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PostPosted: April 21st, 2005, 5:13 pm 
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Joined: February 9th, 2005, 1:17 am
Posts: 6
jr-1 wrote:
I have heard mixed reports about it working correctly with all games. Thank you for the information.


It has worked with all of the few games I tried it with: Lineage2, Dominions 2, and Civilization 3.


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PostPosted: October 19th, 2005, 2:33 pm 
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Joined: September 5th, 2005, 7:55 am
Posts: 93
Location: Down the hall, on your left.
I don't know if this helps, or even if anybody cares anymore. My Logitech controller and Joystick to mouse script would not work when MapleStory initiated Game Guard. I installed the latest version of the profiler, and it worked. The script still does not work ingame though. Anyway, the point is, somewhere between my 2003 version and the most recent 2005 version they did something that allowed it to get past the blocking. I don't know how to find out what has changed, but if there is any demand, I will post the install file of the 2003 version.

_________________
Now the world has gone to bed,
Darkness won't engulf my head,
I can see by infra-red,
How I hate the night.

Now I lay me down to sleep,
Try to count electric sheep,
Sweet dream wishes you can keep,
How I hate the night.


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PostPosted: November 15th, 2005, 3:42 pm 
Hi Astaelan,
Can you please help me in listing the steps of how to install mouclass.sys driver?

Regards,
Poonam


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PostPosted: December 4th, 2005, 12:20 pm 
This post meanwhile would qualify to be moved to the help section !!!(?)
Isn't it :?:


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PostPosted: January 17th, 2006, 2:06 am 
So, would someone with knowledge of the situation like to explain what "gameguard/nprotect" is, to those of us rooting you on from the peanut gallery?

is it some sort of library used by some of these games (but, clearly, not all) who do not wish external inputs to get injected by programs like AHK?


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PostPosted: January 21st, 2006, 1:45 pm 
Chris wrote:
Quote:
My real mouse and AutoHotKey seemed to generate the same flags, neither of which evaluated as having the bit set. But, if you said on your own system you can confirm with low level hooks that AutoHotKey does generate an event with the INJECTED bit set, and your real mouse doesn't, then I must have overlooked something.
Try this test script. On my system it proves that the injected bit is different. If you let the mouse move artificially every 3 seconds, the physical idle time is unaffected. But if you physically move the mouse, it will reset the physical idle time too:

#InstallKeybdHook
#InstallMouseHook

SetTimer, ReportIdleTime, 1000
SetTimer, MoveMouse, 3000
return

ReportIdleTime:
ToolTip, Overall: %A_TimeIdle%`nPhysical: %A_TimeIdlePhysical%
return

MoveMouse:
MouseMove, 3, 3,, R
return


Quote:
I was going to utilize a hook and strip the injected bit off the data, and that would overcome the problem I thought.
That's pretty interesting. I once tried this and would be willing to try it again if you think it might help you.

Quote:
If you have working code for your system that does proves autohotkey sends an INJECTED event, and your physical mouse does not, I could probably hook that method with madCodeHook and perhaps strip the injected flag before it's returned.
If the above script works for you like it does for me, the relevant part of the source code is in hook_include.cpp. For keyboard, the flags field should have <b style="color:black;background-color:#ffff66">LLKHF_INJECTED</b> in it if it's an artificial event. For mouse, it should have LLMHF_INJECTED (one letter different) instead.


patch out

bf88db53 0bd1 or edx,ecx

in win32k!xxxKeyEvent (yes, you'll need a device driver), and the LLKHF_INJECTED flag will never be put into the input stream. Period. It's in the kernel.


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PostPosted: January 21st, 2006, 3:30 pm 
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Joined: March 2nd, 2004, 3:36 pm
Posts: 10720
Interesting, thanks. I think the original goal behind this was to have the low-level hook translate all simulated/injected keystrokes into physical keystrokes to prevent certain games from ignoring them. However, if DirectInput operates at a level lower than a low-level hook, that approach seems unworkable.


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 Post subject: I have an idea
PostPosted: March 1st, 2006, 6:18 am 
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Joined: February 27th, 2006, 8:51 am
Posts: 1
Hey everyone, first time on the forums.

This may be a completely stupid idea, but it would be sure-fire probably... (lmao)

Why not use an actual physical device so that you do not have to simulate these events with software?

Using a small electronics project to drive a physical USB keyboard or a physical USB mouse, triggering the buttons manually or (much better) interfacing to the microcontroller in the keyboard or mouse to send the commands as real events. It would be a rather funny two-plug USB device.

This may not be a feasable approach for many, because obviously a software solution is the nicest fix.

I'm getting pretty desperate, i need low level keyboard control :P


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PostPosted: March 1st, 2006, 11:31 pm 
Hey!

Im after the same thing as you guys! Im play maplestory, which uses directinput. It won't work with SendInput. Anyways. its in the name DIRECT input, which means you have to use. e.g a keyboard, a gamepad,(try running dxdiag in startmenu->run and choose the input fan) yes, something that is connected to the pc. But, I found this program: http://thetroubleshooter.home.mindsprin ... tworks.htm

Quote:
The Troubleshooter uses a CBT hook to attach itself to a game at run-time, then accomplishes two things:

1) It reads input from the light guns, and "force-feeds" the absolute coordinates into the game (more on this below).

2) It intercepts the game's calls to the DirectInput or WinUser API. In doing so, it can then manipulate the information returned from the API and prevent the game from detecting certain events (such as mouse movement) and can also inject "fake" events (such as keystrokes) into the game.


Also read this:
http://www.mcse.ms/archive61-2004-9-1081381.html


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 Post subject: Re: I have an idea
PostPosted: March 2nd, 2006, 10:00 am 
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Joined: February 7th, 2005, 11:11 am
Posts: 192
Location: Munich, Germany
AsSlowAsHell wrote:
Hey everyone, first time on the forums.
Why not use an actual physical device so that you do not have to simulate these events with software?

Using a small electronics project to drive a physical USB keyboard or a physical USB mouse, triggering the buttons manually ...

This is a very good idea! But - this is not a hardware-forum. :(
My suggestion would be a simple connection to another PC. PS->PS or USB->USB. On that second PC is running AHK sending the necessary keystrokes! Yep. So we just need a cable and a driver for that.

_________________
Peter

Wisenheiming for beginners: KaPeGe (German only, sorry)


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PostPosted: March 2nd, 2006, 5:42 pm 
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Joined: March 2nd, 2004, 3:36 pm
Posts: 10720
Those are some interesting links and info up there. I've made a note to look into them further.

Thanks.


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PostPosted: March 30th, 2006, 4:54 pm 
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Joined: March 2nd, 2004, 3:36 pm
Posts: 10720
For those monitoring this topic, it may be of interest that AutoHotkey now supports SendPlay, which is believed to work in a broader variety of games.

SendPlay uses a journal playback hook to produce an effect similar to ControlSend (though at a lower level). If anyone has a chance to try out SendPlay (such as for in-game SendPlay hotstrings), I'd appreciate feedback about whether it works in more games than SendEvent and SendInput.

SendPlay was partly inspired by the ideas and discussion in this topic; so thanks for everyone's help.


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PostPosted: April 3rd, 2006, 7:36 pm 
its work with gameguard/nprotect? who test?
i find prog Tasker 3.13 its work but it dnt like me
sry my engl :D


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PostPosted: April 3rd, 2006, 7:40 pm 
Having tried AutoHotKey with Elder Scrolls Oblivion (http://www.elderscrolls.com/) I can't seem to get it working..

Code:
number := 0

~PgUp::
   number := Mod(number + 1, 9)
   SendInput {%number%}   
Return

~PgDn::
   number := Mod(number + 8, 9)
   SendInput {%number%}
Return

Escape::
ExitApp


I tried using Send, SendPlay and as seen above SendInput.. No luck at all. Originally I thought the issue was caused by me trying to use keys that where premapped inside of the game engine, however changing the keys did not help. Any thoughts?


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 Post subject:
PostPosted: April 3rd, 2006, 9:21 pm 
Having checked my script again it seems the above DOES work, it simply doesn't do what I want it to. If I add a simple

Code:
up::Tab


This is passed to the game fine and provides the correct action. This means that my %number% variable is not passing the correct information to the game. Any suggestions would be great?


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