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[TF2-For now] Auto Aimer


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Pelipoika
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Old 02-23-2017 , 11:41   Re: [TF2-For now] Auto Aimer
Reply With Quote #81

Quote:
Originally Posted by xXDeathreusXx View Post
Only thing with that is it does nothing with bots
What does that mean
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xXDeathreusXx
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Old 02-24-2017 , 19:15   Re: [TF2-For now] Auto Aimer
Reply With Quote #82

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Originally Posted by Pelipoika View Post
What does that mean
It checks against IsFakeClient and silently fails
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xXDeathreusXx
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Old 02-26-2017 , 10:31   Re: [TF2-For now] Auto Aimer
Reply With Quote #83

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Originally Posted by Pelipoika View Post
Hope you don't mind if I take some ideas from this like the silent aim movement fix
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Pelipoika
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Old 02-26-2017 , 14:08   Re: [TF2-For now] Auto Aimer
Reply With Quote #84

Quote:
Originally Posted by xXDeathreusXx View Post
Hope you don't mind if I take some ideas from this like the silent aim movement fix
Das cool, the latency shit isn't perfect.
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xXDeathreusXx
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Old 02-27-2017 , 13:01   Re: [TF2-For now] Auto Aimer
Reply With Quote #85

Quote:
Originally Posted by Pelipoika View Post
Das cool, the latency shit isn't perfect.
I tried it against bots and it lined up dead on, so I guess you mean other players will make it tricky

Either way, new version, gonna call it 2.0. Instead of cvars, there's now commands for each option (There's still some cvar controlled variables), added interpolation prediction, added gravity prediction for grenades (And arrows to an extent), fixed up the aim smoothing (It's a bit fast and tends to overshoot, but it's alot better than what it was).

Delete cfg/sourcemod/plugin.autoaim.cfg, let the plugin generate a new one. Current cvars:
  • sm_autoaim_enabled
  • sm_autoaim_aimkey 1 = secondary attack, 2 = special attack, 3 = reload, 4 = primary attack
  • sm_autoaim_reflect
  • sm_autoaim_backstab
  • sm_autoaim_smoothamount (Min: 1.0, Max 20.0)


Now requires gamedata as I'm calling SDK functions to retrieve bone positions. I figured it was better than creating an entity for each client...

Attaching here and updating main post.
Attached Files
File Type: sp Get Plugin or Get Source (autoaim.sp - 882 views - 32.7 KB)
File Type: txt aimbot.games.txt (692 Bytes, 324 views)
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Pelipoika
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Old 02-27-2017 , 13:34   Re: [TF2-For now] Auto Aimer
Reply With Quote #86

Quote:
Originally Posted by xXDeathreusXx View Post
I tried it against bots and it lined up dead on, so I guess you mean other players will make it tricky

Turn on some net_fakelag and try aiming at moving targets
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CrazyGhostRider
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Old 02-27-2017 , 13:55   Re: [TF2-For now] Auto Aimer
Reply With Quote #87

Only used sm_aim a command:

L 02/27/2017 - 21:495: [SM] Exception reported: Entity -1 (-1) is invalid
L 02/27/2017 - 21:495: [SM] Blaming: autoaim.smx
L 02/27/2017 - 21:495: [SM] Call stack trace:
L 02/27/2017 - 21:495: [SM] [0] GetEntPropVector
L 02/27/2017 - 21:495: [SM] [1] Line 685, autoaim.sp::AimTick
L 02/27/2017 - 21:495: [SM] [2] Line 622, autoaim.sp::OnPlayerRunCmd
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xXDeathreusXx
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Old 03-01-2017 , 20:58   Re: [TF2-For now] Auto Aimer
Reply With Quote #88

I accidentally left in a check that would always return false, redownload for a fixed version
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CrazyGhostRider
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Old 03-07-2017 , 06:46   Re: [TF2-For now] Auto Aimer
Reply With Quote #89

sm_autoaim_aimkey=3
Sm_aimmode=1

Errors and wishes of version 2.0 fix:
"Smooth" does not work. The camera moves to the left and down.
"Fov" Loses the target. Often does not aim at the player.
"Reflect" and "backstab" are best used together with "aimmode = 1", and not automatically.
"Flare" shoots much higher than the head and can not get.
Classes snipers and spies do not fall into the head in moving players.
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shit666
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Join Date: Mar 2017
Old 03-30-2017 , 17:34   Re: [TF2-For now] Auto Aimer
Reply With Quote #90

Can u please help the plugin wont work
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