crossbow prediction

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crossbow prediction
 
true story










wtf is gravity prediction formula?
the problem with crossbow prediction is that it's either FUCKING IMPOSSIBLE or you never hit, anything, ever.

Picture 3 was a good choice.
Quote Originally Posted by Manspreader View Post
the problem with crossbow prediction is that it's either FUCKING IMPOSSIBLE or you never hit, anything, ever.

Picture 3 was a good choice.
It's completely possible. Just google "projectile prediction aimbot" and paste something from somebody's TF2 cheat.
tf2 bow == hl2 crossbow?
Quote Originally Posted by agag205 View Post
tf2 bow == hl2 crossbow?
If you did some research you could find the velocity and gravity of the crossbow bolts. Literally the hardest part about this is calculating the bolt's arc which is still easy.
k, i giveup
i cant calculate that arc

- - - Updated - - -

Quote Originally Posted by guessjoe1 View Post
it's completely possible as I had it in my old paste.
can i get the code?
Quote Originally Posted by Cyaegha View Post
It's completely possible. Just google "projectile prediction aimbot" and paste something from somebody's TF2 cheat.
Yeah, Sure, it is completely possible.

But if you're far away from the target, let's say, about 200m from the spawn of gm_flatgrass, up in the air, it would be extremely hard to hit something, as a simple up movement with noclip could get you away from the prediction quick and spic. Same with moving left after right, vice versa, ect.

However, if the server has noclip disabled, you're in for a lucky time.

If... minging Sandbox was still fun. Alot of the time little kids screaming in chat, because they have no mic, or, it's Russian communists.
And, sorry for saying it was impossible, just a bit of exaggeration. It can be hard if you have no knowledge of gLua or don't know your addition.
Quote Originally Posted by Manspreader View Post
Yeah, Sure, it is completely possible.

But if you're far away from the target, let's say, about 200m from the spawn of gm_flatgrass, up in the air, it would be extremely hard to hit something, as a simple up movement with noclip could get you away from the prediction quick and spic. Same with moving left after right, vice versa, ect.

However, if the server has noclip disabled, you're in for a lucky time.

If... minging Sandbox was still fun. Alot of the time little kids screaming in chat, because they have no mic, or, it's Russian communists.
And, sorry for saying it was impossible, just a bit of exaggeration. It can be hard if you have no knowledge of gLua or don't know your addition.
Slava Stalin the gentle labourer will no longer suffer
Quote Originally Posted by tikene View Post
Slava Stalin the gentle labourer will no longer suffer
I shalt fill of whom quoted bum with cum!
projectile motion wikipedia article has a formula called angle theta required to hit point x/y. i made a mortar with it and this is basically the same principle, except you're solving for the point, not angle theta required to hit a certain one. i would post the link/pic, but not allowed to do either. also this doesn't support the characters i need to write it.
it's completely possible as I had it in my old paste.
make a cheat using python. Python is really good with math stuff. Lul
I just looked at the picture (nice ahack radar btw) and noticed it says "Tick Rate: 0.01...", that isn't the tick rate. To get the tick rate you should divide 1 by engine.TickInterval. Also for your spectator list you could use Player:GetObserverMode to check if they're in first person, third person, or free roam spectate modes.

Code:
local ObserverModes = {
	[OBS_MODE_DEATHCAM] = "Deathcam",
	[OBS_MODE_FREEZECAM] = "Freezecam",
	[OBS_MODE_FIXED] = "Fixed",
	[OBS_MODE_IN_EYE] = "First Person",
	[OBS_MODE_CHASE] = "Third Person",
	[OBS_MODE_ROAMING] = "Free Roam",
}

surface.DrawText(Player:Nick() .. " [" .. ObserverModes[Player:GetObserverMode()] .. "]")
Quote Originally Posted by Cyaegha View Post
I just looked at the picture (nice ahack radar btw) and noticed it says "Tick Rate: 0.01...", that isn't the tick rate. To get the tick rate you should divide 1 by engine.TickInterval. Also for your spectator list you could use Player:GetObserverMode to check if they're in first person, third person, or free roam spectate modes.

Code:
local ObserverModes = {
	[OBS_MODE_DEATHCAM] = "Deathcam",
	[OBS_MODE_FREEZECAM] = "Freezecam",
	[OBS_MODE_FIXED] = "Fixed",
	[OBS_MODE_IN_EYE] = "First Person",
	[OBS_MODE_CHASE] = "Third Person",
	[OBS_MODE_ROAMING] = "Free Roam",
}

surface.DrawText(Player:Nick() .. " [" .. ObserverModes[Player:GetObserverMode()] .. "]")
OMG thx u really pro coder
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