Vshouldbe:= trunc((arctan(deltaz/distance)/(2*pi))*65536) ĭeltah:=Smallint(hshouldbe)-Smallint(player_horizontal) ĭeltav:=Smallint(vshouldbe)-Smallint(player_vertical) get deltax,y and z and use that to calculate the target closests to the centerĭeltax:= ĭeltay:= ĭeltaz:= I don't know if I can fully make sense of how you went about it.even looking at your script.Ĭan something like this be done, solely with assembly?: Needless to say, I think it might be necessary to have a way to determine if a target is 'shootable', at the very least, so that it doesn't become too tedious. In your script it looks like you avoid this by finding the address that determines whether or not the target is visible.is that correct? Maybe other games are coded similarly.I don't know. For all I know, it may just keep trying to load the same coordinate values back in to. However, it might become a hassle to always have to switch to a different target because the enemy isn't viewable.and that's assuming that it would even switch to a different target without establishing another conditional jump. when the target is dead or out of your line of sight), so that everything gets reset again, and the next set of enemy coordinates are naturally loaded in to, &, respectively.
Then, just program a controller button to reset those values to zero (e.g. Then, compare, , or values to 0, and jne to originalcode. Just compare enemy health to 0 and je to originalcode, otherwise je aimbot.
I think, an easier way to do this would be to just load one set of enemy coordinates at a time. Looking at this, I don't see where you calculated enemy position to target closest enemy.or did you? There should be a way to just use simple addition and subtraction to determine this, but I'm not sure if it can be done this way.
#Spellbreak aimbot how to#
Okay.this probably answers my question regarding how to filter out addresses.but I'm not sure I can wrap my head around it without seeing the formula written out.especially as some of the coordinates may have a negative value. That leaves you with a simple square triangle that you can calculate the size of the 3th line, and thus pick the one with the smallest distance to move Thanks.Īs for the smallest distance from lookat direction calculate for every target how much you should change the horizontal and vertical aim direction. I think resetting or cycling based on key-pressed being true is a natural way that follows most games.
(reset the pointer when the key goes up or target health becomes 0) You can combine that with saving a pointer to the target struct you shot at last time and check if it's still in the target list so you don't randomly switch while the key is down even if somene else comes closer. Right.but how would you do this using simple assembly? How can I properly filter out all addresses so that I am left with only one enemy that has the closest xyz values to the hero character? Since you have the coordinates of all the targets, and your own (X, Y and Z), you can just calculate which target has the shortest distance, and pick that target to shoot at. It also makes use of the object speed, your own speed, and the lag variable to calculate where the player will be when you shoot Then when the whole scene is rendered I check if the "aimbot" key is down, and if so, pick a target, change the eye position to that target, and press the fire button
#Spellbreak aimbot code#
In this aimbot (ut2k4, I used he same framework for ut3) I use the code that renders the players and store their coordinates.
It's a hybrid between auto assembler and dll injection (or nearest to the center of your eyes if you don't want to do 180 degree turns) Then just do some basic trigonometry to find out how to change your eye rotattion to point to the closes player coords. (e.g ut2k4 uses a 2 byte in the range of 0 to 65536 for horizontal and vertical rotation) And figure out how your eye direction is done. The basic method of making an aimbot is find your eye position and the player position. Late reply, kinda forgot about it after I read it on my phone