Remotekill Causes CF18_1

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Remotekill Causes CF18_1
Remotekill causes CF 18_1 However
i've check is visible , fov is created
but this error keeps poping up
how to solve this ?

For check visible
Code:
if (IsVisible(GetBonePosition(Me->Object, 6), GetBonePosition(TargetPlayer->Object, 6)) && isValidClient(TargetPlayer) &&IsRemoteKey && GetBonePosition(TargetPlayer->Object ,6))

thanks in advance
Quote Originally Posted by [K]akashi View Post
Remotekill causes CF 18_1 However
i've check is visible , fov is created
but this error keeps poping up
how to solve this ?

For check visible
Code:
if (IsVisible(GetBonePosition(Me->Object, 6), GetBonePosition(TargetPlayer->Object, 6)) && isValidClient(TargetPlayer) &&IsRemoteKey && GetBonePosition(TargetPlayer->Object ,6))

thanks in advance
Something is wrong with the visible check or you arent updating ur pDevice for the FoV
Quote Originally Posted by vaisefud3 View Post
Something is wrong with the visible check or you arent updating ur pDevice for the FoV
remotekill can be done just fine using shotguns from what i know
it shouldnt cause 18_1 (ive used a paid cheat that could shoot in any direction and still get a hit) if done right
not that i know much about this

i mainly came to comment, if you're checking for visibility and adding a FoV, isn't that just silent aim?
dude like i said don't shoot enemy inside wall just shoot it on free way without any walls box or etc or use FOV like a silent aim.
Quote Originally Posted by MemoryThePast View Post
dude like i said don't shoot enemy inside wall just shoot it on free way without any walls box or etc or use FOV like a silent aim.
i'm already do that ! but sometimes i get error too !
Quote Originally Posted by [K]akashi View Post
Remotekill causes CF 18_1 However
i've check is visible , fov is created
but this error keeps poping up
how to solve this ?

For check visible
Code:
if (IsVisible(GetBonePosition(Me->Object, 6), GetBonePosition(TargetPlayer->Object, 6)) && isValidClient(TargetPlayer) &&IsRemoteKey && GetBonePosition(TargetPlayer->Object ,6))

thanks in advance
this is called ghost/silent aimbot not remote kill ( as goocolax said )
the error is caused cause you killed an enemy who was behind a box ( his head was visible but his body isnt ) , this will cause err 18_1
simply you need to check every single node
Quote Originally Posted by 96neko View Post
this is called ghost/silent aimbot not remote kill ( as goocolax said )
the error is caused cause you killed an enemy who was behind a box ( his head was visible but his body isnt ) , this will cause err 18_1
simply you need to check every single node
in that case you redirect the impact to the head, or if that's too hard for people to do just dont check the head anymore, use something bigger like the chest.
Quote Originally Posted by uNdExEd_CheAtEr View Post
in that case you redirect the impact to the head, or if that's too hard for people to do just dont check the head anymore, use something bigger like the chest.
remotekill = sg weapons and snake dbr
silent = all primary and secondary weapon
Quote Originally Posted by 96neko View Post
this is called ghost/silent aimbot not remote kill ( as goocolax said )
the error is caused cause you killed an enemy who was behind a box ( his head was visible but his body isnt ) , this will cause err 18_1
simply you need to check every single node
finally someone understand me
i did Check visible for all Body bones
but invain
i going to tr again


- - - Updated - - -

Quote Originally Posted by jayjay153 View Post
thanks i've been knew diffrence btw RK and SAim
use silent aim
Quote Originally Posted by jayjay153 View Post
use silent aim
example of silent aim?
Quote Originally Posted by [K]akashi View Post
Remotekill causes CF 18_1 However
i've check is visible , fov is created
but this error keeps poping up
how to solve this ?

For check visible
Code:
if (IsVisible(GetBonePosition(Me->Object, 6), GetBonePosition(TargetPlayer->Object, 6)) && isValidClient(TargetPlayer) &&IsRemoteKey && GetBonePosition(TargetPlayer->Object ,6))

thanks in advance
Only Now I Know Ur Problem
Dont Check Head(IsVisible(GetBonePosition(Me->Object, 6), GetBonePosition(TargetPlayer->Object, 6))
Check a thing which is bigger than it
like Body
Use This
Code:
(IsVisible(GetBonePosition(Me->Object, 2), GetBonePosition(TargetPlayer->Object, 2))
thats Will solve ur all problems
Test Now
Press Thanks If I Helped
Code:
int CSilentAim::FindTarget()
{
	int besttarget = -1;
	float MaxDistance = 0xFFFFFF;

	float ScreenX = E::Visuals->Screen.Width / 2;
	float ScreenY = E::Visuals->Screen.Height / 2;

	if (!this->IsValidLocal())
		return besttarget;

	for (int i = 0; i < IEngineClient::Singleton()->GetIClientShellStub()->GetMaxPlayer(); i++)
	{
		ICPlayerMgr* Entity = IEngineClient::Singleton()->GetIClientShellStub()->GetPlayerByUserId(i);

		if (E::Remote->IsInvalidEntity(Entity))
			continue;

		if (Vars.Remote.FriendlyFire)
		{
			if (ICRoomMgr::Singleton()->GetRoomManager()->GetRoomInfo()->IsPlayerIn_ZombieMode())
			{
				if (Entity->IsZombie())
					continue;
			}
			else
			{
				if (ICRoomMgr::Singleton()->GetRoomManager()->GetRoomInfo()->IsPlayerIn_BattleRoyale_Mode())
				{
					// [ BATTLE ROYALE MODE ]
					if (ICRoomMgr::Singleton()->GetRoomManager()->GetRoomInfo()->IsPlayerIn_BattleRoyale_Solo())
					{
						// [ SOLO MODE ]
						// no check for team cause all player is enemy
					}
					else
					{
						// [ TEAM and SQUAD ]
						if (Entity->IsTeam())
							continue;
					}
				}
				else
				{
					// [ NORMAL MODES ]
					if (Entity->IsTeam())
						continue;
				}
			}
		}

		// [ CAMERA POSITION ]
		D3DXVECTOR3 Local = ((IClientShellStub *)IEngineClient::Singleton()->GetIClientShellStub()->GetBaseAddress())->GetPlayerCamera()->GetCameraPos();
		//D3DXVECTOR3 Local = G::g_pPlayerMgr->GetHeadPosition();

		if (Vars.Remote.Silent)
		{
			if (Vars.Remote.VisibleCheck)
			{
				D3DXVECTOR3 Head = Entity->GetHeadPosition();
				if (D::WorldToScreen(&Head))
				{
					if (Entity->IsVisible(MBoneNodes::M_BONE_HEAD))
					{
						// [ CROSSHAIR ]
						float Tmp = M::Crosshair(Head.x, Head.y, ScreenX, ScreenY);

						if (Vars.Remote.TargetMethod == TargetMode::DISTANCE)
							Tmp = M::Distance(Local, Entity->GetOrigin()) / 100;

						if (Tmp < MaxDistance)
						{
							MaxDistance = Tmp;
							besttarget = i;
						}
					}
				}
			}
			else
			{
				D3DXVECTOR3 Head = Entity->GetHeadPosition();
				if (D::WorldToScreen(&Head))
				{
					// [ CROSSHAIR ]
					float Tmp = M::Crosshair(Head.x, Head.y, ScreenX, ScreenY);

					if (Vars.Remote.TargetMethod == TargetMode::DISTANCE)
						Tmp = M::Distance(Local, Entity->GetOrigin()) / 100;

					if (Tmp < MaxDistance)
					{
						MaxDistance = Tmp;
						besttarget = i;
					}
				}
			}
		}
		else
		{
			if (this->Allow360())
			{
				if (Vars.Remote.VisibleCheck)
				{
					D3DXVECTOR3 Head = Entity->GetHeadPosition();
					if (D::WorldToScreen(&Head))
					{
						if (Entity->IsVisible(MBoneNodes::M_BONE_HEAD))
						{
							float Tmp = M::Distance(Local, Entity->GetOrigin()) / 100;
							if (Tmp < MaxDistance)
							{
								MaxDistance = Tmp;
								besttarget = i;
							}
						}
					}
				}
				else
				{
					// 360
					float Tmp = M::Distance(Local, Entity->GetOrigin()) / 100;
					if (Tmp < MaxDistance)
					{
						MaxDistance = Tmp;
						besttarget = i;
					}
				}
			}
			else
			{
				if (Vars.Remote.VisibleCheck)
				{
					D3DXVECTOR3 Head = Entity->GetHeadPosition();
					if (D::WorldToScreen(&Head))
					{
						if (Entity->IsVisible(MBoneNodes::M_BONE_HEAD))
						{
							// [ CROSSHAIR ]
							float Tmp = M::Crosshair(Head.x, Head.y, ScreenX, ScreenY);

							if (Vars.Remote.TargetMethod == TargetMode::DISTANCE)
								Tmp = M::Distance(Local, Entity->GetOrigin()) / 100;

							if (Tmp < MaxDistance)
							{
								MaxDistance = Tmp;
								besttarget = i;
							}
						}
					}
				}
				else
				{
					D3DXVECTOR3 Head = Entity->GetHeadPosition();
					if (D::WorldToScreen(&Head))
					{
						// [ CROSSHAIR ]
						float Tmp = M::Crosshair(Head.x, Head.y, ScreenX, ScreenY);

						if (Vars.Remote.TargetMethod == TargetMode::DISTANCE)
							Tmp = M::Distance(Local, Entity->GetOrigin()) / 100;

						if (Tmp < MaxDistance)
						{
							MaxDistance = Tmp;
							besttarget = i;
						}
					}
				}
			}

		}
	}

	if (Vars.Remote.TargetMark)
	{
		if (besttarget > -1)
		{
			ICPlayerMgr* Entity = IEngineClient::Singleton()->GetIClientShellStub()->GetPlayerByUserId(besttarget);
			if (!E::Remote->IsInvalidEntity(Entity))
			{
				D3DXVECTOR3 Mark = Entity->GetHeadPosition();
				if (D::WorldToScreen(&Mark))
					D::DrawLine(ScreenX, 0, Mark.x, Mark.y, 1, White, I::pDevice);
			}
		}
	}

	return besttarget;
}

bool __cdecl ICPlayerMgr::IsVisible(int bone)
{
	IntersectQuery iQuery;
	IntersectInfo iInfo;

	memset(&iQuery, 0, sizeof(iQuery));
	memset(&iInfo, 0, sizeof(iInfo));

	iQuery.From = ((IClientShellStub *)I::ClientShellStub->GetBaseAddress())->GetPlayerCamera()->GetCameraPos();
	iQuery.To = this->GetBonePosition(bone);

	return !((bool(WINAPIV *)(IntersectQuery *, IntersectInfo *))offsets.m_IntersectSegment)(&iQuery, &iInfo);
}

bool ICPlayerMgr::IsEntireVisible()
{
	for (auto i = 0; i < 29; i++)
	{
		if (!this->IsVisible(i))
			return false;
	}
	return true;
}
Mabey you shoot the enemy's head from top down direction while the head is occluded by wall.
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