So, after making my assault cube aimbot work for all 31 enemies, I was really excited. This opens up a ton of possibilities for other hacks now that I know all of the enemies information. But, there is one glitch that I can't seem to work out for my aimbot.
As you know, in Fleep's memory aimbot tutorials, the aimbot will snap you to the closest enemy, regardless if he's behind a wall or not. Although this is quite awesome, its also quite annoying. What if you were in a situation where the closest enemy was behind a wall, but there was another enemy in the open that you wanted to aim at? Then the aimbot would fail.
My question is, is there some variable I can find that tells you whether or not the enemy is visible. Keep in mind that as of right now, the hack that I'm making is external in C#, so I'm not sure how I could get the variable and check to make sure if the enemy is visible before locking on. If anyone knows of a solution, or of a way to get this information, that would be great. :P
Ahhhhh, and FOV check is smart, but wouldn't work all the time. What if the enemy is in your Field of View but behind a wall? That check would come out to true, even though the enemy isn't visible. Please correct me if I'm wrong
Most engines have a funciton for this that you can call ith your own parameters, I think Agent Smith made a tutorial on calling functions. Most visibility check functions have something with 'trace' in them.
For example, in Quake engine based games ( Call of Duty for example) there is a function called CG_trace:
Thank you for this post! You seem to know what you're doing. Anyways, the game is TF2 which uses the Source Engine. I'm not sure how to "reverse engineer the engine". If you have any tutorials you can link me to that would be cool :P