Solved Aimbot Math is off

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B14CKS1D3

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My aimbot dosen't really aim where it is suppoed to. Tried a few ways of doing it, and the one that is the closest to the peds is the CalcAngles one.
Here is my function
C++:
void CalcAngles(Vec source, Vec Destination, float angles[3]){
	float delta[3] = { (source.x - Destination.x), (source.y - Destination.y), (source.z - Destination.z) };
	float hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
	angles[0] = (float)(asinf(delta[2] / hyp) * 57.295779513082f);
	float theta = (float)(atanf(delta[1] / delta[0]) * 57.295779513082f);//yaw in degrees
	if (delta[0] >= 0.0) theta += 180.0f;
        /*Code below is because I write to the rotation matrix (There is no yaw only values)*/
	theta = theta  * (M_PI / 180.0f) + aimbotOffset;//Deg->Rad
	float vX = hyp * cos(theta);
	float vY = hyp * sin(theta);
	angles[1] = vX;
	angles[2] = vY;
}
Anyone can help me getting this working? Btw, Vec = 3 floats (x, y, z)
 

Rake

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My aimbot dosen't really aim where it is suppoed to. Tried a few ways of doing it, and the one that is the closest to the peds is the CalcAngles one.
Here is my function
C++:
void CalcAngles(Vec source, Vec Destination, float angles[3]){
	float delta[3] = { (source.x - Destination.x), (source.y - Destination.y), (source.z - Destination.z) };
	float hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
	angles[0] = (float)(asinf(delta[2] / hyp) * 57.295779513082f);
	float theta = (float)(atanf(delta[1] / delta[0]) * 57.295779513082f);//yaw in degrees
	if (delta[0] >= 0.0) theta += 180.0f;
        /*Code below is because I write to the rotation matrix (There is no yaw only values)*/
	theta = theta  * (M_PI / 180.0f) + aimbotOffset;//Deg->Rad
	float vX = hyp * cos(theta);
	float vY = hyp * sin(theta);
	angles[1] = vX;
	angles[2] = vY;
}
Anyone can help me getting this working? Btw, Vec = 3 floats (x, y, z)
try this bad boy:
C++:
vec3_t CalcAngle(vec3_t src, vec3_t dst)
{
	vec3_t angles;
	angles.x = (-(float)atan2(dst.x - src.x, dst.y - src.y)) / PI * 180.0f + 180.0f;
	angles.y = (atan2(dst.z - src.z, Distance(src, dst))) * 180.0f / PI;
	angles.z = 0.0f;
	return angles;
}
 

B14CKS1D3

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Rake;42183 said:
try this bad boy:
C++:
vec3_t CalcAngle(vec3_t src, vec3_t dst)
{
	vec3_t angles;
	angles.x = (-(float)atan2(dst.x - src.x, dst.y - src.y)) / PI * 180.0f + 180.0f;
	angles.y = (atan2(dst.z - src.z, Distance(src, dst))) * 180.0f / PI;
	angles.z = 0.0f;
	return angles;
}
Pîtch moves up and down when I move my character.
Haven't figured how to convert yaw for the rotation matrix yet with this function
Idk if the fact that the character isn't 100% centered while aiming can do something
 
Last edited:

Rake

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Pîtch moves up and down when I move my character.
Haven't figured how to convert yaw for the rotation matrix yet with this function
Idk if the fact that the character isn't 100% centered while aiming can do something
Game is in third person view...no idea how to help :(
 

PwndDepot

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Rake;42193 said:
Game is in third person view...no idea how to help :(
GTA V is both 3rd person and 1st person, just like battlefront, so switch to first person mode and see if it works I guess
 

B14CKS1D3

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GTA V is both 3rd person and 1st person, just like battlefront, so switch to first person mode and see if it works I guess
GTA dosen't use the same memory addresses for first person view, and since I don't ever use first person view in gta, I didn't bother getting the addresses for it
 

B14CKS1D3

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Finally figured it out, Thrid person shooter aimbots are the same as first person games. My error was that I wasn't grabbing the right coordinates to do the math from. I ended up using the same math as I posted for the yaw & Rake's math for pitch.
 
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