Thread: Vehicle Aimbot

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  1. #1
    ineedaudir8's Avatar
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    Question Vehicle Aimbot

    Its possible, but, I know 0 about C++.
    I was wondering if someone could help me compile one.
    I have the source code and the aimbot math.
    Thanks in advance.

  2. #2
    Lovroman's Avatar
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    I don't recommend you to start with that kinds of hacks if you don't have any C++ knowledge.
    You can post the code here, I'll try to help you, tho.

  3. The Following User Says Thank You to Lovroman For This Useful Post:

    nexus.azn (12-17-2013)

  4. #3
    ineedaudir8's Avatar
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    Quote Originally Posted by Lovroman View Post
    I don't recommend you to start with that kinds of hacks if you don't have any C++ knowledge.
    You can post the code here, I'll try to help you, tho.
    Well, knock yourself out.
    This is Dudeinberlin's code.


    Last edited by ineedaudir8; 12-17-2013 at 10:08 AM.

  5. #4
    azem's Avatar
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    Keep me updated on this, sounds fun c:

  6. #5
    ineedaudir8's Avatar
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    Forgot to post the code. Baka R8.
    Code:
    //add this to your vec3 class. or to your physiycs class if you have one. or rewrite it and just add it to your hack//you will need a dotproduct function
    float Vec3::AimFloat(Vec3 &delta, const float &FOV) const
    {
        return asinf(this->dot(delta)) / FOV;
    }
    some pointers
    
    Code:
    Vec3 Origin    = GameRenderer->Singleton()->m_viewParams.firstPersonTransform.trans;
    Vec3 Left    = GameRenderer->Singleton()->m_viewParams.firstPersonTransform.left;
    Vec3 Up        = GameRenderer->Singleton()->m_viewParams.firstPersonTransform.up;
    
    the function itself
    Code:
    BOOL Rotation() // Fragger aka dudeinberlin
    {
        float flYaw    ,flPitch,flRoll;
        //TargetArray is the final target vector, this will differ for your hack. i store my targetvecs in an array, hence i can call this rotation function without any params.
        Vec3 dt = TargetArray() - Origin;
        
        if(MyPlayer->isInVehicle())
        {
        //don't forget to norm the delta for the coming calculations
                dt.normalize();
            flYaw   = Left.AimFloat(dt,GameRenderer->Singleton()->m_viewParams.view.m_fovX / 2.0f);
            flPitch = Up.AimFloat(dt,GameRenderer->Singleton()->m_viewParams.view.m_fovX / 2.0f);    
            flRoll  = flYaw;
            //ya ya, how to know if your a jet or heli? search the ucforum
            //flVehicleSens is dynamic in my hack. best Results with a very low sens of 8.0 or lower
            if(bImaJet||bImAHeli)
                flInputAction[ConceptPitch] = -flPitch * flVehicleSens;
            else
                flInputAction[ConceptPitch] = flPitch * flVehicleSens;
            flInputAction[ConceptYaw]    = flYaw    * flVehicleSens;    
            flInputAction[ConceptRoll]  = flRoll* flVehicleSens;
            
            if(bFire)
                AutoFireLogic();
            return TRUE;
        }
        else
        {
            //tada you should know this.
        }
        return FALSE;
    ;
    

  7. #6
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    If you learn C++ you will know how to do this!!

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