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  • Results 1 to 6 of 6
    1. #1
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      DeniCevap's Avatar
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      Post [Help] External RCS

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      I've have tried to make a RCS externally using mouse_event. But it doesn't compensate for the recoil, I do not know what I am doing wrong.

      I am doing it externally because I want to learn doing it externally with mouse_event. I could just use "SetViewAngle" I know..
      It goes up a few pixels, then keeps panning to the right..

      C#
      Code:
      private Vector3 AimAngle;
      private Vector3 OldAngle;
      private Vector3 ViewAngle;
      
      private void RCS( )
              {
                  if ( !antiRCS )
                      return;
      
                  var ourPlayer = GetLocalPlayer();
                  var shotsFired = Memory.ReadIntMemory( ourPlayer + 0x00001d60, 4 );
                  if ( shotsFired > prevFired )
                  {
                      var punchVector = Memory.ReadVectorMemory( ourPlayer + 0x000013e8 );
      
                      ViewAngle.x = punchVector.x - OldAngle.x;
                      ViewAngle.y = punchVector.y - OldAngle.y;
      
                      AimAngle.x -= ViewAngle.x * 2f;
                      AimAngle.y -= ViewAngle.y * 2f;
      
                      mouse_event( 0x0001, ( uint ) AimAngle.x, ( uint ) AimAngle.y, 0, UIntPtr.Zero );
      
                      OldAngle.x = punchVector.x;
                      OldAngle.y = punchVector.y;
      
                      prevFired = shotsFired
                  } 
                  else 
                  {
                      OldAngle.x = 0;
                      OldAngle.y = 0;
                      prevFired = 0;
                  }
      }
      I've tried also to use the centre of screen with "Height / 2" etc, and then using DeltaX and DeltaY to negate the recoil effect, but this makes aim down the ground instantly..

      I would appreciate some help

    2. #2
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      Change
      if ( shotsFired > prevFired )
      to
      if (shotsFired > 1 && shotsFired >= prevFired)

    3. #3
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      Could you try to change your x angle to this?
      ViewAngle.x = ((punchVector.x - OldAngle.x) * -1.0);


      EDIT:
      Since youre doing mouseMove, it's possible that you need to angels/ingame_sens
      Last edited by d0wen; 05-28-2015 at 11:30 AM.

    4. #4
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      Taken from a c++ source:
      m_Ingamesensitivity = Process->ReadMemory<float>(GlobalVariables::ClientAddress + Offsets::SensivityAddress);
      vDelta.x = ((LocalPlayer->Punch.x - vPrevPunch.x)*m_YMultiplayer) / (m_Yaw * m_Ingamesensitivity * GlobalVariables::MouseMultiplyer)*(-1.0);
      vDelta.y = ((LocalPlayer->Punch.y - vPrevPunch.y)*m_XMultiplayer) / (m_Yaw * m_Ingamesensitivity * GlobalVariables::MouseMultiplyer);
      vPrevPunch = LocalPlayer->Punch;

      MouseMove(vDelta.y, vDelta.x);

    5. #5
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      What type of address and stuff is necessary to do a external RCS? I have no idea.

    6. #6
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      Cheats'n'Trainers
      Quote Originally Posted by dmo View Post
      What type of address and stuff is necessary to do a external RCS? I have no idea.
      Same as internal.. (local) player pointer, punch angles, function to set your viewangles or move your mouse..
      [Help] External RCS

    7. Thanks dmo thanked for this post

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