I managed to place the AOBs on a remote server,instead of re-creating & distributing trainer each time game gets updated
Everything works properly in AobswapC with these
IN MY LUA TABLE
Code: Select all
{'Hack1',[[luacall(AobswapC(hck1))]],[[]],[[]], 'false'}
ON REMOTE SERVER
Code: Select all
[[luacall(AobswapC('01 01 01','02 02 02'))]]
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hck1 = cmdHttpGet([[website-url/hack1.txt]])
function CreateTrainer() --thnx to DaSpammer
local HackData = {};
function HackData:HacksData()
self.trainer.form.Caption = [[noOb Trainer]]
self.trainer.title.Caption = [[noOb Trainer]]
self.trainer.credits.Caption = [[ Hack was made by a friend]]
self.hacktable = {
{'Hack1',[[luacall(AobswapC(hck1))]],[[]],[[]], 'false'}
};
for i=1,#self.hacktable do
strings_add(self.listitems, self.hacktable[i][1]);
self.hackstatus[i] = false;
end
end
What I'm looking for is how to do the same thing with aobscan like this
what should I add in Lua table and what on remote Server?
Thanks to those who will help me
Code: Select all
{'Hack1',[[aobscan(INJECT,89 B4 0A A4 01 00 00)
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
mov esi,#999999
mov [edx+ecx+000001A4],esi
jmp return
INJECT:
jmp code
nop
nop
return:
registersymbol(INJECT)]],[[]],[[Enabled]], 'true',[[INJECT:
db 89 B4 0A A4 01 00 00
unregistersymbol(INJECT)
dealloc(newmem)]],[[Disabled]]},