QuestionMemory Aimbot

Posts 16–30 of 34 · Page 2 of 3
Aimbot is Patched forever until someone make a new bypass for Angles.

P.S: Aimbot = Client Error 30_0
Quote Originally Posted by XarutoUsoCrack View Post
Aimbot is Patched forever until someone make a new bypass for Angles.

P.S: Aimbot = Client Error 30_0
It's not patched only have some check's no need to bypass if you know how to hide the angel change's prity easy .
Quote Originally Posted by bandi12 View Post
It's not patched only have some check's no need to bypass if you know how to hide the angel change's prity easy .
You talking about making it look natural instead of the snap effect you get when going from point A to B instantly?
I had to do this once with another game, not because of game detection though, it was so others wouldnt notice.
Quote Originally Posted by Pingo View Post
You talking about making it look natural instead of the snap effect you get when going from point A to B instantly?
I had to do this once with another game, not because of game detection though, it was so others wouldnt notice.
Nope i snap it from the current angel to the calculed angel whit one operation. The magic is the math on angel's. You need to find a solution that the difference between the yaw/pitch and the calculed yaw/pitch to be the minimal as possible. (there are some trick's how to get the wanted angel whit minimal change on yaw/pitch)

---------- Post added at 08:31 PM ---------- Previous post was at 08:26 PM ----------

Quote Originally Posted by lucifereviluser View Post
No offense but your math is silly. I made the perfect angel math on 10 line's 100% headshoot on every shoot.
Quote Originally Posted by bandi12 View Post
Nope i snap it from the current angel to the calculed angel whit one operation. The magic is the math on angel's. You need to find a solution that the difference between the yaw/pitch and the calculed yaw/pitch to be the minimal as possible. (there are some trick's how to get the wanted angel whit minimal change on yaw/pitch)

---------- Post added at 08:31 PM ---------- Previous post was at 08:26 PM ----------



No offense but your math is silly. I made the perfect angel math on 10 line's 100% headshoot on every shoot.
Man, that is my first aimbot with no help, no example. i made it after i read this topic :| Are you sure you can make it with no help, no public code, no demo? :-s

http://www.mpgh.net/forum/287-crossf...-fps-game.html

I got aimbot 100% after i made it 1 month :-s
Quote Originally Posted by lucifereviluser View Post
Man, that is my first aimbot with no help, no example. i made it after i read this topic :| Are you sure you can make it with no help, no public code, no demo? :-s

http://www.mpgh.net/forum/287-crossf...-fps-game.html

I got aimbot 100% after i made it 1 month :-s

Aimbot is a simpel geometry math ... i am not 13 year old in class 6 .....
Quote Originally Posted by lucifereviluser View Post
I dont know CFPRO is example
OK mate. It's not hard to make the math if you were on math hour's at school in my country this geometry stuff is teached in class 7-8 If you remember some alfa angel of a triangel it's prity easy to make the math on 3D cord's the 2D cord's yep there are a bit harder .

Alll the best!
Quote Originally Posted by bandi12 View Post
OK mate. It's not hard to make the math if you were on math hour's at school in my country this geometry stuff is teached in class 7-8 If you remember some alfa angel of a triangel it's prity easy to make the math on 3D cord's the 2D cord's yep there are a bit harder .

Alll the best!
If you're using geometry in your aimbot you're doing it wrong... You should be using trigonometry, my aimbot is completely 3d vector based and only uses about 3 lines of code.
Quote Originally Posted by ~FALLEN~ View Post
If you're using geometry in your aimbot you're doing it wrong... You should be using trigonometry, my aimbot is completely 3d vector based and only uses about 3 lines of code.
Yea thats how i did it too. 3d and 2d vector but for a different game.
Quote Originally Posted by ~FALLEN~ View Post
If you're using geometry in your aimbot you're doing it wrong... You should be using trigonometry, my aimbot is completely 3d vector based and only uses about 3 lines of code.
My first aimbot it was on 3D vetor (New vec = vec2-vec1) ... but it was prity unstabel from the aiming point somethime's it was shooting near.
So i advenced and i convert the target's 3D pos to 2D pos (S2W) then geting how much px are from midel screen to target. And from there whit a bit of more math (10-15 line) i can get perfect yaw/pitch so it has no mistake on aiming. Every Shoot is a Hit no mather if i am running, jumping, falling.
@bandi12
totally disagree with you. when i was using my homemade memory aimbot i never missed a single headshot
@kypk
i was using a technique like this in my aimbot feel free to use it too
distance:
Code:
int closest = -1; //if it remains -1 there is no enemies around
float distance = 9999.9;
//loop these for all enemies that meets other checks (not over walls, not ghosts, etc)
//assume that me is a position vector of your local player , him is a position vector of enemy and index is the enemy local index
float tdist = sqrt(pow(me.x-him.x, 2)+pow(me.y-him.y, 2)+pow(me.z-him.z, 2));
if (tdist<distance)
{
    distance = tdist;
    closest = index;
}
crosshair (fov check included too ):
Code:
int closest = -1; //if it remains -1 there is no enemies around
float distance = 9999.9;
//loop these for all enemies that meets other checks (not over walls, not ghosts, etc)
//assume that camyaw, campitch are the current camera rotation angles, aimyaw, aimpitch are angles calculated by aimbot routine and index is the enemy local index
float ncamyaw = camyaw>=0?camyaw:camyaw+2*M_PI;
float ncampitch = campitch>=0?campitch:campitch+2*M_PI;
float naimyaw = aimyaw>=0?aimyaw:aimyaw+2*M_PI;
float naimpitch = aimpitch>=0?aimpitch:aimpitch+2*M_PI;
float ydif = abs(naimyaw-ncamyaw); //validate this value which should be <= fov/2
float pdif =abs(naimpitch-ncampitch);
if (pdif+ydif<distance)
{
    distance = pdif+ydif;
    closest = index;
}


---------- Post added at 06:23 PM ---------- Previous post was at 06:10 PM ----------

Quote Originally Posted by bandi12 View Post
Nope i snap it from the current angel to the calculed angel whit one operation. The magic is the math on angel's. You need to find a solution that the difference between the yaw/pitch and the calculed yaw/pitch to be the minimal as possible. (there are some trick's how to get the wanted angel whit minimal change on yaw/pitch)

---------- Post added at 08:31 PM ---------- Previous post was at 08:26 PM ----------



No offense but your math is silly. I made the perfect angel math on 10 line's 100% headshoot on every shoot.
exactly 4 lines here (ignoring checks)
ps:how many times should i tell you its spelled with not whit?
I am using 2d too and it's working perfectly , I had also tried to make it in 3d it was good but got only one problem and that is while you are moving the crosshair move too :S
Quote Originally Posted by Dragon(H)ell View Post
I am using 2d too and it's working perfectly , I had also tried to make it in 3d it was good but got only one problem and that is while you are moving the crosshair move too :S
Yes something like that. My one was having some problem's while running/falling + when the target was far from me

---------- Post added at 11:36 PM ---------- Previous post was at 11:32 PM ----------

Quote Originally Posted by giniyat101 View Post
totally disagree with you. when i was using my homemade memory aimbot i never missed a single headshot
I don't say to you that you'r wrong but when using 3D are some hard thing's: 1 Get Real camera Pos. 2. My math on 3D while running / falling it was aiming wrong.

Ofc you have more exp whit CF so i don't say it's not possible to make perfect 3D. But for me 2D was easy-er to make it bk i was unable to find the real camera pos.
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