Thread: Aimbot.

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  1. #1
    merp.'s Avatar
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    Aimbot.

    I've been downloading any CA base that I can find that I think I can learn from. So far, the ones that have "VIP features" (Aimbot, telekill, etc) use aimbot (& a bunch of other things!) from Gellin's base. I want to know if any coders from here do the same? Did you create your own aimbot? Or did you use someone else's source and modify it?

    Also, the telekill I'm currently using is basically copy paste, but slightly modified. :/ (I did learn how telekill works though) The issue is that it disconnects randomly (and slightly flickers since it switches from enemy to enemy), and I assume it's because it's detected. Is it better to modify the current code or to create one from scratch? Can someone guide me through? (pseudo-code, tips, stuff like that)

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    R4v0r's Avatar
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    Take a look at a base, learn learn learn, how it works, get the classes your self and the addies, learn how the classes work, add the correct pointer to the class, use what you learned even if you crash 2000 times.. and at the end give credits at who's base you looked, in theory he is your teacher

  3. #3
    merp.'s Avatar
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    Quote Originally Posted by R4v0r View Post
    Take a look at a base, learn learn learn, how it works, get the classes your self and the addies, learn how the classes work, add the correct pointer to the class, use what you learned even if you crash 2000 times.. and at the end give credits at who's base you looked, in theory he is your teacher
    Well, that's what I've done somewhat with the base I use. (Was not able to get classes myself because I don't know how to get the pointer for a class for ReClass) Plus, school takes a crapload of my time, I just do this on my spare time/when I don't feel like working (procrastinating), 2000+ crashes will take forever

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    Ch40zz-C0d3r's Avatar
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    Its sooooo easy!
    For aimbot you simply need to convert your 3d position to an angle (pan, tilt, roll | yaw, pitch, roll) and set your viewangles.
    A simply math formula:
    Code:
    void vec_to_angle(ANGLE *ang, VECTOR *dir)
    {
    	ang.pan = atan(dir.x/dir.y);
    	ang.tilt = asin(dir.z/length(dir));
    }
    This is 5 lines of code, now compare this with the c&ped code everywhere seen.
    Also for telekill you only set your camera pos to enemy position, Im sure the offset code is detected, I would suggest to use other addresses for that.
    Im sure there are 5 more ways to do it

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  5. #5
    merp.'s Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    Its sooooo easy!
    For aimbot you simply need to convert your 3d position to an angle (pan, tilt, roll | yaw, pitch, roll) and set your viewangles.
    A simply math formula:
    Code:
    void vec_to_angle(ANGLE *ang, VECTOR *dir)
    {
    	ang.pan = atan(dir.x/dir.y);
    	ang.tilt = asin(dir.z/length(dir));
    }
    This is 5 lines of code, now compare this with the c&ped code everywhere seen.
    Also for telekill you only set your camera pos to enemy position, Im sure the offset code is detected, I would suggest to use other addresses for that.
    Im sure there are 5 more ways to do it
    You make everything seem easy, yet when i try it, I am mindblown.
    How would I find the addresses for it? (Telekill X,Y,Z offsets)

  6. #6
    Ch40zz-C0d3r's Avatar
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    Quote Originally Posted by merp. View Post
    You make everything seem easy, yet when i try it, I am mindblown.
    How would I find the addresses for it? (Telekill X,Y,Z offsets)
    I would sguggest with cheatengine is the easiest method, also I love using debuggers
    Im looking in your source today I think, I didnt have much time :/

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  7. #7
    merp.'s Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    I would sguggest with cheatengine is the easiest method, also I love using debuggers
    Im looking in your source today I think, I didnt have much time :/
    idk how to make CE/MHS undetected though. :/
    and these are the offsets i have:
    0XC8, 0XCC, 0xD0

  8. #8
    ZysorceN's Avatar
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    you can either calculate the distance between you and every player in the game and do some checks for extra features how ever all you do is calculate the pitch and yaw between you and enemy and convert to 2d space and set your camera view

    or do what most good aimbots are based on ( bones ) hook a engine functions and apply the methods implied above.

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