• # Thread: C++ How to Hack any Game Counter Strike AIMBOT TUTORIAL DIFFICULTY[5/10]

1. ## C++ How to Hack any Game Counter Strike AIMBOT TUTORIAL DIFFICULTY[5/10]

Hey Guys here we have the AIMBOT tutorial which will take you through all the steps to create your own aimbot for CSS. There will be a couple of updates for this code so make sure to follow the tutorial so that you can improve it later on.

As usual BIG thanks for the support!,

Nubtik:https://guidedhacking.com/member.php?10315-NubTIK

Like always

If you have completed the tutorial and have problems then I recommend you download the source code and compare to your own, if you still cant get it to work then look for any threads or post your own in the Tutorials help section.

2. ## C++ How to Hack any Game Counter Strike AIMBOT TUTORIAL

Thanks fleep!

3. Keep working this way, it's very useful!

4. ## C++ How to Hack any Game Counter Strike AIMBOT TUTORIAL

Hey Fleep! It's Great tutorial. I've been waiting for it. Thanks!!!!

5. Awesome Fleep! Thanks for the tutorial!

6. ## C++ How to Hack any Game Counter Strike AIMBOT TUTORIAL

Thanks Fleep.. great tutorial.. i'm gonna download this video right n0w.. watch in HD

7. Great tutorial! Very interesting stuff.

To clarify the angle computation portion, delta[0] and delta[1] correspond to distances with respect to the plane surface (i.e., the ground), while delta[2] corresponds to the difference in heights with respect to some "ground level." The angle between your position with respect to ground level and the enemy's position with respect to ground level is given by angles[0]. The quantity labeled "hyp" is the distance between you and the enemy on the plane surface. Thus, sin(angles[0]) = delta[2]/hyp, and angles[0] = asin(delta[2]/hyp). The quantity "angles[1]" is the angle you must rotate on the plane surface to point at the player. So clearly, delta[1]/delta[0] = tan(angle[1]), and angle[1] = atan(delta[1]/delta[0]). Of course, angles[2] will always be zero, as a change in this angle would correspond to spinning your player about his bellybutton (while upright, no less!).

The 57.295779513082 constant is a conversion from units of radians to degrees. Since 180 degrees = PI * C, C = 180 degrees / PI, the constant in question.

The final if statement, which checks angle[1] for correctness, is caused by the ever-present ambiguity when computing the arctangent of a quantity; it is checking to see if the computed angle has landed in the correct quadrant. Numerically, this "if" statement could be avoided using the "atan2" function in the computation of angles[1] instead of the simple "atan" (i.e., "atan2" automatically computes the angle in the proper quadrant).

8. Thanks for the tutorial, just downloaded the source to take a look. Compiled it and it said that something with the allocate size was wrong (std::bad_alloc?!)

Any suggestions?

9. Originally Posted by k3jh273k1bnd93j
Great tutorial! Very interesting stuff.

To clarify the angle computation portion, delta[0] and delta[1] correspond to distances with respect to the plane surface (i.e., the ground), while delta[2] corresponds to the difference in heights with respect to some "ground level." The angle between your position with respect to ground level and the enemy's position with respect to ground level is given by angles[0]. The quantity labeled "hyp" is the distance between you and the enemy on the plane surface. Thus, sin(angles[0]) = delta[2]/hyp, and angles[0] = asin(delta[2]/hyp). The quantity "angles[1]" is the angle you must rotate on the plane surface to point at the player. So clearly, delta[1]/delta[0] = tan(angle[1]), and angle[1] = atan(delta[1]/delta[0]). Of course, angles[2] will always be zero, as a change in this angle would correspond to spinning your player about his bellybutton (while upright, no less!).

The 57.295779513082 constant is a conversion from units of radians to degrees. Since 180 degrees = PI * C, C = 180 degrees / PI, the constant in question.

The final if statement, which checks angle[1] for correctness, is caused by the ever-present ambiguity when computing the arctangent of a quantity; it is checking to see if the computed angle has landed in the correct quadrant. Numerically, this "if" statement could be avoided using the "atan2" function in the computation of angles[1] instead of the simple "atan" (i.e., "atan2" automatically computes the angle in the proper quadrant).

Thanks its always great to get some get good explanations, especially when my maths isn't great.

Fleep

10. Trying to determine the values ​​in Warface! find 3 values ​​(2 health - 1 armor) but can not determine the coordinates! a link to the manual with video how to find it in Warface Sorry for my english

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