Pure GLua (Somewhat) Perfect Silent Aim
Yes this is possible.
No it isn't nearly as good as if you had a direct hook to CreateMove but I doubt many of you do.
Here is how to do it:
Setup your aimbot with a decent targeting system, I suggest using targeting via the closest angle method because it works the best with this.
Then define a nil variable and name it whatever you want.
In your aimbot hook, check if that variable isn't nil.
If it isn't nil, set your angles to it and then set it to nil again.
If it is nil, do a quick check to see if your weapon can fire, and the other stuff that you need.
There are two ways to check if your weapon can fire.
Simple way is weapon:CanPrimaryAttack()
Better way is checking the current time and comparing it to the next time your weapon can fire.
If you can fire, set your nil variable to your current angles, then set viewangles to whatever angle you want it to be.
This works this way:
Checks if you can shoot, if you can shoot it gets your current unmodified angles and stores them, then it snaps to the angle requested and hopefully a player is there and your triggerbot or autofire will shoot them. Then it snaps back to the old view.
Things you could modify to make this better:
Check not only if your variable has an angle in it but if you cannot shoot as well
Do not ask for help setting this up, I will not help you and most likely neither will anyone else. This is only for people who know what they are doing and not a tutorial spoonfeed. Feel free to thank me for this post and reply with what could make this better.
No it isn't nearly as good as if you had a direct hook to CreateMove but I doubt many of you do.
Here is how to do it:
Setup your aimbot with a decent targeting system, I suggest using targeting via the closest angle method because it works the best with this.
Then define a nil variable and name it whatever you want.
In your aimbot hook, check if that variable isn't nil.
If it isn't nil, set your angles to it and then set it to nil again.
If it is nil, do a quick check to see if your weapon can fire, and the other stuff that you need.
There are two ways to check if your weapon can fire.
Simple way is weapon:CanPrimaryAttack()
Better way is checking the current time and comparing it to the next time your weapon can fire.
If you can fire, set your nil variable to your current angles, then set viewangles to whatever angle you want it to be.
This works this way:
Checks if you can shoot, if you can shoot it gets your current unmodified angles and stores them, then it snaps to the angle requested and hopefully a player is there and your triggerbot or autofire will shoot them. Then it snaps back to the old view.
Things you could modify to make this better:
Check not only if your variable has an angle in it but if you cannot shoot as well
Do not ask for help setting this up, I will not help you and most likely neither will anyone else. This is only for people who know what they are doing and not a tutorial spoonfeed. Feel free to thank me for this post and reply with what could make this better.
