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  1. #1
    sasue111's Avatar
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    Getting Started With Aim Bot Development

    Okay now I want to make a aimbot for a game.(anygame-doesn't matter).But I just do not understand how to make it T_T...If someone could point me to a tutorial on making a aimbot(full tutorial and can be understood) then I would really appreciate it.(I've looked at https://www.mpgh.net/forum/31-c-c-pro...ne-aimbot.html but I have no clue how it works).Would someone point me to a good tutorial,or at least where to start at?And yes,I do know the basics of c++ well enough to make my own simple trainer..
    Last edited by sasue111; 08-26-2012 at 11:17 AM.

  2. #2
    Hell_Demon's Avatar
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    1. l2maths
    2. l2findpointers
    3. l2code
    4. ???
    5. Profit!
    Ah we-a blaze the fyah, make it bun dem!

  3. The Following 2 Users Say Thank You to Hell_Demon For This Useful Post:

    giniyat101 (08-27-2012),obsta (09-05-2012)

  4. #3
    sasue111's Avatar
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    Quote Originally Posted by Hell_Demon View Post
    1. l2maths
    2. l2findpointers
    3. l2code
    4. ???
    5. Profit!
    1)Give me a website to learn the math needed to make a aimbot.(I think it's trigonometry right?).
    2)I've gotten most of the pointers(just need enemy's x,y,z and my z.Everything else I have).
    3)I am going to go try a tutorial I found.(If I fail I think I'll try when I'm in 10th grade lol).
    Last edited by sasue111; 08-27-2012 at 02:23 PM.

  5. #4
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    You should learn the basics at first. It takes a long time to learn how to code an aimbot, thats for advanced coders. In my opinion you haven´t any skills in a programming language, so you should learn a programming language for a few months.

    You can by a book and watch tutorials at youtube.

    cheers
    Last edited by inmate; 08-27-2012 at 03:18 PM.

  6. #5
    sasue111's Avatar
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    Quote Originally Posted by inmate View Post
    You should learn the basics at first. It takes a long time to learn how to code an aimbot, thats for advanced coders. In my opinion you haven´t any skills in a programming language, so you should learn a programming language for a few months.

    You can by a book and watch tutorials at youtube.

    cheers
    I've only been with c++ for about a month.But I've been with delphi 6 for about 2 years now.(but there aren't any tutorials for delphi aimbots lol(I haven't seen a single one lol)((unless you count color aimbots which i don't want to make since they are so fucking slow))). >.< so take that back.well I found a tutorial from CEF so I am going to make use of it(and a few other tutorials).And see if I can make a simple aimbot with their explanations...
    Last edited by sasue111; 08-27-2012 at 06:30 PM.

  7. #6
    giniyat101's Avatar
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    Quote Originally Posted by sasue111 View Post
    Okay now I want to make a aimbot for a game.(anygame-doesn't matter).But I just do not understand how to make it T_T...If someone could point me to a tutorial on making a aimbot(full tutorial and can be understood) then I would really appreciate it.(I've looked at https://www.mpgh.net/forum/31-c-c-pro...ne-aimbot.html but I have no clue how it works).Would someone point me to a good tutorial,or at least where to start at?And yes,I do know the basics of c++ well enough to make my own simple trainer..
    i checked the thread you linked to
    its not very hard u see
    he just modifies camera yaw and pitch
    the calculation is provided here:
    Code:
    pitch = atan2(to.z - from.z, to.dist(from)) * 180 / PI;
    yaw = -(float)atan2(to.x - from.x, to.y - from.y) / PI * 180 + 180;


     



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  8. #7
    sasue111's Avatar
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    Quote Originally Posted by giniyat101 View Post
    i checked the thread you linked to
    its not very hard u see
    he just modifies camera yaw and pitch
    the calculation is provided here:
    Code:
    pitch = atan2(to.z - from.z, to.dist(from)) * 180 / PI;
    yaw = -(float)atan2(to.x - from.x, to.y - from.y) / PI * 180 + 180;
    what I didn't get was:
    Code:
    pPlayerTable = *(cPlayerTable**)(0x004E4E08);
    pPlayerTable->player[i]->pos.
    :/ that's the code I don't understand.
    Last edited by sasue111; 08-27-2012 at 07:23 PM.

  9. #8
    giniyat101's Avatar
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    Quote Originally Posted by sasue111 View Post
    what I didn't get was:
    Code:
    pPlayerTable = *(cPlayerTable**)(0x004E4E08);
    pPlayerTable->player[i]->pos.
    :/ that's the code I don't understand.
    getting the targeted player position (x,y,z)..


     



    [img]https://i43.photobucke*****m/albums/e367/DeteSting/Steam-update.gif[/img]

  10. #9
    sasue111's Avatar
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    Quote Originally Posted by giniyat101 View Post
    getting the targeted player position (x,y,z)..
    I know it is.I meant how does that code work?Because I just don't understand how it works.Mind explaining it to me?
    EDIT:
    lol...what i mean is how does the code get the P.O.S. addresses...
    Last edited by sasue111; 08-27-2012 at 08:24 PM.

  11. #10
    giniyat101's Avatar
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    Quote Originally Posted by sasue111 View Post
    I know it is.I meant how does that code work?Because I just don't understand how it works.Mind explaining it to me?
    the game declared the class as the following:

    Code:
    class cPlayer
    {
    public:
    		char unknown0[4]; //0x0000
    	vec pos;
    		char unknown16[36]; //0x0010
    	vec footpos;
    	float yaw; //0x0040  
    	float pitch; //0x0044  
    };//Size=0x0228(552)
    
    
    class cPlayerTable
    {
    public:
    	char unknown0[4]; //0x0000
    	cPlayer* player[32]; //0x0004  
    };//Size=0x043C(1084)
    and its base is at 0x004E4E08 as mentioned in the code
    so player position can be easily accessed using pPlayerTable->player[index]->pos


     



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  12. #11
    sasue111's Avatar
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    Quote Originally Posted by giniyat101 View Post
    the game declared the class as the following:

    Code:
    class cPlayer
    {
    public:
    		char unknown0[4]; //0x0000
    	vec pos;
    		char unknown16[36]; //0x0010
    	vec footpos;
    	float yaw; //0x0040  
    	float pitch; //0x0044  
    };//Size=0x0228(552)
    
    
    class cPlayerTable
    {
    public:
    	char unknown0[4]; //0x0000
    	cPlayer* player[32]; //0x0004  
    };//Size=0x043C(1084)
    and its base is at 0x004E4E08 as mentioned in the code
    so player position can be easily accessed using pPlayerTable->player[index]->pos
    ahh.I see.So how would you get the base?

  13. #12
    giniyat101's Avatar
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    Quote Originally Posted by sasue111 View Post
    ahh.I see.So how would you get the base?
    reversing the game executable, using tools like cheat engine and reclass, many ways really


     



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  14. #13
    sasue111's Avatar
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    Quote Originally Posted by giniyat101 View Post
    reversing the game executable, using tools like cheat engine and reclass, many ways really
    and ollydbg

  15. #14
    giniyat101's Avatar
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    Quote Originally Posted by sasue111 View Post
    and ollydbg
    there is other disassembling / debugging tools but i prefer ollydbg too


     



    [img]https://i43.photobucke*****m/albums/e367/DeteSting/Steam-update.gif[/img]

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