InAimbot Mathematical Yaw AAA

Posts 115 of 17 · Page 1 of 2
InAimbot Mathematical Yaw AAA
Hi this adjusts yaw for use in AAA people have told me not to release this but I'm in a fuck-you kind of mood; happy pasting.

http://pastebin.com/uMmnj3J0
do you need to copy the raw paste data?
Quote Originally Posted by gotchabud View Post
do you need to copy the raw paste data?
The color red yes.
AAA modules are the way to go!
we used to use yaw correction in news.bot
Quote Originally Posted by Scetch08 View Post
AAA modules are the way to go!
we used to use yaw correction in news.bot
Apparently setting yaw via netvar hooks is 1 tick behind which is the whole point of doing the math instead (same for SetRenderAngles).

Quote Originally Posted by Kyouko View Post
Code:
local FakePos = Rotate(v, GetAimVec(v), math.random(0, 90));
ok

Code:
math.random(0, 90)
vouch for this, 100% real and working
the whole "stylesiscute" is just a test, if you wanted to do proper AA correction you would have to do something along the lines of:
Code:
local function GetRealPosition(ply)
    local fp = ply:EyeAngles().x
    local rp = math.Clamp(180-fp,-90,90)
    ply:SetPoseParameters("aim_pitch",rPitch)
    ply:InvalidateBoneCache()
    return Rotate(ply,GetHeadPosition(ply),180) 
end
Edit: last time i tried this the math in it was wrong, so idk if snip fixed it or not
Quote Originally Posted by asuchan View Post
Apparently setting yaw via netvar hooks is 1 tick behind which is the whole point of doing the math instead (same for SetRenderAngles).


the whole "stylesiscute" is just a test, if you wanted to do proper AA correction you would have to do something along the lines of:
Code:
local function GetRealPosition(ply)
    local fp = ply:EyeAngles().x
    local rp = math.Clamp(180-fp,-90,90)
    ply:SetPoseParameters("aim_pitch",rPitch)
    ply:InvalidateBoneCache()
    return Rotate(ply,GetHeadPosition(ply),180) 
end
Edit: last time i tried this the math in it was wrong, so idk if snip fixed it or not
what in the world bro...

"Apparently setting yaw via netvar hooks is 1 tick behind which is the whole point of doing the math instead (same for SetRenderAngles)."

agree with this though

edit:

been using proper rotation for over a year now, xd people prefer the easy way out
Quote Originally Posted by D3M0L1T10N View Post
"Apparently setting yaw via netvar hooks is 1 tick behind which is the whole point of doing the math instead (same for SetRenderAngles)."

agree with this though
wonder how this idea got around

the real truth is yaw angle is interpolated based on render frametime and is a clientside animation (same goes for csgo) so there are more complications than just "1 tick off"
in english this shit doesnt work but the engine isnt the only thing these anime downies dont understand
Quote Originally Posted by ExiledStyles View Post
wonder how this idea got around

the real truth is yaw angle is interpolated based on render frametime and is a clientside animation (same goes for csgo) so there are more complications than just "1 tick off"
in english this shit doesnt work but the engine isnt the only thing these anime downies dont understand
i'm not a downy i'm an aspie fyi
Quote Originally Posted by ExiledStyles View Post
wonder how this idea got around

the real truth is yaw angle is interpolated based on render frametime and is a clientside animation (same goes for csgo) so there are more complications than just "1 tick off"
in english this shit doesnt work but the engine isnt the only thing these anime downies dont understand
what are the alternatives when I need to do 20+ rotations in the same tick though

haven't had inaccuracy issues
Code:
local FakePos = Rotate(v, GetAimVec(v), math.random(0, 90));
ok

Code:
math.random(0, 90)
vouch for this, 100% real and working
oj has already pasted this into 8 hacks that he has made in the past 11 hours
what even is this
Quote Originally Posted by cdr1za View Post
what even is this
Get's player's head position and given yaw
Quote Originally Posted by asuchan View Post
Get's player's head position and given yaw
there's this magical function called *censored friendly will beat shit out of me if posted*
Quote Originally Posted by cdr1za View Post
there's this magical function called *censored friendly will beat shit out of me if posted*
this is very counterfactual! If you set the yaw value inside the NetVar callback hook aim proxy the code will lag the java virtual machine a tick behind and your CPU will have to overclock itself to catch up, this is why I think utilizing asian mathematics written by the great antipodeans is the best approach when it comes to counterattacking the anti-aim codes.
Posts 115 of 17 · Page 1 of 2
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Need help?