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LookAtPoint || LookAtClient [TF2/Possibly Other Games]


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Mitchell
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Join Date: Mar 2010
Old 01-05-2015 , 09:55   Re: LookAtPoint || LookAtClient [TF2/Possibly Other Games]
Reply With Quote #11

eh, serverside aimbots are useless, you could just make them look at the player and just kill the player with SDK_TakeDamage or what ever.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 01-05-2015 , 14:01   Re: LookAtPoint || LookAtClient [TF2/Possibly Other Games]
Reply With Quote #12

Quote:
Originally Posted by Chdata View Post
^ Unless you also make it jump your aim when attack is pressed (probably)


Let's go remake the projectile aimbot while we're at it

The one that can predict/lead targets

And post it publicly

l ol

wat
Already done, just didn't code in the lead time on a projectile basis. If you wanted to you could.
https://forums.alliedmods.net/showthread.php?t=241964

Play around with the FirstOrderIntercept function, I think it should work ok with projectiles.
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 07-15-2016 , 15:06   Re: LookAtPoint || LookAtClient [TF2/Possibly Other Games]
Reply With Quote #13

Can someone make stocks for

"TurnTowardsPoint(iClient, Float:vPos[3], Float:flAngle)"

That will add that angle towards your angle until it's turned you to be facing vPos?

And TurnTowardsAngle(iClient, Float:vAng[3], Float:flAngle) that works similarly.

Maybe it'd be useful for rocket movement or something olo.
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Pelipoika
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Join Date: May 2012
Location: Inside
Old 07-15-2016 , 15:26   Re: LookAtPoint || LookAtClient [TF2/Possibly Other Games]
Reply With Quote #14

Quote:
Originally Posted by Chdata View Post
Can someone make stocks for

"TurnTowardsPoint(iClient, Float:vPos[3], Float:flAngle)"

That will add that angle towards your angle until it's turned you to be facing vPos?

And TurnTowardsAngle(iClient, Float:vAng[3], Float:flAngle) that works similarly.

Maybe it'd be useful for rocket movement or something olo.
You do it

PHP Code:
stock void TF2_LookAtPos(int clientfloat flGoal[3], float flAimSpeed 0.05)
{
    
float flPos[3];
    
GetClientEyePosition(clientflPos);

    
float flAng[3];
    
GetClientEyeAngles(clientflAng);
    
    
// get normalised direction from target to client
    
float desired_dir[3];
    
MakeVectorFromPoints(flPosflGoaldesired_dir);
    
GetVectorAngles(desired_dirdesired_dir);
    
    
// ease the current direction to the target direction
    
flAng[0] += AngleNormalize(desired_dir[0] - flAng[0]) * flAimSpeed;
    
flAng[1] += AngleNormalize(desired_dir[1] - flAng[1]) * flAimSpeed;

    
TeleportEntity(clientNULL_VECTORflAngNULL_VECTOR);
}

stock float AngleNormalize(float angle)
{
    
angle fmodf(angle360.0);
    if (
angle 180
    {
        
angle -= 360;
    }
    if (
angle < -180)
    {
        
angle += 360;
    }
    
    return 
angle;
}

stock float fmodf(float numberfloat denom)
{
    return 
number RoundToFloor(number denom) * denom;

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