Aimbot help pls, also it's been a while.

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Aimbot help pls, also it's been a while.
So I've been away from hacking all together but someone recently got me re-interested.
Found "my" old source(Very heavily modified inVinciblePublicRelease which was a pain btw lmao but I'm not coding from scratch) but I want to implement aimbot.

Anyways, I think I got the local player eyePos down but I'm not sure.
Code:
DWORD Player = Mem.Read<DWORD>(modClients + LocalPlayer);
Vector myPos = Mem.Read<Vector>(Player+ vecOrigin);
I'm not quite sure how to go about getting enemy eyePos(I found some diluted stuff saying to use bonePos but again, everything surrounding how to do that was diluted.) Hoping to get some simple answers on how I could accomplish finding enemy eyePos or anything that wil accomplish getting a coordinate to then use with aimbot.

---EDIT-- Somehow missed a post about a guy starting his external aimbot. Read how to get bones. Other questions are still up there + still need validation on eyePos.

Sidenote: Is normalizing RCS angles necessary? It always outputs correct angles without normalizing.



l
Quote Originally Posted by Skips View Post
So I've been away from hacking all together but someone recently got me re-interested.
Found "my" old source(Very heavily modified inVinciblePublicRelease which was a pain btw lmao but I'm not coding from scratch) but I want to implement aimbot.

Anyways, I think I got the local player eyePos down but I'm not sure.
Code:
DWORD Player = Mem.Read<DWORD>(modClients + LocalPlayer);
Vector myPos = Mem.Read<Vector>(Player+ vecOrigin);
I'm not quite sure how to go about getting enemy eyePos(I found some diluted stuff saying to use bonePos but again, everything surrounding how to do that was diluted.) Hoping to get some simple answers on how I could accomplish finding enemy eyePos or anything that wil accomplish getting a coordinate to then use with aimbot.

---EDIT-- Somehow missed a post about a guy starting his external aimbot. Read how to get bones. Other questions are still up there + still need validation on eyePos.

Sidenote: Is normalizing RCS angles necessary? It always outputs correct angles without normalizing.



l
You should always normalize angles when possible, even if you get the correct value 'every time'. It keeps you from getting a wrong value if something does change in game that you're not experiencing yet.

Code:
HeadPos.X = RPM<float>(LocalBase + m_vecOrigin) + RPM<float>(LocalBase + m_vecView);
HeadPos.Y = RPM<float>(LocalBase + m_vecOrigin + 0x4) + RPM<float>(LocalBase + m_vecView + 0x4);
HeadPos.Z = RPM<float>(LocalBase + m_vecOrigin + 0x8) + RPM<float>(LocalBase + m_vecView + 0x8);
Pseudo Code
Code:
LocalEye = GetLocalEye;
EnemyHeadBone = GetEnemyBone;
W2S(EnemyHeadBone, W2SHeadBone);
//For an fov
if((DistanceBetweenCross(w2sHead[0], w2sHead[1]) <= Aimbot.AimFOV * 8))
CalcAngle(LocalEye, EnemyHeadBone, EnemyPlayerAngles);
SetViewAngles(EnemyPlayerAngles);
Quote Originally Posted by Buttars0070 View Post
~Snip~
For your code with HeadPos, I assume that is for the local player only? Or can I loop through entity list and find their headPos?
Quote Originally Posted by Skips View Post
For your code with HeadPos, I assume that is for the local player only? Or can I loop through entity list and find their headPos?
That's the position of your viewangles. You can get the head position of enemies via the bonematrix, but yes, you can read their viewangle position aswell.

Also, if you want to know more about aimbots, read the closed threads from SP1K3 in this subforum, he had troubles with his aimbot. I replied to some stuff on there which could be useful for you aswell.
Quote Originally Posted by WasserEsser View Post
That's the position of your viewangles. You can get the head position of enemies via the bonematrix, but yes, you can read their viewangle position aswell.

Also, if you want to know more about aimbots, read the closed threads from SP1K3 in this subforum, he had troubles with his aimbot. I replied to some stuff on there which could be useful for you aswell.
First off, I'd just like to say thanks for the contribution you put in when it comes to helping others(your sources forum posts, ets) it's really helped me alot when I first started and obviously now too.

On topic, would reading their viewangle position be just as effective as bonePos? Or would that result in an aimbot that aims to the middle of their character and not necessarily their head? Obviously I'd also lose out on the ability to adjust which bone to aim at aswell.


Also, I found multiple threads but I'm assuming you were referencing this

--Edit-- Could I get a spoonfeed to read bonePos?
Quote Originally Posted by Skips View Post
First off, I'd just like to say thanks for the contribution you put in when it comes to helping others(your sources forum posts, ets) it's really helped me alot when I first started and obviously now too.

On topic, would reading their viewangle position be just as effective as bonePos? Or would that result in an aimbot that aims to the middle of their character and not necessarily their head? Obviously I'd also lose out on the ability to adjust which bone to aim at aswell.


Also, I found multiple threads but I'm assuming you were referencing this
You somehow have to calculate an angle, or else you couldn't aim at the enemy. The math for it requires a starting point and an end point. If you don't take the position of your viewangles as a starting point, you won't get a correctly calculated angle. You can take whatever you like as an end point though.
Quote Originally Posted by WasserEsser View Post
You somehow have to calculate an angle, or else you couldn't aim at the enemy. The math for it requires a starting point and an end point. If you don't take the position of your viewangles as a starting point, you won't get a correctly calculated angle. You can take whatever you like as an end point though.
But considering that my viewangles x/y do not change when I rotate my players head I can assume using viewangle from another play for calculations would result in me aiming towards the center of the player rather than the head?
Quote Originally Posted by Skips View Post
But considering that my viewangles x/y do not change when I rotate my players head I can assume using viewangle from another play for calculations would result in me aiming towards the center of the player rather than the head?
Position of viewangles and viewangles are 2 completely different things.
Quote Originally Posted by WasserEsser View Post
Position of viewangles and viewangles are 2 completely different things.
Whenever I mention viewangles I am referring to position of the viewangles.
Quote Originally Posted by Skips View Post
Whenever I mention viewangles I am referring to position of the viewangles.
No, it wouldn't be their center. It's the position of the viewangles. You don't see out of your stomach
Quote Originally Posted by WasserEsser View Post
No, it wouldn't be their center. It's the position of the viewangles. You don't see out of your stomach
Well obviously but since there is no change in viewangle position when I look around wouldn't that mean the viewangle position is reliant on the top center of the body. So from some angles it would line up with the head but others like the side it wouldn't?
Quote Originally Posted by Skips View Post
Well obviously but since there is no change in viewangle position when I look around wouldn't that mean the viewangle position is reliant on the top center of the body. So from some angles it would line up with the head but others like the side it wouldn't?
Yes. Your viewangles also don't lean forward when you're ducking like your model does. But you need the position of your viewangles to calculate an angle correctly. You can use the enemies headbone though to aim at, which would always be at their head.
Quote Originally Posted by WasserEsser View Post
Yes. Your viewangles also don't lean forward when you're ducking like your model does. But you need the position of your viewangles to calculate an angle correctly. You can use the enemies headbone though to aim at, which would always be at their head.
I knew you had to use your view angles but I was just curious as to what happened if you used an enemies. Thanks for the response.

- - - Updated - - -

/Solved , thanks for the help <3
Don't close this actually, I would like to log my progress.

- - - Updated - - -

???

Quote Originally Posted by Skips View Post
Don't close this actually, I would like to log my progress.

- - - Updated - - -

???

My aimbot does something similar, I would love to see someone's response/fix to this
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