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aimbot #2902
aimbot #2902
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Doesn't even compile. Severity Code Description Project File Line Suppression State Details |
Download the artifacts for this pull request: |
I see a lot of new code that looks lifted from some other source, but the aimbot just doesn't work. Are there special usage instructions? |
How so? Please download the binary.zip from this thread and rename your %appdata%/YimMenu folder to something else, inject the dll, make sure no recoil and no spread is enabled, the aimbot of course , and prolly disable ANIMAL targetting cause it's fairly annoying, then report back. I'm getting pretty good results but there are still afew things to take care of:
i'm trying to reverse how the shapetest are done natively (outside of scripts), like how the crosshair / reticule is dimmed when targetting neutral relationship-peds / red when targetting bad relationship-peds but it comes with a whole can of worms. Once i'll have this figured out only two thing will remain
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I've implemented the main part of the camera manipulation logic in my aimbot fork and so far it's working a lot better than trying it with SET_GAMEPLAY pitch and heading. Hooking the camera handling directly is a much more elegant solution so far. I have a couple of questions that maybe you have answers to, since I'm trying to document this as much as possible.
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Does literally nothing. If you BP those offsets and see what reads them, clearly this was some kind of copy+pasted code from someone who copypasted from someone who also copypasted from someone who clearly doesn't understand what they do. And also the offsets are wrong. |
I've been in and out of all kinds of vehicles and changing cameras between first-person and third-person, and CamGameplayDirector offsets 2C0, 2C8, and 3C0 always point to the same address. It's for this reason I'm suspicious that we're doing anything useful by writing to all three, unless you've discovered a corner case where they could be different. |
Okay, so the reset_aim_vectors function - whatever it does - is what allows us to aim correctly out of a vehicle. It solves the issue of the aimbot aiming too low when the player is in a vehicle. Heh... does ANYONE know what it actually does? On foot it seems to do nothing. |
Switched to hooking the cam gameplay director update function and doing the logic there... works much better and also kill the need for the adjust function, can't commit right now cause I need to clean up stuff still |
I've been hooking the camera gameplay director function as well using the signature 4C 8B 35 ? ? ? ? 33 FF 32 DB which is a pointer to the exact same address that your signature in the commit leads to, I believe. But I look forward to your update where you mention you're able to do away entirely with resetting the aim vector since I'm still investigating the offsets involved. The gameplay camera is at 0x2C0, but you can get there from 0x2C8 and 0x3C0 as I mentioned above. The only offset that I can see that matters in the metadata is 0x2AC. I've commented out all the other stuff and have noticed no impacts. When you're in a vehicle, 0x2AC is set to -2, otherwise it's 0 when on foot. The reset_aim_vector function changes this to a 0 which is what corrects the vertical aim, probably by tricking the game camera into thinking we're on foot. @gir489returns mentioned setting some BPs on these offsets; this one in particular is accessed by the following instruction: The entire function itself is interesting and extremely simple:
I have no idea why this function is doing what it's doing, and why it's using the offset at 2AC to adjust the way the gameplay camera behaves in a vehicle vs. on foot. My best guess is that it may be related to look-and-feel of manipulating the camera in a vehicle... maybe there are some subtle changes that R* implemented to the way the camera responds to mouse movement in a vehicle vs. on foot purely for user experience. |
I still need to reset aim vectors I think, I was referring to adjust_position_for_target_velocity |
Status of this PR? As it's on ready to merge currently. |
@Yimura It's not much better than what we have now. The issue of aiming above their head at distance still exists due to inaccurate measurements from the engine. While @xiaoxiao921 has put a lot of work into this, unfortunately it's yielded very little results. |
Not done but I don't really have the energy to work on it anymore right now, it's very close to be done. I'm gonna update the original post for a todo |
The work is very impressive. I tested on third person and everything seems to be fine even vehicles like half_track weapons rocks. The only thing i am worried about is smoothness. For example put three same type of targets very close to each other then one should be able to select his favorite target out of three by moving mouse. |
@xiaoxiao921 This branch has become so stale, that merging it with master would not be possible anymore. Do you still plan to return to this branch? It might be a better idea to reset this branch back to master's head, and then redo the initial commit. |
Refactored is_a_ped_type_we_dont_care_about logic to not be extraneous and inefficient.
…PROBE which is more accurate.
… the subject vector.
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I have tested the new changes and they work very well.
TODO: