I need a script that rapid clicks enough to register on Habbo.com it has a 4 click limit there so after 4 clicks it blocks your other clicks. I don't want a autoclicker, I would like it to be held down so everytime I hold down my left button it will click fast.
Please somebody help me thanks.
Need a script that can bypass and 4 click limit
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- Posts: 4
- Joined: 23 May 2017, 06:54
Re: Need a script that can bypass and 4 click limit
Clearly the site does not block every click after the 4th, I guess what you mean is "It blocks all clicks after the 4th if there is less than X milliseconds between them"
You need to know the value for X
So if x was 100, you could use:
You need to know the value for X
So if x was 100, you could use:
Code: Select all
LButton::
while (GetKeyState("Lbutton")){
Click
Sleep 100
}
return
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- Posts: 4
- Joined: 23 May 2017, 06:54
Re: Need a script that can bypass and 4 click limit
Sorry, yes thats what I mean it is a delay before you can click again after 4 clicks. How do I measure the delay, and even at Sleep -2 there is still the delay.
Re: Need a script that can bypass and 4 click limit
Sleep -2 ??? That does nothing. -1 is a valid value (Means "Check Message Queue") but all other negative values are invalid
Sleep 2 also does not sleep for 2ms, it would sleep for ~15ms (minimum granularity of sleep)
Furthermore, when sending keyboard keys, it is extremely unlikely that sending at a rate of 2ms would work correctly - the game would likely interpret this as one long key press.
Generally, games do not recognize keypresses more frequent than once per frame (~60 times a second = 15ms) but often this value is as high as 50ms
You will have to discover the value for X by trial and error. Start at 15 and work up in units of 10 or more
Sleep 2 also does not sleep for 2ms, it would sleep for ~15ms (minimum granularity of sleep)
Furthermore, when sending keyboard keys, it is extremely unlikely that sending at a rate of 2ms would work correctly - the game would likely interpret this as one long key press.
Generally, games do not recognize keypresses more frequent than once per frame (~60 times a second = 15ms) but often this value is as high as 50ms
You will have to discover the value for X by trial and error. Start at 15 and work up in units of 10 or more
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- Posts: 4
- Joined: 23 May 2017, 06:54
Re: Need a script that can bypass and 4 click limit
I am clicking against other players so I need it to be fast. How can I achieve both?
Re: Need a script that can bypass and 4 click limit
A value of 2 is 500 times a second. Why on earth would you want to click anything like that fast?
Clicking faster than the game can process input is counter-productive and may well actually result in the game behaving as if you were clicking SLOWER.
ie if you press a button and release and press again too quickly, the game will not treat it like a click, but will treat it like a hold.
Clicking faster than the game can process input is counter-productive and may well actually result in the game behaving as if you were clicking SLOWER.
ie if you press a button and release and press again too quickly, the game will not treat it like a click, but will treat it like a hold.
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- Posts: 4
- Joined: 23 May 2017, 06:54
Re: Need a script that can bypass and 4 click limit
I know it sounds crazy but it doesn't register as 500 clicks per second. The delay is frustrating and no matter what I try it doesn't work better, I have tried different sleep but that makes it slower the higher I go.
Re: Need a script that can bypass and 4 click limit
I know it doesn't register as 500 a second, I was trying to explain why
In general, a game will only check each key at a certain rate. So if, in one tick, a key goes up and down a million times, it will not know.
In a single player game, one tick is quite possibly analogous to one frame of animation, but for a multiplayer game, obviously everyone wont have the identical same FPS.
Client-side, the game may process keys at a rate of once per frame (So people with faster PCs could possibly fire more) but server-side there would probably be a hard limit.
Who knows, this is all conjecture, trying to give you some insights into the kind of forces that could well be at play.
In general, a game will only check each key at a certain rate. So if, in one tick, a key goes up and down a million times, it will not know.
In a single player game, one tick is quite possibly analogous to one frame of animation, but for a multiplayer game, obviously everyone wont have the identical same FPS.
Client-side, the game may process keys at a rate of once per frame (So people with faster PCs could possibly fire more) but server-side there would probably be a hard limit.
Who knows, this is all conjecture, trying to give you some insights into the kind of forces that could well be at play.
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