LightbulbVehicle aimbot bf3

Posts 14 of 4 · Page 1 of 1
Vehicle aimbot bf3
Hello guys,

I got a question, is there any vehicle aimbot for bf3 that is undetected, or can anyone make one, I know someone will not make it because of this topic only, but I think there are a lot more people who want one.

Friendly regards,

Fakebitch123
Quote Originally Posted by fakebitch123 View Post
Hello guys,

I got a question, is there any vehicle aimbot for bf3 that is undetected, or can anyone make one, I know someone will not make it because of this topic only, but I think there are a lot more people who want one.

Friendly regards,

Fakebitch123
This thread makes no sense, you already have a lock on vehicles with the smaw and igla etc. There's no use for hacks that has aimbot on the vehicle because if you don't have a rocket that can guide itself towards the rocket it's useless if the vehicle moves. Also no asking for hacks...
it is old but still.... if you want a aimbot for vehicle you can start using this

Code:
//add this to your vec3 class. or to your physiycs class if you have one. or rewrite it and just add it to your hack
//you will need a dotproduct function
float Vec3::AimFloat(Vec3 &delta, const float &FOV) const
{
	return asinf(this->dot(delta)) / FOV;
}

Code:
//some pointers
Vec3 Origin	= GameRenderer->Singleton()->m_viewParams.firstPersonTransform.trans;
Vec3 Left	= GameRenderer->Singleton()->m_viewParams.firstPersonTransform.left;
Vec3 Up		= GameRenderer->Singleton()->m_viewParams.firstPersonTransform.up;


Code:
//the function itself
BOOL Rotation() // Fragger aka dudeinberlin
{
	float flYaw	,flPitch,flRoll;
	//TargetArray is the final target vector, this will differ for your hack. i store my targetvecs in an array, hence i can call this rotation function without any params.
	Vec3 dt = TargetArray() - Origin;
	//don't forget to norm the delta for the coming calculations
	dt.normalize();
	
	if(MyPlayer->isInVehicle())
	{
		flYaw   = Left.AimFloat(dt,GameRenderer->Singleton()->m_viewParams.view.m_fovX / 2.0f);
		flPitch = Up.AimFloat(dt,GameRenderer->Singleton()->m_viewParams.view.m_fovX / 2.0f);	
		flRoll  = flYaw;
		//ya ya, how to now if your a jet or heli? search the ucforum
		//flVehicleSens is dynamic in my hack. best Results with a very low sens of 8.0 or lower
		if(bImaJet||bImAHeli)
			flInputAction[ConceptPitch] = -flPitch * flVehicleSens;
		else
			flInputAction[ConceptPitch] = flPitch * flVehicleSens;
		flInputAction[ConceptYaw]	= flYaw	* flVehicleSens;	
		flInputAction[ConceptRoll]  = flRoll* flVehicleSens;
		
		if(bFire)
			AutoFireLogic();
		return TRUE;
	}
	else
	{
		//tada you should know this.
	}
	return FALSE;
}
Good luck... don't ask me how to use it... you need to learn it yourself <3
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