Post: Exelo Wallhack - Overflow Issues
12-12-2017, 02:50 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hey Guys, I have rewritten the ESP function I think Exelo created? I am having issues with overflow though. Has anyone experienced this or would like to help me out?

    gettargets()
{
self endon( "esp_end" );
for(;Winky Winky
{
self.esp = spawnstruct();
self.esp.targets = [];

a = 0;
i = 0;

while(i < level.players.size)
{
go_create = 0;
if(self != level.players[i])
{
if(level.teambased && getdvar("g_gametype") != "dm" && self.pers["team"] != level.players[i].pers["team"])
{
go_create = 1;
}
else if(!(level.teambased) && getdvar("g_gametype") == "dm")
{
go_create = 1;
}

if(go_create == 1)
{
self.esp.targets[a] = spawnstruct();
self.esp.targets[a].player = level.players[i];
self.esp.targets[a].hudbox = self createbox(self.esp.targets[a].player.origin);
self thread monitortarget(self.esp.targets[a]);
self thread waitdestroy_espbox(self.esp.targets[a]);
a++;
}
}
wait .05;
i++;
}
level waittill("connected", player);
self notify("UpdateTarget_ESPWallHack");
}

}

monitortarget(target)
{
self endon("UpdateTarget_ESPWallHack");
self endon("esp_end");

for(;Winky Winky
{
target.hudbox destroy();
h_pos = target.player.origin;

if((bullettracepassed(self gettagorigin("j_head"), target.player gettagorigin("j_head"), 0, self)) && (distance(self.origin, target.player.origin) <= 999999))
{
target.hudbox = self createbox(h_pos);
target.hudbox.color = (1, 0, 0);
}
else
{
target.hudbox = self createbox(h_pos);
}

if(!(isalive(target.player)))
{
target.hudbox destroy();
}
wait 0.01;
}
}

waitdestroy_espbox(target)
{
self waittill("UpdateTarget_ESPWallHack");
target.hudbox destroy();

}

disableesp()
{
self notify("esp_end");

i = 0;
while(i < self.esp.targets.size)
{
self.esp.targets[i].hudbox destroy();
i++;
}
}

createBox(pos) {
shader = newClientHudElem(self);
shader.sort = 0;
shader.archived = false;
shader.x = pos[0];
shader.y = pos[1];
shader.z = pos[2] + 30;
shader setShader(level.esps, 6, 6);
shader setWaypoint(true, true);
shader.alpha = 0.80;
shader.color = (0.302, 0.035, 0.373);
return shader;
}
12-12-2017, 11:09 AM #2
Patrick
League Champion
Originally posted by thagh05t View Post
Hey Guys, I have rewritten the ESP function I think Exelo created? I am having issues with overflow though. Has anyone experienced this or would like to help me out?

    gettargets()
{
self endon( "esp_end" );
for(;Winky Winky
{
self.esp = spawnstruct();
self.esp.targets = [];

a = 0;
i = 0;

while(i < level.players.size)
{
go_create = 0;
if(self != level.players[i])
{
if(level.teambased && getdvar("g_gametype") != "dm" && self.pers["team"] != level.players[i].pers["team"])
{
go_create = 1;
}
else if(!(level.teambased) && getdvar("g_gametype") == "dm")
{
go_create = 1;
}

if(go_create == 1)
{
self.esp.targets[a] = spawnstruct();
self.esp.targets[a].player = level.players[i];
self.esp.targets[a].hudbox = self createbox(self.esp.targets[a].player.origin);
self thread monitortarget(self.esp.targets[a]);
self thread waitdestroy_espbox(self.esp.targets[a]);
a++;
}
}
wait .05;
i++;
}
level waittill("connected", player);
self notify("UpdateTarget_ESPWallHack");
}

}

monitortarget(target)
{
self endon("UpdateTarget_ESPWallHack");
self endon("esp_end");

for(;Winky Winky
{
target.hudbox destroy();
h_pos = target.player.origin;

if((bullettracepassed(self gettagorigin("j_head"), target.player gettagorigin("j_head"), 0, self)) && (distance(self.origin, target.player.origin) <= 999999))
{
target.hudbox = self createbox(h_pos);
target.hudbox.color = (1, 0, 0);
}
else
{
target.hudbox = self createbox(h_pos);
}

if(!(isalive(target.player)))
{
target.hudbox destroy();
}
wait 0.01;
}
}

waitdestroy_espbox(target)
{
self waittill("UpdateTarget_ESPWallHack");
target.hudbox destroy();

}

disableesp()
{
self notify("esp_end");

i = 0;
while(i < self.esp.targets.size)
{
self.esp.targets[i].hudbox destroy();
i++;
}
}

createBox(pos) {
shader = newClientHudElem(self);
shader.sort = 0;
shader.archived = false;
shader.x = pos[0];
shader.y = pos[1];
shader.z = pos[2] + 30;
shader setShader(level.esps, 6, 6);
shader setWaypoint(true, true);
shader.alpha = 0.80;
shader.color = (0.302, 0.035, 0.373);
return shader;
}


Setting strings causes overflow issues not creating hud elements, it will be other functions you have in your menu or the menu base itself but either way this code is very badly scripted.
12-12-2017, 11:13 PM #3
Originally posted by Patrick View Post
Setting strings causes overflow issues not creating hud elements, it will be other functions you have in your menu or the menu base itself but either way this code is very badly scripted.


Alright, if this is poorly scripted what can you tell me to improve it. The original code didnt use any else if statements and had multiple nested if statements which can cause a laggy experience or needless computation. I noticed when giving multiple people ESP this was often the case. This version of the code resolves this. I am very open to suggestions though. The menu base by the way is surge, which has a great overflow fix as well as my own rendition of fixes and improvements. I seldom cache any strings and when i do they are destroyed cyclically.

I could be wrong, but creating hud elements will also consume memory just like anything else that is written to the objects members. Any in depth knowledge is appreciated as I am very new to this and late to the game.
12-12-2017, 11:30 PM #4
BTW, the menu works great without the above code continuously. Since i have added and am using this option with multiple players it will freeze me up mid game and disconnect other players. I have noticed his happens more often if I am just sitting there not moving revising code.. If that makes any sense.
12-13-2017, 01:41 AM #5
Patrick
League Champion
Originally posted by thagh05t View Post
BTW, the menu works great without the above code continuously. Since i have added and am using this option with multiple players it will freeze me up mid game and disconnect other players. I have noticed his happens more often if I am just sitting there not moving revising code.. If that makes any sense.


could you post a screenshot of the exact error you're getting?

try this:
    //ESP - 08/02/2017 ~ Extinct
ToggleESP()
{
if(!isDefined(self.esp))
{
self.esp = true;
self thread getTargets();
}
else self.esp = undefined;
}

getTargets()
{
level endon("game_ended");
self endon("disconnect");

espTargets = [];

while(isDefined(self.esp))
{
foreach(player in level.players)
{
if(!isDefined(espTargets[ player getEntityNumber() ]) && isAlive(player))
{
if(level.teamBased && self.team != player.team || !level.teamBased)
espTargets[ player getEntityNumber() ] = self createBox(player.origin, level.espBox, (1,0,0));
}
else if(isDefined(espTargets[ player getEntityNumber() ]))
{
fixHeight = 0;
target = espTargets[ player getEntityNumber() ];
if(distance(self.origin, player.origin) >= 900) fixHeight = -15;
target.x = (player.origin[0]); target.y = (player.origin[1]);
target.z = (player GetTagOrigin("j_spinelower")[2] + fixHeight);

if(bulletTracePassed(self getTagOrigin("j_spine4"), player getTagOrigin("j_spine4"), false, self))
{
if(level.teamBased && player.team != self.team || !level.teamBased)
target.color = (0,1,0);
}
else target.color = (1,0,0);

if(!isAlive(player))
{
target setShader("headicon_dead", 6, 6);
target setWaypoint(true, true);
}
else
{
target setShader("hud_remote_missile_target", 6, 6);
target setWaypoint(true, true);
}
}
}
wait .05;
}
}
Last edited by Patrick ; 12-13-2017 at 01:53 AM.
12-15-2017, 07:58 AM #6
Originally posted by Patrick View Post
Setting strings causes overflow issues not creating hud elements, it will be other functions you have in your menu or the menu base itself but either way this code is very badly scripted.


you can get an overflow issue by having too many huds, and even fxs aswell :p

most likely reason could be that his function is accidentally looping new huds like crazy
12-15-2017, 04:06 PM #7
Patrick
League Champion
Originally posted by OfficialCoolJay View Post
you can get an overflow issue by having too many huds, and even fxs aswell :p

most likely reason could be that his function is accidentally looping new huds like crazy


Overflow by having too many huds? Not Happy or Sad"
Are you sure because I've never had that lol
But yeah ive had overflows from fx's etc since they count towards the entities on the map
12-16-2017, 02:07 AM #8
Originally posted by Patrick View Post
Overflow by having too many huds? Not Happy or Sad"
Are you sure because I've never had that lol
But yeah ive had overflows from fx's etc since they count towards the entities on the map


i think too many preached shaders my bad

The following user thanked OfficialCoolJay for this useful post:

Patrick
12-16-2017, 04:02 AM #9
Patrick
League Champion
Originally posted by OfficialCoolJay View Post
i think too many preached shaders my bad


yeah thats a thing not too many huds Happy
12-16-2017, 10:58 PM #10
anthonything
Space Ninja
Originally posted by OfficialCoolJay View Post
you can get an overflow issue by having too many huds, and even fxs aswell :p

most likely reason could be that his function is accidentally looping new huds like crazy


HUDs created past the limit are ignored by the engine and throw a script error, fx will cause a g_spawn.

If the precache was the issue, he would crash before loading the game.

The following user thanked anthonything for this useful post:

OfficialCoolJay

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