Silent Aim

Posts 1–15 of 22 · Page 1 of 2
Silent Aim
Hey, I was wondering if anyone knows the command for silent aim in c++. It would mean a ton if someone showed me
Code:
usercmd_t* cur = input_t->GetCmd( *cl_cmdnum );
usercmd_t* next = input_t->GetCmd( *cl_cmdnum + 1 );

*next = *cur;
cur->frame--;
*cl_cmdnum++;

cur->angles[0] += deltaangles[0];
cur->angles[1] += deltaangles[1];
cur->angles[2] = 0;
Hook in CL_CreateNewCmds()
where would you put that?
Quote Originally Posted by apdonato View Post
where would you put that?
Your hack's code.
Quote Originally Posted by Lovroman View Post

Your hack's code.
the real question i should be asking is "what is silent aim?"
Quote Originally Posted by apdonato View Post
the real question i should be asking is "what is silent aim?"

This.
ohhh... so its just an aim bot... thx i was just curious
Quote Originally Posted by apdonato View Post
ohhh... so its just an aim bot... thx i was just curious
​Just a bit different. SIlent/Ghost aim increases the hit box so you always hit your mark, making it look a lot more legitimate than the classic twitching from normal aimbot.
Quote Originally Posted by Aborted View Post

​Just a bit different. SIlent/Ghost aim increases the hit box so you always hit your mark, making it look a lot more legitimate than the classic twitching from normal aimbot.
why not just put a command distributing damage to the player that is closest to you? probably obvious reason for not doing this for ban purposes but that is what i'm working on right now with my AI using the chopper gunner. they can't aim with the chopper remote so i just distribute chopper gunner bullet damage to the player that is alive and closest to the helicopter. it looks really legit.
Quote Originally Posted by apdonato View Post
why not just put a command distributing damage to the player that is closest to you? that is what i'm working on right now with my AI using the chopper gunner. they can't aim with the chopper remote so i just distribute chopper gunner bullet damage to the player that is alive and closest to the helicopter. it looks really legit.
It can also be achieved that way, but is usually done in proximity to the reticle with a hard limit such as 30° or 60°, so it can be used a lot more inconspiciously.
Quote Originally Posted by Aborted View Post

It can also be achieved that way, but is usually done in proximity to the reticle with a hard limit such as 30° or 60°, so it can be used a lot more inconspiciously.
ahhh... i see... i just figured it would be pretty inconspicuous to have the damage command bound to the z key, and then while your actually shooting at the player in front of you, press the z key to make sure you kill him before he kills you.
Quote Originally Posted by apdonato View Post
ahhh... i see... i just figured it would be pretty inconspicuous to have the damage command bound to the z key, and then while your actually shooting at the player in front of you, press the z key to make sure you kill him before he kills you.
Silent aim is basically an invisible aimbot. As you can see from the video, you don't need to actually aim at anyone for you to kill them.
That's the whole purpose of it.

P.S. The code above can also be done in CG_PredictedPlayerState()
Quote Originally Posted by hkKenshin View Post
Silent aim is basically an invisible aimbot. As you can see from the video, you don't need to actually aim at anyone for you to kill them.
That's the whole purpose of it.

P.S. The code above can also be done in CG_PredictedPlayerState()
right, well you don't need to look at the player to distribute damage command either. just set a radius...

foreach(player in level.players)
{
if(player == self)
continue;

if(!isAlive(player))
continue;

if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;

if(distance(self.origin, player.origin) >= 1000)
continue;

player thread [[level.callbackPlayerDamage]] ( self, self, 100, 8, "MOD_HEADSHOT", "ak47_mp", (0,0,0), (0,0,0), "none", 0 );
}

you don't need to aim or shoot, when the player comes within about 25 meters (short to medium range), they drop dead. obviously this is just thrown together, it could be made much better
Quote Originally Posted by apdonato View Post
right, well you don't need to look at the player to distribute damage command either. just set a radius...

foreach(player in level.players)
{
if(player == self)
continue;

if(!isAlive(player))
continue;

if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;

if(distance(self.origin, player.origin) >= 1000)
continue;

player thread [[level.callbackPlayerDamage]] ( self, self, 100, 8, "MOD_HEADSHOT", "ak47_mp", (0,0,0), (0,0,0), "none", 0 );
}

you don't need to aim or shoot, when the player comes within about 25 meters (short to medium range), they drop dead. obviously this is just thrown together, it could be made much better
What the hell are you talking about?
1.) That's GSC. Not C++.
Quote Originally Posted by rbebcd View Post
I was wondering if anyone knows the command for silent aim in c++
2.) That code cannot be used with an aimbot ( Well it could but it's beyond the scope of this thread. ). He asked for the C++ code as he's planning to do it through the engine itself.
3.) I don't know much about GSC so I'm just guessing that it'll only work on hosts that run it while silent aim is supposed to be universal. ( I don't use GSC )
Posts 1–15 of 22 · Page 1 of 2
This thread is closed for replies.

Similar Threads

Tags for this Thread

Talk with us