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  • Results 1 to 7 of 7

    Thread: FOV Aimbot.

    1. #1
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      FOV Aimbot.

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      Hello first i wanna bring some light on this video from hazardedit.




      Okej now when you have seen his way i wanna tell you that his way is shit.
      let me explain how to do it better and seamlessly.

      Okej lets say that you have made your aimbot it works but it don't have a smooth and don't have an FOV.

      That you need to do now is take your yaw and then subtract the viewangle-yaw to the enemy from your viewangle-yaw. Now you should have the angle from your crosshair to the enemy.
      Like this:
      FOV Aimbot.

      Now when you have this info you simply just add the Angle back to your viewangles and you get the viewangle to the enemy again

      So to make it smooth you take your viewangle-yaw + (newangle / smooth-value) . Now you need to solve the seamless issue


      if (yaw < -180) // when the smooth hit the edge of the viewangles you will just jump to the other side like this.
      {
      yaw = 179.99999;
      }
      if (yaw > 180)
      {
      yaw = -179.99999;
      }

      Now you can make the FOV use the angle to the enemy to do that in our case 6.15 and then do like

      if(angletoenemy < 2 || angletoenemy > -2)
      {
      // aim
      }



      I know that i only covered the yaw in this tut but its basically the same for the pitch except that there's no seam. So i hope this will help some of you that wanna make a better aimbot without compromise.
      Hazardedits way will make so that you wont aim if the enemy are to close to the edge and it will fuckup the FOV close to the edge. This is perfect and will work seamlessly.

      I hope you enjoy this tut and pls rep me and make me your godz.


      i might have missed something i am not used to make tuts so test this shit out and then give me feedback if it work or if it doesn't then i will help you and i will fix it
      Last edited by Oneshot; 03-13-2017 at 05:19 PM.
      [ Press Me ]
      FOV Aimbot.
      Link to image will change time to time.

    2. Thanks N/A, Celmos, mr.moon thanked for this post
    3. #2
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      Wow when you watch the video it really does work nicely, thank you for sharing

    4. #3
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      Wow this is very convenient i have just been working on fixing the seemless issue without ANY luck. What am i missing here?

      Code:
      Diffs = Engine.enemy[i].AimbotAngle - Engine.LocalPlayer.vecViewAngle;//subtract my view angle from destination angle
      
      
                                          float newX = Engine.LocalPlayer.vecViewAngle.x;
                                          float newY = Engine.LocalPlayer.vecViewAngle.y;
      
      //Do i do the check here? if so with what? newY? DiffsY?
      
                                          newX += Diffs.x / Aimbot.Smoothing;
                                          newY += Diffs.y / Aimbot.Smoothing;
      
      //OR Do i do the check here? if so with what? newY? DiffsY?
      Really appreciate the help man.

    5. #4
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      UPDATE:
      Fixed it on my own. (Finally)
      Let me know if there is an easier way. This is how i did it.
      Code:
      Diffs = Engine.enemy[i].AimbotAngle - Engine.LocalPlayer.vecViewAngle;//subtract my view angle from destination angle
      
      
                                          float newX = Engine.LocalPlayer.vecViewAngle.x;
                                          float newY = Engine.LocalPlayer.vecViewAngle.y;
      
      
                                          newX += Diffs.x / Aimbot.Smoothing;
                                          
      
                                          if (Diffs.y > 180)
                                          {
                                              Diffs.y -= 360;
                                          }
                                          if (Diffs.y < -180)
                                          {
                                              Diffs.y += 360;
                                          }
      
                                          newY += Diffs.y / Aimbot.Smoothing;
      
      
                                          if (newY < -180)
                                          {
                                              newY = 179.99999f;
                                          }
                                          if (newY > 180)
                                          {
                                              newY = -179.99999f;
                                          }

    6. #5
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      Quote Originally Posted by HexMurder View Post
      UPDATE:
      Fixed it on my own. (Finally)
      Let me know if there is an easier way. This is how i did it.
      Code:
      Diffs = Engine.enemy[i].AimbotAngle - Engine.LocalPlayer.vecViewAngle;//subtract my view angle from destination angle
      
      
                                          float newX = Engine.LocalPlayer.vecViewAngle.x;
                                          float newY = Engine.LocalPlayer.vecViewAngle.y;
      
      
                                          newX += Diffs.x / Aimbot.Smoothing;
                                          
      
                                          if (Diffs.y > 180)
                                          {
                                              Diffs.y -= 360;
                                          }
                                          if (Diffs.y < -180)
                                          {
                                              Diffs.y += 360;
                                          }
      
                                          newY += Diffs.y / Aimbot.Smoothing;
      
      
                                          if (newY < -180)
                                          {
                                              newY = 179.99999f;
                                          }
                                          if (newY > 180)
                                          {
                                              newY = -179.99999f;
                                          }
      i think you gott it right how does it work at the edge of the viewangles at 180, -180 ? this should seamlessly pass that point.
      You should clamp and check for finite values before setting the viewangles just so you dosen't get untrusted. wanna share a short video testing it?

      if you take the newY += Diffs.y / Diffs.y * Diffs.y / 20; this should be magic
      or newY += Diffs.y / Diffs.y * 20; test this shit if you want you might like it
      [ Press Me ]
      FOV Aimbot.
      Link to image will change time to time.

    7. #6
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      Quote Originally Posted by jehzfrances8132 View Post
      Вот сижу и думаю, совсем скоро новогодние праздники и я не хочу проводить их только дома.
      Хочется каких то новых ощущений и увлечений, вспомнила вот, что давно не каталась на лыжах, думаю купить абонимент))
      В новогодний вечер, я решила остаться дома, у нас наконец то семейный празник))), все блюда буду гоотовить из русской кухни,
      все простенько, по родному и без лишних понтов.
      Недавно увидела интересный youtube канал с быстрыми рецептами может кому будет интересно.

      Поделитесь своими планами, что собираетесь делать в рождественские праздники?
      @[GH]Rake - Looks like we need an adult to come moderate this guy. Better get in here.

    8. #7
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      Thanks my dude got my fov to work

    9. Thanks Oneshot thanked for this post

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