# Video TutorialC++ How to Hack any Game Counter Strike AIMBOT TUTORIAL DIFFICULTY[5/10]

#### Fleep

##### Founder
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!,

Triggerbot tutorial here:https://guidedhacking.com/showthrea...te-a-Trigger-Bot-TUTORIAL-DIFFICULTY-4-10-9-3

Credits:ExcidiumDubStep:

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.

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#### Clockwork

##### Newbie
Keep working this way, it's very useful!

#### Nytlenc

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

#### shabbo

##### Newbie
Awesome Fleep! Thanks for the tutorial!

#### 8y4hmi3

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

#### k3jh273k1bnd93j

##### Newbie
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).

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#### till0sch

##### Respected Hacker
Legacy Donator
Dank Tier VIP
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?

#### Fleep

##### Founder
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

#### fightergf

##### Newbie
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

#### xCordillia16x

##### Newbie
so im watching the video on the C++ aimbot tutorial and not that i cant do the address finding, but someone just posted the pointers and offsets for TF2 (which is the game i would like to make an aimbot for).
-------------------------------------------------------------------------------------------------------------
BaseEntity : client.dll+0xFCC27C
EntityList : client.dll+0xFD9C2C (+0x10 for each iteration)

Offsets for both BaseEntity and EntityList:
Health: 0xA0 (e.g.: (BaseEntity + 0xA0) = Health)
Team: 0xA8
Position: x = 0x35C, z = 0x360, y = 0x364

CrosshairID: BaseEntity + 0x1750
ViewAngles: BaseEntity + 0x2F0
-------------------------------------------------------------------------------------------------------------

i don't know what "client.dll" is, and i'm not really great at this finding addresses and pointers yet so it would be easy if i could just use this information that he got yesterday (just saying that it's up to date info) and make the hack with this.
But, like i said, i don't know what client.dll is so, was wondering if you could help a little

#### squeenie

##### Hacker
Legacy Donator
so im watching the video on the C++ aimbot tutorial and not that i cant do the address finding, but someone just posted the pointers and offsets for TF2 (which is the game i would like to make an aimbot for).
-------------------------------------------------------------------------------------------------------------
BaseEntity : client.dll+0xFCC27C
EntityList : client.dll+0xFD9C2C (+0x10 for each iteration)

Offsets for both BaseEntity and EntityList:
Health: 0xA0 (e.g.: (BaseEntity + 0xA0) = Health)
Team: 0xA8
Position: x = 0x35C, z = 0x360, y = 0x364

CrosshairID: BaseEntity + 0x1750
ViewAngles: BaseEntity + 0x2F0
-------------------------------------------------------------------------------------------------------------

i don't know what "client.dll" is, and i'm not really great at this finding addresses and pointers yet so it would be easy if i could just use this information that he got yesterday (just saying that it's up to date info) and make the hack with this.
But, like i said, i don't know what client.dll is so, was wondering if you could help a little
You have all the info needed to convert it from css to a tf2 hack. If you can't do that you need to practice a bit more (seeing as you don't even know what client.dll is I'm assuming this is the case).

#### climax_

##### Newbie
The aimbot only works with bots for me... wtf. Good tutorial by the way, thanks Fleep.

#### SourceHost

##### Newbie
The aimbot only works with bots for me... wtf. Good tutorial by the way, thanks Fleep.
The reason the aimbot only works with bots is because CS has blocked WriteProcessMemory instead of just banning people for using it. We all need to find another way of moving our mouse to the coords. Same with the triggerbot, we need to find a way to shoot the mouse when we receive the info that the enemy has crossed our crosshairs instead of using WriteToMemory

#### climax_

##### Newbie
Oh, thanks. If anyone gets this to work online, please post your solution

#### MeGusta0912

##### Newbie
Great tutorial like usual!

#### darklord92

##### Newbie
Fleep your amazing, I have made it just the way you have
I am eager to learn how to fix the aimbots, ehh,, aiming problem i guess,
i would LOVE for you to make a tut on how to make a no recoil/no spread and add it to the aimbot,
because i have researched for nearly 9 hours trying to figure this out lol

#### Obvi

##### Newbie
HI Fleep I've been whatching your tutorials for a while now, And it has really inspired me to actually start making some real hacks. Im here to say thank you for those amazing tutorials!

#### crzstlkr

##### Newbie
Hi FLEEP! You aimbot is cool, byt he dont work of my CSS v34. HELP!

Screenshot of ERROR