Aimbot aiming above Head bone

Posts 1–10 of 10 · Page 1 of 1
Aimbot aiming above Head bone
My aimbot is pointing above the heads of the enemies, I'm locating them from my Pos to their head bone. Any ideas?
While shooting or not?
@Epik Nope, just snaps above their head.

https://i.gyazo.com/dc2c18900bbb6939...2edf852cfe.jpg

As you can see, it's over the enemies head, but keeping the x axis in tact.

Code:
BoneBase = RPM<uintptr_t>(EntityPlayer.Player + m_dwBoneMatrix);
GetBonePos(BoneBase, 10, HeadPos);
CalcAngle(LocalPlayer.Pos, HeadPos, EntityPlayer.Angle, EntityPlayer.Flags());
Quote Originally Posted by Buttars0070 View Post
@Epik Nope, just snaps above their head.

https://i.gyazo.com/dc2c18900bbb6939...2edf852cfe.jpg

As you can see, it's over the enemies head, but keeping the x axis in tact.

Code:
BoneBase = RPM<uintptr_t>(EntityPlayer.Player + m_dwBoneMatrix);
GetBonePos(BoneBase, 10, HeadPos);
CalcAngle(LocalPlayer.Pos, HeadPos, EntityPlayer.Angle, EntityPlayer.Flags());
I thought 6 was the identifier for head
Quote Originally Posted by Epik View Post


I thought 6 was the identifier for head
@Epik
You're right, 6 is the head. Although that didn't actually change anything 0.o

I found something online, he said he needed to subtract the enemies height from the equation then it worked.

Although I still can't seem to get it to work :||||||
That's an easy one You get the Position of your eyes wrong. Your LocalPlayer.Pos is Propably something like that (reading from that addresses):

Code:
LocalPlayer.PosX = RPM(LocalPlayer + 0x134);
LocalPlayer.PosY = RPM(LocalPlayer + 0x134 + 0x4);
LocalPlayer.PosZ = RPM(LocalPlayer + 0x134 + 0x8);
But you have to add to this Position, what you get from m_vecViewOffset. like that:

Code:
LocalPlayer.PosX = RPM(LocalPlayer + 0x134)         + RPM(LocalPlayer + m_vecViewOffset);
LocalPlayer.PosY = RPM(LocalPlayer + 0x134 + 0x4)   + RPM(LocalPlayer + m_vecViewOffset + 0x4);
LocalPlayer.PosZ = RPM(LocalPlayer + 0x134 + 0x8)   + RPM(LocalPlayer + m_vecViewOffset + 0x8);
This should solve your problem. I hope you get the idea. For better understanding, try to debug the variables you get from these.
Quote Originally Posted by 3rw1n View Post
That's an easy one You get the Position of your eyes wrong. Your LocalPlayer.Pos is Propably something like that (reading from that addresses):

Code:
LocalPlayer.PosX = RPM(LocalPlayer + 0x134);
LocalPlayer.PosY = RPM(LocalPlayer + 0x134 + 0x4);
LocalPlayer.PosZ = RPM(LocalPlayer + 0x134 + 0x8);
But you have to add to this Position, what you get from m_vecViewOffset. like that:

Code:
LocalPlayer.PosX = RPM(LocalPlayer + 0x134)         + RPM(LocalPlayer + m_vecViewOffset);
LocalPlayer.PosY = RPM(LocalPlayer + 0x134 + 0x4)   + RPM(LocalPlayer + m_vecViewOffset + 0x4);
LocalPlayer.PosZ = RPM(LocalPlayer + 0x134 + 0x8)   + RPM(LocalPlayer + m_vecViewOffset + 0x8);
This should solve your problem. I hope you get the idea. For better understanding, try to debug the variables you get from these.
Would something like this work or would I have to RPM them separately then add them?

Code:
Pos[0] = RPM<float>(localBase + m_vecOrigin + m_vecViewOffset);
Pos[1] = RPM<float>(localBase + m_vecOrigin + 0x4 + m_vecViewOffset + 0x4);
Pos[2] = RPM<float>(localBase + m_vecOrigin + 0x8 + m_vecViewOffset + 0x8);
Tested and didn't work, used the method provided and it worked getting my player location.

Code:
Pos[0] = RPM<float>(localBase + m_vecOrigin) + RPM<float>(localBase + m_vecViewOffset);
Pos[1] = RPM<float>(localBase + m_vecOrigin + 0x4) + RPM<float>(localBase + m_vecViewOffset + 0x4);
Pos[2] = RPM<float>(localBase + m_vecOrigin + 0x8) + RPM<float>(localBase + m_vecViewOffset + 0x8);
But then after passing into the CalcAngle function, it returns invalid angles e.i.

Code:
CalcAngle(LocalPlayer.Pos, HeadPos, EntityPlayer.Angle, EntityPlayer.Flags());


EDIT: After changing the player view Pos addresses, it has now worked. The false values are compiler errors giving false representation of the true values

/Solved, Close
You can't do what you propose. Why?
You now read a value at a memory address of (localBase + m_vecOrigin + m_vecViewOffset), which has no meaning and is propably empty or worse.
You need to read the value at the address of (localBase + m_vecOrigin) first. There you get some values, that you want. But with those you aim above your head, because you need more. So you have to add what can be read at the address of (localBase + m_vecViewOffset).

You can imagine the problem as the following: cs:go stores the values for "where are you" and "how high is the z coordinate of your eyes" seperately at those two addresses.

You have to do it like this :

Code:
Pos[0] = RPM<float>(localBase + m_vecOrigin )    +  RPM<float>(localBase +  m_vecViewOffset);
Pos[1] = RPM<float>(localBase + m_vecOrigin + 0x4) +  RPM<float>(localBase +  m_vecViewOffset + 0x4);
Pos[2] = RPM<float>(localBase + m_vecOrigin + 0x8) +  RPM<float>(localBase +  m_vecViewOffset + 0x8);
Quote Originally Posted by 3rw1n View Post
You can't do what you propose. Why?
You now read a value at a memory address of (localBase + m_vecOrigin + m_vecViewOffset), which has no meaning and is propably empty or worse.
You need to read the value at the address of (localBase + m_vecOrigin) first. There you get some values, that you want. But with those you aim above your head, because you need more. So you have to add what can be read at the address of (localBase + m_vecViewOffset).

You can imagine the problem as the following: cs:go stores the values for "where are you" and "how high is the z coordinate of your eyes" seperately at those two addresses.

You have to do it like this :

Code:
Pos[0] = RPM<float>(localBase + m_vecOrigin )    +  RPM<float>(localBase +  m_vecViewOffset);
Pos[1] = RPM<float>(localBase + m_vecOrigin + 0x4) +  RPM<float>(localBase +  m_vecViewOffset + 0x4);
Pos[2] = RPM<float>(localBase + m_vecOrigin + 0x8) +  RPM<float>(localBase +  m_vecViewOffset + 0x8);
Yup found that one out though trial Thanks for the help man, quick responses, I love it! Thanks for helping me learn!
/Solved & closed.
Posts 1–10 of 10 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us