Tutorial How to make an FOV aimbot

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Rake

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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:


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

C++:
         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
C++:
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. ;) :khcrown:


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 :)


Also read this: Source Code - Correct angle comparison for FOV aimbot
 
Last edited:

HexMurder

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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?

C++:
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.
 

HexMurder

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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.
C++:
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;
                                    }
 

Oneshot

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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.
C++:
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 :)
 

HexMurder

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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?
Rake - Looks like we need an adult to come moderate this guy. Better get in here. :megusta:
 

Rake

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How can i add the angle to my viewangless with WPM ?
If you want to write the view angles just do

vec3 newAngles;

WPM(hProc, (LPVOID)addr_viewAngle, &newAngles, sizeof(newAngles), 0);
 

Lukor

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Cool. I dont really get this part
if (angletoenemy < 2 || angletoenemy > - 2)
//aim
This is 50% of the shown logic for FOV aim.
What did you get about the code shown and where is the problem here?

Ohh, never thought VAC was not detecting RPM/WPM calls
No one ever said it is not, but OpenHandle and an open handle (hah) is worse I guess... But... VAC...
 
Sep 2, 2018
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This is 50% of the shown logic for FOV aim.
What did you get about the code shown and where is the problem here?


No one ever said it is not, but OpenHandle and an open handle (hah) is worse I guess... But... VAC...
just trying to know where to put in my source since i already have an fov check
 

Lukor

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just trying to know where to put in my source since i already have an fov check
If you already have a fov check you don't need the source from this thread at all. This is the fov check.
 
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