[Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

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[Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby protex » Mon Mar 07, 2011 3:17 pm

MAT Automaton
Version: 1.0.0.4
By dB

Announcements

* You only need to upgrade from version 1.0.0.3 if you are using the Chinese version of MAT
* Some systems will still experience errors (users have reported experiencing problems on Vista).
Introduction

MAT Automaton is a framework that employs the Python 3 interpreter to allow MAT players to script the behaviour of their player. With Pyreal, MAT Automaton provides tight bindings with the Unreal Engine. As a result, it is possible to write code similar to Unreal Script with full access to Unreal Engine internals. MAT Automaton includes an in game command line console and a graphical menu. A sample aimbot/wallhack script is included, but users are encouraged to modify it or write their own.

Changes in this version

* Added support for Chinese version


Instructions

1. Start the launcher via the shortcut in the start menu.
2. If you are running Windows XP or Vista/W7 with UAC disabled, start the game and the injection will be performed automatically. Otherwise, MAT Automaton will ask you for the location of of your MAT executable (MAT.exe) (e.g. \Program Files\MAT\System\MAT.exe)

Press END to access the menu.
Press INSERT to access the console.
Press NUMPAD 0 to toggle auto aim.
Press NUMPAD 1 to toggle indicator wallhack.
Press NUMPAD 2 to toggle wireframe wallhack.
Press NUMPAD 3 to toggle auto firing.

Notes

* The scripts are located in the directory "Scripts" accessible from the installation path and in the profile application data path "%AppData%\MAT Automaton\Scripts".
* For an introduction to Python refer to The Python Tutorial
* For a reference on the Unreal Engine refer to Unreal Wiki


I would love to see others contribute scripts, as the goal of this project is to see what types of creative things people come up with.

Here is a snippet of the included script, just to whet your appetite:
Code: Select all
Code:

# Look for the best target
BestPawn     = None
BestLocation = None
for Pawn in PC.DynamicActors ( PawnClass, PC ):
    # Check if the pawn is valid
    if ( Pawn == PC.Pawn or not self.Damagable ( Pawn ) ): continue

    # If it is a team game make sure we are on a different team
    if ( not self.FriendlyFire and self.SameTeam ( Pawn ) ): continue

    # Setup bones list
    BoneList = ( self.BonePrecedence == BONE_Root ) \
        and [Pawn****otBone, Pawn.HeadBone] \
        or  [Pawn.HeadBone, Pawn****otBone]

    # Find a visible bone
    for bone in BoneList:
        # Fetch the bone coords
        BoneCoords = Pawn.GetBoneCoords ( bone )

        # Calculate the location
        BoneLocation = BoneCoords.Origin + BoneCoords.XAxis + BoneCoords.YAxis + BoneCoords.ZAxis

        # Conditionally apply latency correction
        if ( self.LatencyCorrection ):
            BoneLocation += self.Correction ( PC, Pawn, deltatime )

        # Adjust according to projectile physics
        if ( PC.Pawn.Weapon and PC.Pawn.Weapon.FireMode [ FireMode ] and PC.Pawn.Weapon.FireMode [ FireMode ].ProjectileClass ):
            Projectile = PC.Pawn.Weapon.FireMode [ FireMode ].ProjectileClass.Default
            if ( Projectile and Projectile.Speed != 0 and Projectile.Physics != PHYS_Falling ):
                BoneLocation += Pawn.Velocity * ( abs ( BoneLocation - CameraLocation ) / Projectile.Speed )

        # Do the check
        if ( Pawn.FastTrace ( BoneLocation, CameraLocation ) ):
            # Is this the best one?
            if ( not BestPawn or self.Compare ( BestPawn, Pawn ) ):
                BestPawn     = Pawn
                BestLocation = BoneLocation
            break
if ( BestPawn ):
    # We've found a valid target, so lets set the rotation and fire as required
    PC.ClientSetRotation ( ( BestLocation - CameraLocation )****tation () )
    if ( self.AutoFire and PC.Pawn.Weapon ): PC.Pawn.Weapon.ClientStartFire (






Just wait downlaod link
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby protex » Mon Mar 07, 2011 3:30 pm

thereverend.do.am ////|||||\\\\
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby jaykay » Mon Mar 07, 2011 4:39 pm

Error in thai mat server -*-
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby quickkllerz » Mon Mar 07, 2011 7:14 pm

thank you... anyway I wanna try in the MAT chinese version
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby alvinlee » Mon Mar 07, 2011 7:20 pm

is it same with the previous mat atutomaton or new
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby mcblangs » Mon Mar 07, 2011 11:35 pm

i hv le but is very lag when u use this hack
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby protex » Tue Mar 08, 2011 1:28 pm

hey i use mat auto 1.0.0.4 no lagg..why u lagg :?
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby mcblangs » Tue Mar 08, 2011 3:00 pm

donno my com noob lo :D
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby hafizalesana » Tue Mar 08, 2011 5:45 pm

Hey Guyz me new here in this forum ...
i wan ask why me use Mat Automoton 1.0.0.4(CIB)[Undetected] He say u use ilegal tool i think this hack detect ready please answer me thx Hope u can reply this msh :mrgreen:
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Re: [Release]Mat Automoton 1.0.0.4(CIB)[Undetected]

Postby quickkllerz » Tue Mar 08, 2011 6:35 pm

I play no lag la.... but I play in China MAT quite lag because the server very far away from Malaysia -.-
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