Aimbot Smoothing

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Aimbot Smoothing
Hi Guys,
I have a smooth aimbot/aim Assistent, but I want to implement a method/System -> The closer the Players Crosshair is to the Enemy the faster the aimbot moves. I think in this Forum was a Thread already but I havent found it unfortunatly.

How I can Code this Method: The closer the crosshair is to the enemy, the faster/harder the aimbot moves. It would be so cool if you can help me
World to screen the player, get the distant from the screens center to the player.
Use the value you just got as a scale for the smoothness. The number gets bigger... turn down the smoothing.

With this you can make a simple negative exponential (downwards curve) to use as your scale.
Quote Originally Posted by _ECX View Post
World to screen the player, get the distant from the screens center to the player.
Use the value you just got as a scale for the smoothness. The number gets bigger... turn down the smoothing.

With this you can make a simple negative exponential (downwards curve) to use as your scale.
w2s smooth, are you retarded

Code:
float coeff = (1.0f - smooth) / delta.Length() * 4.f;

coeff = powf(coeff, 2.f) * 10.f;

coeff = std::min(1.f, coeff);
toChange = delta * coeff;
from aimtux
Actually I cant remember, but there was a Method without world2screen. I think it was kind of simple math, but I dont remember the formula. Can you remember? It's so unlucky, I am searching this Thread for hours already - cant find it ;(..
Thank you!
Regards
Quote Originally Posted by Pushyy View Post
Actually I cant remember, but there was a Method without world2screen. I think it was kind of simple math, but I dont remember the formula. Can you remember? It's so unlucky, I am searching this Thread for hours already - cant find it ;(..
Thank you!
Regards
Divide the delta of your viewangles and the angle to the enemy with 100, then multiply it by the percent smooth value you want and then add that to your viewangles (simple smooth). Also, how can you forget simple 7th grade math lol
Lel why so toxic? I havent asked for a c&p shit from a public source - I can get them too...I asked for the "idea" behind this kind of stuff:
- "The closer the crosshair is to the enemy, the faster/harder the aimbot moves", without screen2world. Just with distances, yaw, pitch and stuff.

viewAngles.setX(playerPitch + diffVector.getX() / AIM_SPEED);
viewAngles.setY(playerYaw + diffVector.getY() / AIM_SPEED); -> AimSpeed = The closer to the Player, the lower the Speed -> moves faster
Quote Originally Posted by Pushyy View Post
Lel why so toxic? I havent asked for a c&p shit from a public source - I can get them too...I asked for the "idea" behind this kind of stuff:
- "The closer the crosshair is to the enemy, the faster/harder the aimbot moves", without screen2world. Just with distances, yaw, pitch and stuff.

viewAngles.setX(playerPitch + diffVector.getX() / AIM_SPEED);
viewAngles.setY(playerYaw + diffVector.getY() / AIM_SPEED); -> AimSpeed = The closer to the Player, the lower the Speed -> moves faster
too bad you need "c&p shit from a public source" if you dont understand simple math lol
Guys, I have a smoothing already and I am not to bad for simple math.

viewAngles.setX(viewAngles.getX() - playerPitch);
viewAngles.setY(viewAngles.getY() - playerYaw);
angles.normalize(viewAngles);

viewAngles.setX(playerPitch + viewAngles.getX() / 100 * 5);
viewAngles.setY(playerYaw + viewAngles.getY() / 100 * 5);

angles.normalize(viewAngles);

Seems like nobody gets my question? THIS is NOT what I want! But this is what YOU TOLD me! Please read my question again.
It was: "The closer the crosshair is to the enemy, the faster/harder the aimbot moves. It would be so cool if you can help me -> Aimbot starts slow -> Gets faster the closer it is"
AND NOT "how to get a simple smooth aimbot"
Code:
float coeff = (1.0f - smooth) / delta.Length() * 4.f;

coeff = powf(coeff, 2.f) * 10.f;

coeff = std::min(1.f, coeff);
toChange = delta * coeff;
delta.Length() = ?
Just have yaw + pitch
holy fuck do you even know what delta means
Wow .... this snippet..
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