zippoxer Posted October 25, 2011 Share Posted October 25, 2011 It's a modern 3D game that I window-moded and told SCAR to: [scar]ActiveClient(); Wait(500); MoveMouseSmooth(500, 500); Wait(100); ClickMouse(500, 500, True);[/scar] I can see the mouse moving properly (and the cursor is changing, so the client is activated), but the click never does what it does when I click the exactly same place manually (it actually does nothing). Seems like the game doesn't believe this click. What can I do to convince it? Quote Link to comment Share on other sites More sharing options...
FHannes Posted October 25, 2011 Share Posted October 25, 2011 A lot of big games have built-in protection against macroing applications, that could be the reason. Aside from that note that SCAR doesn't officially support hardware accellerated graphics. Quote Link to comment Share on other sites More sharing options...
zippoxer Posted October 25, 2011 Author Share Posted October 25, 2011 A lot of big games have built-in protection against macroing applications, that could be the reason. Aside from that note that SCAR doesn't officially support hardware accellerated graphics. Scar can see the window (find colors, etc) and move the mouse. All I need is this and mouse down & up events to write a bot. I tried SendInput with C++ and it doesn't raise any hopes too. I wonder what can I do make the game accept a mouse down event. Even if sending a valid click requires using Windows API directly (with C/C++/Delphi) I can set up a titan plugin with a HackishClick function. Quote Link to comment Share on other sites More sharing options...
FHannes Posted October 25, 2011 Share Posted October 25, 2011 Ah, so you're using titan... Well, it's the same principle... Afaik, if the game blocks input from macroing applications, the chance is small you'll get it done using the windows api. SCAR uses it itself as well after all... These are titan's default Hold/Release mouse methods: [scar]procedure HoldMouse_Default(const x, y: Integer; const Button: TMouseButton); var xx, yy: Integer; begin GetMousePos(xx, yy); if (xx <> x) or (yy <> y) then SetMousePos(x, y); case Button of mbLeft: Mouse_Event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0); mbMiddle: Mouse_Event(MOUSEEVENTF_MIDDLEDOWN, 0, 0, 0, 0); mbRight: Mouse_Event(MOUSEEVENTF_RIGHTDOWN, 0, 0, 0, 0); end; end;[/scar] [scar]procedure ReleaseMouse_Default(const x, y: Integer; const Button: TMouseButton); var xx, yy: Integer; begin GetMousePos(xx, yy); if (xx <> x) or (yy <> y) then SetMousePos(x, y); case Button of mbLeft: Mouse_Event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0); mbMiddle: Mouse_Event(MOUSEEVENTF_MIDDLEUP, 0, 0, 0, 0); mbRight: Mouse_Event(MOUSEEVENTF_RIGHTUP, 0, 0, 0, 0); end; end;[/scar] GetMousePos and SetMousePos are set by default to: [scar]procedure GetMousePos_Default(out x, y: Integer); var p: Windows.TPoint; begin GetCursorPos(p); x := p.x; y := p.y; end; procedure SetMousePos_Default(const x, y: Integer); begin SetCursorPos(x, y); end;[/scar] It's all basic but very straight forward usage of the win32 api. Quote Link to comment Share on other sites More sharing options...
zippoxer Posted October 25, 2011 Author Share Posted October 25, 2011 I just found out the game is "protected" by HackShield, so the game probably waits for mouse & keyboard events directly from the drivers and doesn't listen to Mouse_Event (or better: it listens and bans if needed). If this is the case, then one way to bypass it is implementing a virtual mouse driver and a virtual keyboard driver. But... I'm afraid to go that low, I might sink. I was actually surprised that SCAR doesn't function properly with protected games, but then searched and didn't find any other macroing software that does. (update) Although... Implementing a virtual driver that will move the mouse doesn't seem too hard: I just tried making an HID virtual mouse version yesterday and my driver can now move the mouse the way I want! (from http://social.msdn.microsoft.com/Forums/en-ZA/wdk/thread/e214f526-f50c-4765-964a-6f9db9b6b8f5) In general it's safer to simulate mouse & keyboard events through a virtual driver, as far as I've read. If one day I'll try virtual drivering and succeed, I'll definitely write a titan plugin that would have an interface similar to SMART's (VirtualClickMouse, VirtualSendKeys, etc). Quote Link to comment Share on other sites More sharing options...
FHannes Posted October 25, 2011 Share Posted October 25, 2011 I always wanted to create kernel mode drivers to emulate a mouse and keyboard, but the problem is that I don't have the time to do so... Quote Link to comment Share on other sites More sharing options...
zippoxer Posted October 28, 2011 Author Share Posted October 28, 2011 (edited) Blue Eye Macro seems to function properly on every protected game I tried, after installing their optional Virtual Driver. However, the language used to write macros is really disgusting. I doubt anyone would touch it. Here's an example: http://www.blueeye-macro.com/viewtopic.php?f=304&t=2251 My point in writing this is that we can communicate with their virtual driver and tell it to send mouse and keyboard events for us, and that's what I'm working on. I'll probably ask on their forums if I can have the communication format between the macro to the virtual driver. Edited October 28, 2011 by zippoxer Quote Link to comment Share on other sites More sharing options...
FHannes Posted October 28, 2011 Share Posted October 28, 2011 I doubt they'll want to hand over that knowledge to their "competition"... I'll probably have a stab at writing drivers at some point myself, but currently I have a lot more pressing matters to deal with... Quote Link to comment Share on other sites More sharing options...
Wanted Posted October 28, 2011 Share Posted October 28, 2011 I doubt they'll want to hand over that knowledge to their "competition"... I'll probably have a stab at writing drivers at some point myself, but currently I have a lot more pressing matters to deal with... I agree, but it would significantly increase our foothold in a global scheme if you ever get to it Maybe some new prodigy member will come along and change SCAR forever =P Quote Link to comment Share on other sites More sharing options...
FHannes Posted October 28, 2011 Share Posted October 28, 2011 My current focus is getting SCAR working for hardware accellerated graphics... Because I'm not convinced that the hardware accelleration is directly linked to the problem... Quote Link to comment Share on other sites More sharing options...
Aftermath Posted November 22, 2011 Share Posted November 22, 2011 (edited) Saw this old thread - it's unlikely that it's any macro protection. Games use DirectInput since they need fast response times and such, so you need to do some tricks - for example, you have to send ScanCodes instead of VKs when sending keyboard input. Edited November 22, 2011 by Aftermath Quote Link to comment Share on other sites More sharing options...
zippoxer Posted November 22, 2011 Author Share Posted November 22, 2011 (edited) In this case, the game is protected by HackShield which claimed that it can read input directly from the keyboard driver. Anyway, I got over it by writing a bridge between SCAR to BEM which SCAR uses to tell BEM what to press. BEM has an optional virtual driver that simply tricks any game However, it's slow, since BEM scripting sucks. I doubt any experienced programmer would say otherwise. Edited November 22, 2011 by zippoxer Quote Link to comment Share on other sites More sharing options...
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