❗ [C++] CrosshairId Value Inaccurate || Triggerbot Development
Hey guys. I'm in the process of developing a C++ triggerbot for Garry's Mod which I am planning to release on here. VAC is essentially completely useless in Garry's Mod and due to the huge influx of Lua-based anti-cheats, running even a few lines of foreign code will get you banned.
I've run into a hiccup.
The CrosshairID from the game is returning the value from the invisible rectangular box around a player. This doesn't occur in CS:S nor CS:GO. In other words, the triggerbot will always fire early at the invisible 'box' around a player.
The invisible 'hitbox' can be seen if you hold down attack with a physgun and wave it around the area of a player and you'll see how it'll hit around the player and not through it.
Hitting invisible box: i.imgur . com/09rgy1D.jpg
Out of invisible box: i.imgur . com/XqVQx1W.jpg
This is on the C++ side of Garry's Mod.
print( LocalPlayer():GetEyeTrace().Entity ) will print different than the CrosshairId when looking at the invisible hitbox around player.
Video: youtube.com/watch?v=BHCRAFDfCzM&feature=youtu.be
I've run into a hiccup.
The CrosshairID from the game is returning the value from the invisible rectangular box around a player. This doesn't occur in CS:S nor CS:GO. In other words, the triggerbot will always fire early at the invisible 'box' around a player.
The invisible 'hitbox' can be seen if you hold down attack with a physgun and wave it around the area of a player and you'll see how it'll hit around the player and not through it.
Hitting invisible box: i.imgur . com/09rgy1D.jpg
Out of invisible box: i.imgur . com/XqVQx1W.jpg
This is on the C++ side of Garry's Mod.
print( LocalPlayer():GetEyeTrace().Entity ) will print different than the CrosshairId when looking at the invisible hitbox around player.
Video: youtube.com/watch?v=BHCRAFDfCzM&feature=youtu.be

Can't tell if troll, bait, or just stupid.