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If you're interested in using AHK for legitimate purposes in Valorant, here are some examples:

The following snippet does not provide a functional wallhack but illustrates how AHK might interact with game memory (hypothetically) and perform basic rendering (off-screen, not in-game, for this example).

; Hypothetical example, actual addresses and offsets are game-specific and dynamic.
#NoEnv
#Warn
SetTimer, DrawESP, 100
; Assuming valorantPID is the process ID of Valorant
valorantPID := 1234
; Hypothetical base address and offsets for demonstration
baseAddress := 0x100000000
coordOffset := 0x20
DrawESP:
    ; Read process memory for player coordinates (example)
    Coord := ReadMemory(valorantPID, baseAddress + coordOffset, 4)
; Assuming you have a way to calculate X and Y on screen
    ; from game coordinates (Coord), for simplicity:
    screenX := Coord & 0xFFFF
    screenY := (Coord >> 16) & 0xFFFF
; Example rendering (off-screen)
    Gui, +AlwaysOnTop
    Gui, Add, Text, , Enemy at %screenX%, %screenY%
    Gui, Show, , ESP
return
ReadMemory(pid, addr, size) 
    ; A hypothetical function to read memory, you'd likely use
    ; ReadProcessMemory in a more direct approach or through AHK's built-in
    ; DllCall for more complex interactions.

Again, this example does not produce a functional wallhack and highlights the tip of the iceberg in terms of complexity. It also operates in a non-game-integrated context.

There is no public, working Valorant wallhack written purely in AHK. Any script you find on forums claiming to be one is either:

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