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keyboard and mouse input that is undetectable
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ClickThis!



Joined: 05 Jan 2007
Posts: 1

PostPosted: Fri Jan 05, 2007 12:56 pm    Post subject: keyboard and mouse input that is undetectable Reply with quote

[Split from Wish List forum. ~jaco0646]
A program that defeats AutoHotKey???

I've been reading this thread with interest as i play so many online games i'm looking for a generic way of achieving keyboard and mouse input that is undetectable.

I/O ports communication is the lowest level and therefore the best way of achieving this.

I've found 2 software products which seem to fit the bill but I don't have the knowledge re scan codes etc to implement them. perhaps someone else could help?

http://www.zealsoftstudio.com/ntport/
this looks like just the driver we are after !

http://www.zeecube.com/parport2004.htm
instead of using a driver this changes the ports permission access to give our program a driver level authority and therefore access to the I/O port.
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ChronoDragon



Joined: 08 Jan 2007
Posts: 3

PostPosted: Wed Jan 10, 2007 1:06 pm    Post subject: Reply with quote

if anyone need a program that resist ahk, heres one by acclaim company

http://9dragons.acclaim.com/

resistant to SendInput, SendPlay, Send, ControlSend, etc...

hope i been a help.. have to ..return.. to.. button... smashing.......*dies* Sad
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bdares



Joined: 29 Jan 2007
Posts: 1
Location: korea

PostPosted: Mon Jan 29, 2007 2:06 pm    Post subject: Also very interested Reply with quote

I am playing a game that would strain my hand much less if the mouse could be made to left-click twice a second indefinitely; Gameguard seems to hate my wrist.

From reading several pages of this thread, I gather that directly accessing the hardware ports would be sure-fire, and there are some programs that allow you to do this. Is there some way to use AHK with these programs? A previous poster mentioned that this would be dangerous, and that users would often want to opt-out of installing such features, but such an implementation would be very useful.
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lazyftw
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PostPosted: Fri Feb 02, 2007 5:51 am    Post subject: Reply with quote

hey guys, i skimmed about half the first 5 pages, i have practically no prog experience ( batch files and playing around with WMI and WMIC for networking stuff) doubt you even call that prog but anyways
i been trying to figure out this problem as well, the keyboard strokes aren't going to the client even tho the macro is running, id be happy even if i did have the window open and active if it would just register them

after reading this tutorial
http://www.autohotkey.com/docs/misc/SendMessage.htm
by Rajat
i d/led winspector and started playing around with it
i tried looking for what the tut was pointing out, the wm_command but had no luck playing with those
What i did find was i found where the keystrokes seem to be registering and being defined which key you pressed which i had difficulty identifying before

[winspector shows]
WM_CHAR
wParam: hex
IParam: hex

when i looked that up it turns up that that command pops up after the

[winspector shows]
WM_KEYDOWN
Virtual Key: blah

the wm_keydown means this key was pressed
and the wm_char is how the game interprets it or something???

so it looks like all the keys get assigned a virtual key which a designated value, i found when i presssed 3 it shown this

WM_KEYDOWN
Virtual Key: Unkown key (51)

WM_CHAR
wParam: 0x00000033
IParam: 0x00040001

and when i pressed space bar it shown this

WM_KEYDOWN
Virtual Key: VK_SPACE

WM_CHAR
wParam: 0x00000020
IParam: 0x00390001

does anyone have a clue if im even going in the right direction?
Thanks
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lazyftw
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PostPosted: Fri Feb 02, 2007 5:53 am    Post subject: Reply with quote

sorry i forgot to specify i have been playing around with 9dragons
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Ken
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PostPosted: Sun Mar 25, 2007 3:57 pm    Post subject: Reply with quote

I experienced similar stuff with autohotkey. Currently playing an online game and some of the stuff that I do that needs 5-6 repeated steps like press F2, pick something, press a key etc etc etc. So I simplified it with autohotkey. However, it only runs first one or two steps then the game just ignores the rest of the command from Autohotkey. I think it is xtrap that doing that annoying thing. Any way to work around it?
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thesnabber



Joined: 24 Jun 2007
Posts: 1

PostPosted: Sun Jun 24, 2007 1:17 am    Post subject: Reply with quote

From what I can tell, this topic has essentially become defunct. All the low level ideas have been dropped. I was hoping to write (or google Very Happy) a virtual keyboard driver for my friend who plays Flyff. It uses GameGuard 2 to prevent any Windows API level stuff from working, and they tend to ban people who get caught even trying to "cheat", so I figured I'd better be virtually undetectable!

Anyway, writing a driver is way beyond my coding skill, but I'm one of those people who doesn't back down from a computer challenge, and I have the whole summer left in front of me (ahh, to be in high school... this is gonna be a lot harder to do when I've gotta hold down a job...)! If anything useful ever comes of this (doubtful), I'd be glad to share it (albeit slightly modified so that it doesn't get blacklisted by GG) with all of you.

In the meantime, anyone who knows anything about drivers, please contact me. I can be reached by (my username on google's beta mail service) <-- eat that, spiders!

Basically, people have been telling me that a filter driver is the way to go. It seems to me that filters require you to be using a PS/2 keyboard, which neither me nor my friend still does. Also, the low level port stuff suggested earlier doesn't work for me. I wonder if I need to boot with a PS/2 keyboard plugged in.

Alright, finally, for those of you who both know a little C++ and aren't as paranoid as me, check out this link.
http://www.gamedev.net/community/forums/topic.asp?topic_id=371104

Cheers,
Eric
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Helpy
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PostPosted: Mon Jun 25, 2007 8:33 am    Post subject: Reply with quote

There is a keyboard filter driver in this forum, just search it. If it doesn't do what you want, it might be an interesting base to start off, no?
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Hyri,
Guest





PostPosted: Wed Jul 11, 2007 2:29 pm    Post subject: .. Reply with quote

xx3nvyxx wrote:
W00t! I got it to work.
This:
Code:
F1::
   {
   DllCall("Kport\_Outportb@8", Short, 0x64, Char, 0xD2)
   DllCall("Kport\_Outportb@8", Short, 0x60, Char, 0x04)
   Sleep 100
   DllCall("Kport\_Outportb@8", Short, 0x64, Char, 0xD2)
   DllCall("Kport\_Outportb@8", Short, 0x60, Char, 0x84)
   }
Return


where can I found that this code send "3"?
Actually, If I want to send "a", what code I have to modify?
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Guest






PostPosted: Mon Sep 03, 2007 9:58 am    Post subject: Reply with quote

Conclusion: The program that defeats AutoHotKey is..... GameGuard!


*sigh* Sad
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julieppy
Guest





PostPosted: Mon Oct 08, 2007 12:03 am    Post subject: Reply with quote

Quote:
F1::
{
DllCall("Kport.dll\OutPortb", UShort, 0x64, UChar, 0xD2)
DllCall("Kport.dll\OutPortb", UShort, 0x60, UChar, 0x04)
Sleep 100
DllCall("Kport.dll\OutPortb", UShort, 0x64, UChar, 0xD2)
DllCall("Kport.dll\OutPortb", UShort, 0x60, UChar, 0x84)
}


by using this code..if i want to press 2 keys together as da same time (ex: shift+1), then i need to modify that code like how?
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xx3nvyxx



Joined: 05 Sep 2005
Posts: 93
Location: Down the hall, on your left.

PostPosted: Mon Oct 08, 2007 6:13 pm    Post subject: Reply with quote

That code (in the last post) will not work. If you somehow got it to work, tell me, but I doubt you did. It needs to be "Kport\_Outportb@8" and you need to make sure it's installed. The code I supplied is in this form:


add something to buffer
that something is "press three"
sleep 100
add something to buffer
that something is "release three"

You need to sleep for at least 100ms between writes to the buffer, but you can string together as many writes as you'd like.
To press/release a different/another key, just change the last parameter to the make/break code for that key.
_________________
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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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Shiraz



Joined: 21 Oct 2007
Posts: 2

PostPosted: Sun Oct 21, 2007 3:13 am    Post subject: Reply with quote

I'm abit confused on this...

While you guys were figuring out on how to enter key strokes and mouse events within a game (Pristontale), I was using the functions within the AutoHotkey Manual (Send, MouseClick, MouseMove) and they were working fine for me. I managed to write a script for Prisontale that will train my skills automatically for me (Right clicks automatically and changes skills via a keystroke).

2 weeks ago, i cannot send keystrokes and mouse events to the game and it seems that everyone is trying to find out on how to do this. I was wondering if anyone knows how to send mouse clicks and keyboard strokes to the game?

I have done alot of research and have been reading this thread but I still havent found an answer.

The only thing that works for me in Pristontale is DllCall("SetCursorPos" which moves the mouse for me.

You can contact me via MSN or email. shirazkhan_172@hotmail.com
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Superfraggle



Joined: 02 Nov 2004
Posts: 1019
Location: London, UK

PostPosted: Sun Oct 21, 2007 12:31 pm    Post subject: Reply with quote

Quote:
I have ran into this problem with GameGuard before (in MapleStory), and successfully gotten around it. The thing that got it to work for me was to compile my script and rename it "JoyToKey" because GameGuard just uses a list of allowed program/DLL names allowed to send it input. I don't know if Gunbound has GameGuard using the same list or not, but it's worth a try.


Have you tried this.
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http://r.yuwie.com/superfraggle
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Shiraz



Joined: 21 Oct 2007
Posts: 2

PostPosted: Sun Oct 21, 2007 3:33 pm    Post subject: Reply with quote

Yes I have tryed that but it does not work anymore. That is a very old bypass method.
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