Link is censored, I've removed it.
Hi guys, it's me again.
I need help in the calculations of an aimbot.(A memory aimbot)
I have all the addresses I just have trouble calculating the hack itself. So here are the types:
The player coordinates x, y and z are float type.
The cursor coordinates x and y are WORD type.
I have tried following the tutorial - <link censored>
But for some reason the cursor jumps all over and behaves weirdly.
Some help appreciated. Thanks in advance.
Last edited by master131; 10-06-2012 at 08:54 PM.
Even familiar landscapes will
reveal a different kind of beauty
if you change your viewpoint.
Where these new encounters
and new bonds will lead you...
Such dazzling golden days.
I, too, look forward to
what I might behold.
Link is censored, I've removed it.
Donate:
BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9
Handy Tools/Hacks:
Extreme Injector v3.7.3
A powerful and advanced injector in a simple GUI.
Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!
Minion Since: 13th January 2011
Moderator Since: 6th May 2011
Global Moderator Since: 29th April 2012
Super User/Unknown Since: 23rd July 2013
'Game Hacking' Team Since: 30th July 2013
--My Art--
[Roxas - Pixel Art, WIP]
[Natsu - Drawn]
[Natsu - Coloured]
All drawings are coloured using Photoshop.
--Gifts--
[Kyle]
Jabberwock (10-06-2012)
Hmm I saw it already got censored with "***"...
Anyway should I post a code what I'm trying to do?
EDIT: Here some of the codes:
float PI = 3.14159265F;
float RAD = 57.29578F;
float halfCircle = 0xFFFF / 2;
struct player_info
{
float x;
float y;
float z;
};
inline float Get3dDistance(player_info him, player_info me)
{
float D_x = him.x - me.x;
float D_y = him.y - me.y;
float D_z = him.z - me.z;
return sqrt( D_x * D_x + D_y * D_y + D_z * D_z );
}
/*Sec 1*/
if (enemy.x > user.x && enemy.y <= user.y)
{
D_x = enemy.x - user.x;
D_y = user.y - enemy.y;
yaw = 0xFFFF - (0xFFFF * (short)atan(D_y / D_x) * RAD / 360);
}
/*Sec 2*/
if (enemy.x <= user.x && enemy.y < user.y)
{
D_x = user.x - enemy.x;
D_y = user.y - enemy.y;
yaw = halfCircle + 0xFFFF * (short)atan( D_y / D_x ) * RAD / 360;
}
/*Sec 3*/
if (enemy.x < user.x && enemy.y >= user.y)
{
D_x = user.x - enemy.x;
D_y = enemy.y - user.y;
yaw = halfCircle - 0xFFFF * (short)atan( D_y / D_x ) * RAD / 360;
}
/*Sec 4*/
if (enemy.x >= user.x && enemy.y > user.y)
{
D_x = enemy.x - user.x;
D_y = enemy.y - user.y;
yaw = 0xFFFF * (short)atan( D_y / D_x ) * RAD / 360;
}
float flatDist = sqrt( ( D_x * D_x ) + ( D_y * D_y ) ); // Get the level distance between us and the enemy, using pythagoras
if (enemy.z == user.z)
{
pitch = 0;
} else if (enemy.z > user.z)
{
pitch = 0xFFFF * (short)atan( (enemy.z - user.z) / flatDist ) * RAD / 360;
} else if (enemy.z < user.z)
{
pitch = 0xFFFF - 0xFFFF * (short)atan( (user.z - enemy.z) / flatDist ) * RAD / 360;
}
Last edited by Jabberwock; 10-06-2012 at 09:01 PM.
Even familiar landscapes will
reveal a different kind of beauty
if you change your viewpoint.
Where these new encounters
and new bonds will lead you...
Such dazzling golden days.
I, too, look forward to
what I might behold.
You get the rotation in degrees/radians, not screen coordinates for your cursor
Easiest is using trigonometry to obtain the angles and writing those to your local players' angles. If you want to use screen coordinates you'll have to apply Pythagoras and more trig to calculate the screen coordinates(more work and slower)
Ah we-a blaze the fyah, make it bun dem!
Jabberwock (10-07-2012)
You mean like this:
It doesn't work too...Code:float PI = 3.14159265F; float RAD = 57.29578F; struct player_info { float x; float y; float z; }; inline float Get3dDistance(player_info him, player_info me) { float D_x = him.x - me.x; float D_y = him.y - me.y; float D_z = him.z - me.z; return sqrt( D_x * D_x + D_y * D_y + D_z * D_z ); } inline void aim(player_info him, player_info me, float &yaw, float &pitch)//0-180 pitch, 0-360 yaw { float D_x = him.x - me.x; float D_y = him.y - me.y; float D_z = him.z - me.z; pitch = sin( D_z / sqrt(D_x * D_x + D_y * D_y + D_z * D_z ) ) * 180 / PI; yaw = -atan2( D_x, D_y ) / PI * 180 + 180; } aim(enemy, user, yaw, pitch); *(WORD*)address = abs((short)pitch); address += 4; *(WORD*)address = abs((short)yaw);
Even familiar landscapes will
reveal a different kind of beauty
if you change your viewpoint.
Where these new encounters
and new bonds will lead you...
Such dazzling golden days.
I, too, look forward to
what I might behold.
It would be useful if you'd specify what is broken about it. Does it snap onto something? Does it spin? Does it crash? etc.
Ah we-a blaze the fyah, make it bun dem!
It's just looking at something else and when I move the player it doesn't move too, so something is broken... With the algorithm I think.
OK just now I got told that this algorithm work only with cube engine.
Last edited by Jabberwock; 10-08-2012 at 05:16 PM.
Even familiar landscapes will
reveal a different kind of beauty
if you change your viewpoint.
Where these new encounters
and new bonds will lead you...
Such dazzling golden days.
I, too, look forward to
what I might behold.
The 'not moving' part could mean that your game uses degrees instead of radians, multiply the rotation values by 57.296f(which is 180 / Pi) to get degrees out of radians.
Ah we-a blaze the fyah, make it bun dem!
Yes but the problem is that the mouse X and Y aren't in degrees nor radians.
First I need to know; When going up a ladder in the game, which one Y or Z will increase?
Here is the info about the X and Y of the mouse position:
The mouse Y:
straight = 0.
down = 50535.
up = 15000
The mouse X:
When setting to 0 and going to that direction the x coordinate get higher.
When setting to 32768 and going to that direction the x coordinate get lower.
When setting to 16384 and going to that direction the y coordinate get higher.
When setting to 49152 and going to that direction the y coordinate get lower.
I assume the Z coordinate is the one that gets increased.
Even familiar landscapes will
reveal a different kind of beauty
if you change your viewpoint.
Where these new encounters
and new bonds will lead you...
Such dazzling golden days.
I, too, look forward to
what I might behold.
would be like this i assume
Light travels faster than sound. That's why most people seem bright until you hear them speak.
that would be easy as long as you have target position, camera position and writable camera rotation offsets, and ofc some trigonometry knowledge...
[img]https://i43.photobucke*****m/albums/e367/DeteSting/Steam-update.gif[/img]
If you know what vectors are, then there's an easier way to do it than trigonometry (and definitely cleaner).