Legit RCS

Posts 1–7 of 7 · Page 1 of 1
Legit RCS
I am new to game hacking. I want to make a legit looking RCS, I have made one that compensates for the LocalPlayer punch, but it didn't look legit as mouse was jittering but it worked perfectly. I have then made it smoother by useing an alternative mouseMove function, but the punch is increasing by a lot after a shot and decreasing back to normal value just before the next shot, therefore mouse jumps up and down in the time between the shots (jitter). Another problem is that punch takes the punch from player being hit and jumps as well and obviously it is a give away.
My question is: Is there an offset that has a punch of the next shot of the weapon you'r holding, or a way to make it that. Is there an offset for the rate of fire of the weapon?
I will appreciate any help what so ever, and thank you developers for all your work.
Just check if the Left mouse key is pressed, to avoid the rcs when jumping
I have it checking for keypress, but when I for example jump from something and shoot with a pistol, the crosshair goes crazy, but thanks for the reply
To stop the pistol/awp jumping around just check how many bullets have been fired.
Pseudo code:
Code:
if (LocalPlayer.ShotsFired > 1) DoRCS();


As for the main question, have a look at this example of RCS. Compare it with yours to find where the mistake is.
Quote Originally Posted by Chris View Post
To stop the pistol/awp jumping around just check how many bullets have been fired.
Pseudo code:
Code:
if (LocalPlayer.ShotsFired > 1) DoRCS();


As for the main question, have a look at this example of RCS. Compare it with yours to find where the mistake is.
Thanks for the reply, like a lot.
One more question, what does LocalPlayer.ShotsFired show, does it change from 1 just before the entity fires or is it something else?
(I am asking because for me it randomly oscillates between 1 and some huge number with random intervals of time, maybe I have done something wrong)
Quote Originally Posted by arteom1 View Post
Thanks for the reply, like a lot.
One more question, what does LocalPlayer.ShotsFired show, does it change from 1 just before the entity fires or is it something else?
(I am asking because for me it randomly oscillates between 1 and some huge number with random intervals of time, maybe I have done something wrong)
If you use this offset to get the ShotsFired, it tells you how many bullets have been shot.
Code:
m_iShotsFired = 0x1D6C
Just dereference that from the Local Player.
Use smooth.
Posts 1–7 of 7 · Page 1 of 1

Post a Reply

Similar Threads

Tags for this Thread

None

Talk with us