It's hard to help you unless you post any code showing how you did it.
I just made a simple trigger using crosshairID and it works fine, except for scoped weapons like AWP, SSG, etc..
Does anyone know why and how to go around it?
Thanks.
It's hard to help you unless you post any code showing how you did it.
Oh, so usually it works? Weird then.
I thought it was a problem with the offset itself that wouldn't trigger any player while scopping and I had to use another method.
Just like any simple trigger, client.dll->localplayer->crossHairID and loop it to check if in cross is a enemy and alive it shoots.
I tried debugging and figure it out this: when using the scope the crosshairID is 0 like if I was aiming at nowhere...Code:for (;;) { me.UpdatePlayer(); //Keep localplayer, localteam, and crosshairid updated; if (me.isEnemyInCross()) { //checks if there's any player in the crosshairid if (me.checkEnemy()) { //check if the player in the cross is enemy and is alive shoot(); //well i shoot then } } Sleep(10); }
Dormant means that the server is not sending your client updated info about the entity. So if the entity is dormant, the positions of that entity will not update for example. This does not matter for a triggerbot since when you have a player in your crosshair, it will never be dormant because it is visible and the server will send your client information long before that. Only really useful for aimbots and ESP's.
You should check if health > 0, because there are many entities not just players like the world, guns on the ground ,etc. If I'm not mistaken, if you check the health, it will filter those entities out (Someone correct me if I'm wrong). Also, you wouldn't want to shoot dead players
However, it's better to compare the entity class, but it seems that will be too complicated for you right now.
Last edited by 4773n0x; 09-11-2016 at 01:18 PM.
Been over a week since last update/bump after answers, assuming solved.
/Closed.