4 Dimensional Aimbot (w/ velocity)
I have seen in a few people do prediction with incredible precision, but my method is based on a time->velocity lol.
So anyway I had a go at this using warrock.
Best I could come up with
When is not finished.
then use it but you have to check for next position. Your aiming based on velocity and there vector etc rather than there current position
Why? its different
You can see im having a crack, anyone want to throw me a bone?
So far I can accurately set the aim to vector [1, x] [2, x] 2 being if they made a change in tactics and moved backwards (cant be bothered with negative numbers, call me lazy). I made the location on this vector a pre-set path (ex. changing if old vector [1, x] != new vector [1,x] ). How would I get the Speed correct, so that I would know when to shoot (The When bit) ?
Please don't say to use the actual XYZ, this is a 4D aimbot, not 3D.
So anyway I had a go at this using warrock.
Best I could come up with
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When is not finished.
Code:
//iterate me { float v0; float meDir[3,3]; float cant, bank; v0 = cPlayer->GetVelocity( ePlayer ); RetSpeed (v0 , time ); //Set viewangles before this func to use in args. cPlayer->GetDir( &meDir, cant, bank ); CreateAim( meDir ); // [3, x] = cant bank (space for roll!!!!!11one) }
Code:
RetSpeed ( float c , float time ) { float half=1/2; float g2 = - (9.8*9.8); return c * t - half * g2; }
Code:
CreateAim( ... ) { }
You can see im having a crack, anyone want to throw me a bone?
So far I can accurately set the aim to vector [1, x] [2, x] 2 being if they made a change in tactics and moved backwards (cant be bothered with negative numbers, call me lazy). I made the location on this vector a pre-set path (ex. changing if old vector [1, x] != new vector [1,x] ). How would I get the Speed correct, so that I would know when to shoot (The When bit) ?
Please don't say to use the actual XYZ, this is a 4D aimbot, not 3D.
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