Moved to the correct section.
As the title says setting cmd->viewangles for aimbot works worse than engine->setviewangles
With engine i can have 180 fov without problem, but if i use silent aim it miss alot and it takes a while to kill someone and is much slower.
Does someone has an idea what can cause this?
Moved to the correct section.
Is it pSilent you mean? if so, be aware that perfect silent are choking packets.
Also, i don't see the problem.
FAKEEDGEBOY$ - B4RB0$$4
Last edited by chudakprofiiq; 04-14-2016 at 12:44 PM.
oh lol, that's standard. Same shit is happening for me aswell. I can only kill them perfectly IF my AimFov is below "120" in Fov.
Also, try remove the "if(pCmd->buttons & IN_ATTACK)" from Silent option and just keep it in the SetViewAngles.
I also wanna mention that i used "if(pLocal->iShotsFired() > 1)" and start to spraying, it worked flawless.
Last edited by viking911; 04-14-2016 at 01:32 PM.
FAKEEDGEBOY$ - B4RB0$$4
i've did - if( cmd->buttons & IN_ATTACK ) only for the vid it doesn't affect it, i go try the shots fired thing
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shots fired thing didnt do anything :/
Could u go to skype please?
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So the problem is if someone is not in my fov or some shit it shoots a bit off his head like 1 head away any thoughts anyone? calcangle is fine and fov calc too
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cmd->viewangles.x = Angle.x;
cmd->viewangles.y = Angle.y - 0.3f;
decreasing aim angle.y a little bit works a bit better now but still not perfect ( and also probably a shit way lol but it works better than before )
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found out another thing the inaccuracy of the cmd viewangles is based on distance, weird that engine angles are fine tho
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anyone have an idea how to fix? The inaccuracy increases with distance, it goes little bit to left
there is calcangle i use
I dont think if it is because of CalcAngle but including it just in case something is wrong with it
Code:void CalcAngle( Vector& vecOrigin, Vector& vecOther, Vector& vecAngles ) { Vector vecDelta = Vector((vecOrigin[0] - vecOther[0]), (vecOrigin[1] - vecOther[1]), (vecOrigin[2] - vecOther[2])); float hyp = sqrtf(vecDelta[0] * vecDelta[0] + vecDelta[1] * vecDelta[1]); vecAngles[0] = (float)atan(vecDelta[2] / hyp) * (float)(180.f / M_PI); vecAngles[1] = (float)atan(vecDelta[1] / vecDelta[0]) * (float)(180.f / M_PI); vecAngles[2] = (float)0.f; if (vecDelta[0] >= 0.f) vecAngles[1] += 180.f; vecAngles[2] = 0.f; }
I haven't reversed the CUserCmd structure yet, so i don't know exactly how setting CUserCmd->ViewAngles work.
But from what I can see is that those are not your actual ViewAngles. They will most likely get copied into the ViewAngle buffer after CreateMove and everything has run.
Engine->SetViewAngles will set your ViewAngles directly after normalizing them. If you call SetViewAngles, the engine checks for NaN, normalizes the angles and sets the ViewAngle buffer ( ClientState + 0x4D14 ) directly.
/Solved & closed.