoil
Auto Rate of Fire (Always shoots like full auto)
2D Radar
Menu Themes
Dashed Line (Lasers)
------------------------------------------------------------
Instructions:
1. Put OMFGHAX4LYFE.ukx in your RavenShield/Animations folder
2. Open the Loader folder
3. Click tOrMeNtIuM.exe to run the game
4. Join a server - you need to spawn to activate the hack

Once Activated:
Toggle Mouse: Num +
Toggle Selected Hack: MiddleMouse Button

ESP: 0 = Off, 1 = Normal, 2 = Bone ESP, 3 = 1 and 2, 4 = Simple

Wallhack: 0 = Off, 1 = Normal, 2 = Wireframe

Retlock: 0 = Off, 1 = Stealth, 2 = PerfectAim

AutoAim: 0 = Off, 1 = On, 2 = Trigger Aim

SelectTarget is what you use to set who you want the aimbot to kill
SelectTarget: 0 = Enemy Team, 1 = Your Team, 2 = Everyone!

Prediction: When your mouse has selected either of these, use Up and Down keys to change

Radar Scaling: Use up and down to scale the radar when you have selected it


Greetz to GLoGG for showing me R6Weapons(Me.EngineWeapon).m_stAccuracyValues.fRun ningAccuracy=1;
which I use for stealth retlock.

Enjoy

NOTE: This is undetected as of the date it has been released - this will be detected within the week (most likely).

BTW - since everyone is going to take this for granted - I am not going to help anyone - if you do not understand how to use this you are most likely retarted.

KizZamP-
12th December 2005, 09:28
good job ruff...
but damn i didn't know you could do it as easy as putting the runningaccuracy to 1...
also if you seriously can't wait,go to http://www.unknowncheats.com/forum/showthread.php?t=36852

RuffianSoldier
12th December 2005, 19:46
Uhmm Kizzamp - He did not create that - RavenShield's developers did - if I should be asking anyone its them.

This is a noob thing to argue about - no one should give a shit about a retical spread function - OOOOH! WOW! IT CAN CLOSE! Uhmm... we know this... we also know that this function was included in RR6Game

function Retlock(Pawn Me)
{

if (bperfectaim)
{
R6Weapons.m_stAccuracyValues.fAccuracyChange=0.0;
R6Weapons.m_stAccuracyValues.fReticuleTime=0.1;
R6Weapons.m_stAccuracyValues.fRunningAccuracy=0.0;
R6Weapons.m_stAccuracyValues.fShuffleAccuracy=0.0;
R6Weapons.m_stAccuracyValues.fWalkingAccuracy=0.0;
R6Weapons.m_stAccuracyValues.fWalkingFastAccuracy= 0.0;
Me.EngineWeapon.PerfectAim();
Me.EngineWeapon.m_ftimedisplayparticule=0.00000000 0001;
Me.EngineWeapon.m_inbparticlestocreate=0.000000001 ;
me.EngineWeapon.TurnOffEmitters(True);
me.m_bhbjammeron=true;
}

}

Therefore GLoGG was not the first to use this.

Kizzamp how about you stop acting like you know what you are talking about - alot of people have gotten sick of it

and Albert - he never told me I could not release it

Plus - GLoGG said when he gave it to me that "It just stays locked" - which isnt a true stealth retlock.... I made it so it closes when you fire - therefore I actually did something significant with it (although I dont see the point in taking credit for something that was ADDED INTO THE GAME BY THE DEVS!)

drewpaul86
12th December 2005, 19:51
ok, just to make it perfectly clear....

look at this function:

R6Weapons.PerfectAim();


stop arguing already.
k thx.

precision1337
12th December 2005, 20:16
good job ruffian. the bot looks really cool. as far as retlock, hasn't anyone decompiled the PerfectAim function? and i'm not talking about the one in the R6EngineWeapon class, that's actually just a pointer, decompile the one in R6Weapons. you get this:

function PerfectAim ()
{
m_stAccuracyValues.fAccuracyChange = 0.0;
m_stAccuracyValues.fReticuleTime = 0.1;
m_stAccuracyValues.fRunningAccuracy = 0.0;
m_stAccuracyValues.fShuffleAccuracy = 0.0;
m_stAccuracyValues.fWalkingAccuracy = 0.0;
m_stAccuracyValues.fWalkingFastAccuracy = 0.0;
}

now figure out what causes the ret to close all the way when calling this function and you can have yourself a stealth retlock.

noob-cheater
12th December 2005, 20:30
Lets keep it polite and ontopic please, if ya wanna argue about things that doesnt concern everyone, take it in PM/IM or w/e.

precision1337
13th December 2005, 02:24
Ruffian is correct. people already had this. the original stealth retlock itself did. even though I don't have the stealth retlock source(lion's), i'm willing to bet(although i could be wrong) that the values that are in the PerfectAim() function that i posted does infact contain some of the values that are modified by stealth retlock. it wasn't uscript, and it wasn't native, it was a memory patch just like drewpaul's retlock. i've said this before and i'll say it again: there's more than one way to skin a cat.

precision1337
13th December 2005, 07:43
here's Ruffian's way of skinning a cat:

R6Weapons(Me.EngineWeapon).m_stAccuracyValues.fRun ningAccuracy=1;

this way is totally LEETZOR!!! Retlock and fast execution :). gj Ruffian.
what if you want a stealth retlock that doesn't close the reticule all the way, but you don't want the reticule to spread out either?

R6Weapons(Me.EngineWeapon).m_fWorstAccuracy = 0.9;
R6Weapons(Me.EngineWeapon).m_fOldWorstAccuracy = 0.9;
R6Weapons(Me.EngineWeapon).m_fDesiredAccuracy = 0.9;
R6Weapons(Me.EngineWeapon).m_fEffectiveAccuracy = 0.9;

think of it this way. the smaller the number, the closer that the crosshairs will be next to each other. for example if i used this code:

R6Weapons(Me.EngineWeapon).m_fWorstAccuracy = 1000;
R6Weapons(Me.EngineWeapon).m_fOldWorstAccuracy = 1000;
R6Weapons(Me.EngineWeapon).m_fDesiredAccuracy = 1000;
R6Weapons(Me.EngineWeapon).m_fEffectiveAccuracy = 1000;

my gun will always be at worst accuracy and my crosshairs will always be spread out all the way.

just my way of skinning a cat :).

KizZamP-
13th December 2005, 09:18
but then you'll need to find out what number you need to put in there.
can't you check on pb ss's how many pixels your retlines are?
anyways...i'm calling greenpeace!

precision1337
13th December 2005, 10:10
but then you'll need to find out what number you need to put in there.
can't you check on pb ss's how many pixels your retlines are?
anyways...i'm calling greenpeace!

it doesn't really change the number of pixels there are in the ret line. it just changes how close or how far apart the ret lines are from the center dot. setting all the values to 0 is the same as calling the PerfectAim() function. setting the values to 1.0 is pretty much the same as when you're not moving and the ret closes as far as it can go normally. i prefer setting it to 0.9 because the closer to 0 it is the more accurate it will be, but i still wanted stealth retlock. and even if pb came up with a way to determine how many pixels the ret lines are from the center dot, they would first have to consider the resolution that a person is running the game at first, then take into consideration the ret line to screen size ratios and blah blah blah. so that's a not gonna happen. and because of this, an admin looking at a pb ss won't be able to tell if a ret line is 1 pixel closer to the dot than it should be. plus, pb ss's aren't even that good of quality.

GLoGG
16th December 2005, 18:30
damn... why a fkn arqument over a dumbass retlock that has been out for like let me see 3 years?... people have been using it since forever.,,, just looked over it.. when rr6game got released it had allot of shit in there that was actually replaceable with only the line PerfectAim(); wich is the the function where all those accuracy shit came from... decompile that function and u will see for urself.. actually that code ruffian posted (out of the rr6game) was calling his own function over and over again... therefor there should not be a flame parteh over here.