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  1. #1
    rocked's Avatar
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    Small anti-recoil, Aim script , 3D bounding boxes, Team check, Nade ESP

    SMALL ANTI-RECOIL

    Code:
    //=============================================================================
    // Function: No Recoil
    void NoRecoil(AcItem* pItem = NULL)
    {
    	if (!pItem)
    		return;
    		
    	AcRaycastWeapon* pRaycastWeapon = NULL;
    
    	if (pItem->IsA(AcRaycastWeapon::StaticClass()))
    		pRaycastWeapon = reinterpret_cast<AcRaycastWeapon*>(pItem);
    	else
    		return;
    
    	pRaycastWeapon->m_WeaponRecoilSettings.m_fEndYawMin = 0.0f;
    	pRaycastWeapon->m_WeaponRecoilSettings.m_fEndYawMax = 0.0f;
    	pRaycastWeapon->m_RangedWeaponTypeSettings.m_fMaxRange = 0.0f;
    	pRaycastWeapon->m_RangedWeaponTypeSettings.m_fRampDistance = 0.0f;
    
    	/* Return old values... */
    }
    
    ...
    NoRecoil(pPlayerController->m_HoldableItemManager->m_CurrentItem);
    [IMG]https://******.ru/12012221/image.png[/IMG]

    ---------------------
    |Credits: BydloCoder |
    ---------------------

    AIM SCRIPT

    Since theire are already public aimbot hacks i decided to release my AimAtPlayer script
    The code is a little bit messy but it works it also draws a line to the target and if you hold right mouse button you will aim at him
    And if you are using unreals mini SDK you will need to fix SetCameraAimRotPawn()

    Code:
     
    void AimAtPlayer(UCanvas* Canvas, APawn* TargetPawn)
    {
       if (TargetPawn != NULL && mAPBPawn != NULL){
            FName NameHeadBone = TargetPawn->Mesh->GetBoneName(6);
            FVector VectorHead = TargetPawn->Mesh->GetBoneLocation(NameHeadBone,0);
            FVector2D vHead = CalculateScreenCoordinate(pCanvas,TargetPawn->Mesh->GetBoneLocation(NameHeadBone,0));
            pCanvas->Draw2DLine(pCanvas->ClipX/2,pCanvas->ClipY/2,vHead.X,vHead.Y,Red);
                VectorHead =  VectorHead -MyCameraLocation ;
                AimAtRot =  VectorHead****tation();
                NormalizeRotation(AimAtRot);
                FRotator* pAimAtRot = &AimAtRot;
                if(GetAsyncKeyState(VK_RBUTTON))
                {
                    mAPBPawn->SetCameraAimRotPawn(pAimAtRot);
                }   
    
        }
    }
    I will put in some extra for you guys to c&p
    this code will get the closest enemy in range of your aim angle define BestAngle before you go through all players i set it on 56 and works pretty well for me
    again this code maybe a bit messy but it works
    Code:
                float CurrentAngle = GetViewAngle( Target->Location, ViewLocation );
                if ( CheckAngle( CurrentAngle, pPC->PlayerCamera->GetFOVAngle() )    )      
                {                                        
                    if ( ( !TargetPawn 
                        || RadianToDegree(CurrentAngle) > BestAngle ) && APBPawn->PlayerCanSeeMe() )
                    {
                        BestAngle = RadianToDegree(CurrentAngle);
                        TargetPawn = Target;
                    }    
                }
    ------------------
    |Credits: bwarrior |
    ------------------

    3D BOUNDING BOXES

    It is 3D bounding boxes for the pawn.

    This is a much better option as to the DrawDebugBox option as if also draws when player is behind objects due to the manual DrawLine.

    Code:
    void Boxes(UCanvas* pCanvas, APawn* Target, FColor Color)
    {
    	//Valid Target Checks Here
    	{
    		FVector Min,Max,vVec1,vVec2,vVec3,vVec4,vVec5,vVec6,vVec7,vVec8;
    
    		FBox Returned;
    		Target->GetComponentsBoundingBox(&Returned);
    
    		if(Returned.IsValid)
    		{
    			Max = Returned.Max;
    			Min = Returned.Min;
    			{
    				vVec3 = Min;
    				vVec3.X = Max.X;
    				vVec4 = Min;
    				vVec4.Y = Max.Y;
    				vVec5 = Min;
    				vVec5.Z = Max.Z;
    				vVec6 = Max;
    				vVec6.X = Min.X;
    				vVec7 = Max;
    				vVec7.Y = Min.Y;
    				vVec8 = Max;
    				vVec8.Z = Min.Z;
    				vVec1 = WorldToScreen(pCanvas, Min);
    				vVec2 = WorldToScreen(pCanvas, Max);
    				vVec3 = WorldToScreen(pCanvas, vVec3);
    				vVec4 = WorldToScreen(pCanvas, vVec4);
    				vVec5 = WorldToScreen(pCanvas, vVec5);
    				vVec6 = WorldToScreen(pCanvas, vVec6);
    				vVec7 = WorldToScreen(pCanvas, vVec7);
    				vVec8 = WorldToScreen(pCanvas, vVec8);
    				
    				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec5.X, vVec5.Y, Color);
    				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec8.X, vVec8.Y, Color);
    				pCanvas->Draw2DLine(vVec3.X, vVec3.Y, vVec7.X, vVec7.Y, Color);
    				pCanvas->Draw2DLine(vVec4.X, vVec4.Y, vVec6.X, vVec6.Y, Color);
    				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec3.X, vVec3.Y, Color);
    				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec4.X, vVec4.Y, Color);
    				pCanvas->Draw2DLine(vVec8.X, vVec8.Y, vVec3.X, vVec3.Y, Color);
    				pCanvas->Draw2DLine(vVec8.X, vVec8.Y, vVec4.X, vVec4.Y, Color);
    				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec6.X, vVec6.Y, Color);
    				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec7.X, vVec7.Y, Color);
    				pCanvas->Draw2DLine(vVec5.X, vVec5.Y, vVec6.X, vVec6.Y, Color);
    				pCanvas->Draw2DLine(vVec5.X, vVec5.Y, vVec7.X, vVec7.Y, Color);
    			}
    		}
    	}
    }


    --------------------
    |Credits: HOOAH07 |
    --------------------

    TEAM CHECK

    Code:
    void DrawPlayerESP( UCanvas* pCanvas )
    {
        if (Controller == NULL || Controller->Pawn == NULL || Controller->WorldInfo == NULL )
        return;
    
        FBoxSphereBounds PlayerBounds;
        APawn* Target = Controller->Pawn->WorldInfo->PawnList;
    
        while ( Target != NULL )
        {
            AcAPBPawn* APBPawnTarget = reinterpret_cast<AcAPBPawn*>(Target);
    
            if ( Target != NULL && !Target->bDeleteMe && Target->Health >0 && Target != Controller->Pawn && APBPawnTarget->m_MissionSideInfo.m_nMissionUID != 0 ) 
                {
                if(APBPawnTarget->m_MissionSideInfo.m_nMissionUID == APBPawn->m_MissionSideInfo.m_nMissionUID)
                {
    
                    pPC->DrawDebugBox(Target->Location, PlayerBounds.BoxExtent, 0, 255,0,false);
    
                }
                else
                
                {
                
                    pPC->DrawDebugBox(Target->Location, PlayerBounds.BoxExtent, 255, 0,0,false);
    
                }
            }
    
            Target = Target->NextPawn;
        }
    }
    --------------------
    |Credits: the1domo |
    --------------------

    NADE ESP

    Well long time since someone released some code
    Its a verry basic nade esp that draws some text at the nade you also can get the time till detonate and stuff so you can play around with it a bit.
    It detect grenades didnt try it but it should also draw it on the grenade launcher and bazooka projectiles

    Enjoy

    Code:
    void DrawGrenadeESP(UCanvas* pCanvas){
        if (pPC == NULL || pPC->Pawn == NULL || pPC->WorldInfo == NULL )
        return;
            pPC->Pawn->FindActorsOfClass(AcAPBProjectile::StaticClass(), &AllOfActors);
            for (int i = 0; i < AllOfActors.Count; i++){
                if (AllOfActors.Data[i] != NULL)
                {
                AActor* pActor = AllOfActors.Data[i] ;
                    if(dynamic_cast<AcAPBProjectile*>(pActor))
                    {            
                        AcAPBProjectile* GrenadeESPThing = dynamic_cast<AcAPBProjectile*>(pActor);
                        char* name = GrenadeESPThing->GetFullName();            
                        if(!strcmp( name, "cAPBProjectile TheWorld.PersistentLevel.cAPBProjectile" ))
                        {
                            float OldCurX = pCanvas->CurX;
                            float OldCurY = pCanvas->CurY;
                            FVector2D locatiescherm;
                            if (GrenadeESPThing == NULL || GrenadeESPThing->bDeleteMe || GrenadeESPThing->m_bExploded)
                                return;
    
                            locatiescherm = CalculateScreenCoordinate(pCanvas,GrenadeESPThing->Location); 
                        
                            swprintf(tempChar, 256, L"[Grenade]");
                            pCanvas->CurX = locatiescherm.X;
                            pCanvas->CurY = locatiescherm.Y;
                            pCanvas->DrawColor = Purple;
                            pCanvas->DrawText(tempChar, NULL, 1.0f, 1.0f);
                            pCanvas->CurX = OldCurX;
                            pCanvas->CurY = OldCurY;
                        }
                    
                    }
                }
            }
        
    
    }

    ------------------
    |Credits: bwarrior |
    ------------------
    Last edited by rocked; 01-21-2012 at 02:29 PM.

  2. The Following 6 Users Say Thank You to rocked For This Useful Post:

    Christian Haynes (01-21-2012),isosplz (08-15-2012),leonard208 (01-21-2012),M200Ganja (02-06-2012),marcioplanet (01-22-2012),vorzgle (01-27-2012)

  3. #2
    pieisgoodlolxd's Avatar
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    I get the Undeclared Identifier error for variables.
    PIE !

  4. #3
    rocked's Avatar
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    Check them, they are correctly

    Btw, if someone could make each "hack" a .dll then i will can put them all .dll into 1 and create new public hack :P

  5. #4
    pieisgoodlolxd's Avatar
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    Quote Originally Posted by rocked View Post
    Check them, they are correctly

    Btw, if someone could make each "hack" a .dll then i will can put them all .dll into 1 and create new public hack :P
    Oh thanks, I get my problem now
    PIE !

  6. #5
    bullpop's Avatar
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    Everyone that asks how to use this i will delete your post!

    YOU HAVE TO KNOW C++ TO USE THESE CODES!

    EDIT: @rocked give credits to the source codes you leeched!! Because you did not make all of these.

    Give credits to the right owners for the AimScript since you did not make that or else i will have you banned/infracted.

    Give credits to the right owners for the Small Anti-Recoil source code aswell since you did not make that aswell.

    EDIT: Just give the credits to right owners for every fucking single source code since you did not make ANY of these....
    Last edited by bullpop; 01-21-2012 at 02:19 PM.
    MPGH Member Since 10/17/2010
    Battlefield Minion Since 01/22/2014 till - 08/27/2014
    APB Minion since 11/12/2011 till 4/16/2012

  7. #6
    Sujinn's Avatar
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    Also, removing the description made by each person would be good too.
    This way it won't seem like you did it.

  8. #7
    rocked's Avatar
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    Quote Originally Posted by Sujinn View Post
    Also, removing the description made by each person would be good too.
    This way it won't seem like you did it.
    won't do that.

  9. #8
    Waverunner's Avatar
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    Lol you don't even know how to use this. You can't even combine every DLL into one.

    You will also need a hook and SDK for these to even work properly.

  10. #9
    MagixAries's Avatar
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    lolo thanks
    "You said 'I love you', and I said too.
    The only difference is, I didn't lie to you."

    Successful Trades: 204
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    BLACKLIST:
    Stevie9090, ProHackTB, combatarms1993, sp33dkill3r,
    Markalot, Yomo710, -Nice-, kernie891
    /Add me on MSN \: x7sinsx@live.com

  11. #10
    ironduck's Avatar
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    If I remember correct, recoil is handled server-side now, so all client side changes don't actually affect the actual bullets, just the crosshair visual for the player.

  12. #11
    Sujinn's Avatar
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    Quote Originally Posted by ironduck View Post
    If I remember correct, recoil is handled server-side now, so all client side changes don't actually affect the actual bullets, just the crosshair visual for the player.
    Nope. They ppl that told you this just wanted to keep it for yourself. The value didn't even change a bit.

  13. #12
    Xelphir's Avatar
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    Although these are pretty old, I suppose its a nice share since the forums these were actually posted on are down half the time lol.

    Good share.

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