Hey all again.
So, after making my assault cube aimbot work for all 31 enemies, I was really excited. This opens up a ton of possibilities for other hacks now that I know all of the enemies information. But, there is one glitch that I can't seem to work out for my aimbot.
As you know, in Fleep's memory aimbot tutorials, the aimbot will snap you to the closest enemy, regardless if he's behind a wall or not. Although this is quite awesome, its also quite annoying. What if you were in a situation where the closest enemy was behind a wall, but there was another enemy in the open that you wanted to aim at? Then the aimbot would fail.
My question is, is there some variable I can find that tells you whether or not the enemy is visible. Keep in mind that as of right now, the hack that I'm making is external in C#, so I'm not sure how I could get the variable and check to make sure if the enemy is visible before locking on. If anyone knows of a solution, or of a way to get this information, that would be great.
- FaTal Cubez
So, after making my assault cube aimbot work for all 31 enemies, I was really excited. This opens up a ton of possibilities for other hacks now that I know all of the enemies information. But, there is one glitch that I can't seem to work out for my aimbot.
As you know, in Fleep's memory aimbot tutorials, the aimbot will snap you to the closest enemy, regardless if he's behind a wall or not. Although this is quite awesome, its also quite annoying. What if you were in a situation where the closest enemy was behind a wall, but there was another enemy in the open that you wanted to aim at? Then the aimbot would fail.
My question is, is there some variable I can find that tells you whether or not the enemy is visible. Keep in mind that as of right now, the hack that I'm making is external in C#, so I'm not sure how I could get the variable and check to make sure if the enemy is visible before locking on. If anyone knows of a solution, or of a way to get this information, that would be great.
- FaTal Cubez