InfoPure GLua (Somewhat) Perfect Silent Aim

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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.
Quote Originally Posted by Trollaux View Post


yeah thats why it works? 2/10 bad troll
Lol good to know and thanks!
i just stole code from walkbot for the createmove and some calcview magic to create a really simple but effective silent aim, this works too though

EDIT:
didn't mean to imply that it even close to psilent/was silent to other players, it's pretty much purely clientside
Quote Originally Posted by Melted Bu11et View Post
i just stole code from walkbot for the createmove and some calcview magic to create a really simple but effective silent aim, this works too though
calcview isnt psilent its barely even silent aim
everyone else sees you snappin around town
Quote Originally Posted by Trollaux View Post


calcview isnt psilent its barely even silent aim
everyone else sees you snappin around town
i realize that, it's just clientside obv
it allows you to snap around town without effecting movement minus jumping and noclip, but i should really just add an aim on fire
didn't mean to imply that it was even close to psilent
Quote Originally Posted by Melted Bu11et View Post
i realize that, it's just clientside obv
it allows you to snap around town without effecting movement minus jumping and noclip, but i should really just add an aim on fire
didn't mean to imply that it was even close to psilent
nah dude just snap to 270 yaw whenever ur not shooting like real hvhers
thanks bro /10charsdonotexist
CalcView is not silent aim are you guys autistic
Quote Originally Posted by MeepDarknessMeep View Post
CalcView is not silent aim are you guys autistic
CalcView can be used for Silent Aim you shitbag.
The purpose of Silent Aim is being able to look around normally while aimbotting.
Hell, there even are servers where CalcView is the only way of achieving silent aim, which block perfect silent aim too.
Quote Originally Posted by Leystryku View Post
CalcView can be used for Silent Aim you shitbag.
The purpose of Silent Aim is being able to look around normally while aimbotting.
Hell, there even are servers where CalcView is the only way of achieving silent aim, which block perfect silent aim too.
>gmod anticheats
hey nooblord, why dont you actually figure out how createmove works and then post something useful, like this

if c:CommandNumber() == 0 then
c:SetViewAngles(something) // for some odd reason, when the command number is 0
// createmove calls IVEngineClient->SetViewAngles, although on normal occasions this would still change your cmd's viewangles
// but not here, because this cmd is never sent to the server
// use this for modifying your view correctly, but you still have to use calcview to remove the punchangle
return
end
since you're all retarded and use the think hook, even though if you check for the command number it will run normally
this is because garry completely fucked how lua createmove is ran, so for some reason it produces a 'fake tick' after every real tick
any viewangle modifications will still change what you see here if you havent changed anything in the above, but if you DO change anything
modifications to the real tick wont change your view, the way you really want silent aim to be done.
lastly, the command number check doesnt fix everything, you will have to figure out yourself how to properly hook it
this is what i have found out experimenting, as the wiki page displays it im sure its the same for everyone else
Quote Originally Posted by ExiledStyles View Post
hey nooblord, why dont you actually figure out how createmove works and then post something useful, like this

if c:CommandNumber() == 0 then
c:SetViewAngles(something) // for some odd reason, when the command number is 0
// createmove calls IVEngineClient->SetViewAngles, although on normal occasions this would still change your cmd's viewangles
// but not here, because this cmd is never sent to the server
// use this for modifying your view correctly, but you still have to use calcview to remove the punchangle
return
end
since you're all retarded and use the think hook, even though if you check for the command number it will run normally
this is because garry completely fucked how lua createmove is ran, so for some reason it produces a 'fake tick' after every real tick
any viewangle modifications will still change what you see here if you havent changed anything in the above, but if you DO change anything
modifications to the real tick wont change your view, the way you really want silent aim to be done.
lastly, the command number check doesnt fix everything, you will have to figure out yourself how to properly hook it
this is what i have found out experimenting, as the wiki page displays it im sure its the same for everyone else
 
CommandNumbers

0
0
911
0
0
0
0
912
0
0
0
913
0
0
0
914
0
0
0
0
915
0
0
0
0
916
0
0
0
917
0
0
0
918
0
0
0
0
919
0
0
0
920
0
0
0
921
0
0
0
922
0
0
0
0
923
0
0
0
924
0
0
0
0
925
0
0
0
926
0
0
0
0
927
0
0
0
928
0
0
0
0
929
0
0
0
0
930
0
0
0
931
0
0
0
0
932
0
0
0
933
0
0
0
0
934
0
0
0
935
0
0
0
0
936
0
0
0
937
0
0
0
0
938

Would the 0s or the increasing numbers be the 'fake ticks'?

Here is some more data I collected, lua script wasn't run in autorun so that might be what causes the tick count and command number to be out of sync

 
MoreData

Command Number: 954 Tick Count: 1021
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 955 Tick Count: 1022
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 956 Tick Count: 1023
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 957 Tick Count: 1024
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 958 Tick Count: 1025
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 959 Tick Count: 1026
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 960 Tick Count: 1027
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 961 Tick Count: 1028
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 962 Tick Count: 1029
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 963 Tick Count: 1030
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 964 Tick Count: 1031
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 965 Tick Count: 1032
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 966 Tick Count: 1033
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 967 Tick Count: 1034
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 968 Tick Count: 1035
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 969 Tick Count: 1036
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 970 Tick Count: 1037
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 971 Tick Count: 1038
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 972 Tick Count: 1039
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0
Command Number: 0 Tick Count: 0


After loading the lua script in auto run I got the same results, tick count and command number are not in sync.
doesnt matter where you execute your script as long as it is not referencing its own location
like i said earlier command number doesnt solve everything, you have to understand when and how createmove is called
something like this can work:
if RealTime() == oldtime then return end
oldtime = RealTime() // use curtime if you use host_framerate/host_timescale
when the command number is 0, its not sent to the server, meaning the tickbase is not affected
to actually do "silent aim" with this just call if its 0, but dont do any calculations inside the statements
as if you speedhack, or in this situation its called more than a specific time you will get unexpected results
to fix this you have to just set a simple boolean after you've copied your viewangles and compare it next time
if c:CommandNumber() == 0 then
if not copied then
view = oldang
//clamp your pitch here
c:SetViewAngles(view)
copied = true
end
return
end
if CurTime() == oldtime then return end
oldtime = CurTime()
oldang = c:GetViewAngles()
oldang = oldang + (oldang - view) // simple mathematics, just find the difference between our current angle and the old one
copied = false
keep in mind that this is only a proper way to do visual silent aim, to do actual psilent straight in lua is impossible
you (can) however set host_timescale to 0, doing the same thing as bSendPacket
but you must still have a method of finding when you can fire, or find another way of doing psilent rather than the public version
also anything you write under the curtime == oldtime statement will only be called when the real createmove is called (tickrate of the server)
so doing anything under that while speedhacking will be ignored
best to correct for autopistol on the toolgun, considering it has no firerate cap, its only based on how many times you've attacked
Quote Originally Posted by NotSoSuper View Post
Hafnuim???
wtf no im trollaux not hafnium
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