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[TF2-For now] Auto Aimer


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Author
xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Plugin ID:
4163
Plugin Version:
2.0
Plugin Category:
Admin Commands
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    4 
    Plugin Description:
    Long story short, it's an aimbot, got the idea from autoreflect.
    Old 04-12-2014 , 14:24   [TF2-For now] Auto Aimer
    Reply With Quote #1

    I had gotten and was using this plugin for a while, then the thought dawned on me...
    What if there was a plugin that could track players? Then I decided to make said plugin, without looking if there was any other plugin of this nature out there. I figured it would be something fun for admins to fool and annoy players with, similar to how autoreflect was fun for this purpose.

    So, today I bring you my first plugin ever that I made from scratch(Save for some code snippets).

    Cvars:
    • "sm_autoaim_version": The version cvar, don't touch it
    • "sm_autoaim_aimkey": A value of 1 - 4 set's what key it will use if aimmode is 1, 1 = Secondary Attack(Could cause problems, which is why it's defaulted to 2), 2 = Special Attack, 3 = Reload, 4 = Primary Attack
    • "sm_autoaim_reflect": Reflect nearest projectile?
    • "sm_autoaim_backstab": Automatically backstab when ready?
    • "sm_autoaim_smoothamount": Amount of smoothing to apply, the higher this is the faster, capped at 20
    Commands:
    • "sm_autoaim" <0-off/1-on>: This will toggle the aimbot
    • "sm_aim" <0-off/1-on>: Simply for cenvenience
    • "sm_aimmode" <0-off/1-on>: Toggles aimkey
    • "sm_aiminfov" <0-off/1-on>: Toggles FoV restriction
    • "sm_aimandshoot" <0-off/1-on>: Toggle automatically firing when the shot will land
    • "sm_aimsmooth" <0-off/1-on>: Toggles smoothing
    • "sm_aimsilent" <0-off/1-on>: Toggles silent aim


    Todo:
    • Add the option for it to aim and shoot at targets. - Done
    • Optimize the tracking somehow, it tends to aim ahead of moving targets. - Done
    • Optimize the lock on to properly line up with every classes head for snipers and spies with amby; As of 0.4 this had been done, thanks Mitchell
    • Improve everything as time goes on
    • Add the option to have it only aim with your Field of View, could work well with the aimmode key press - Done
    Some credits for code I sto-erm, borrowed:

    ReFlexPoison (GetClosestClient and OnPlayerRunCmd copied and modified from his autoreflect plugin)
    javalia (Modified code to track heads from his CoolRocket plugin)
    friagram (Modified his CanSeeTarget stock so I can make sure it won't always track players, FirstOrderInterception for proj prediction)
    Mitchell (Helped me alot and handed me some amazing code to use)
    Pelipoika (Latency correction and signatures for the SDK calls, silent aim)

    Demo:


    Changelog
    Quote:
    4/14/2014 10:22 AM V0.1
    Added the convenience command sm_aim, added a few fixes regarding targeting, and modified the plugin as per the suggestions by Mitchell.

    4/16/2014 1:11 AM V0.2.5
    Modified the aim to be slightly lower so headshots are more accurate, the plugin should now properly change between torso and head aiming when changing classes.

    4/18/2014 12:06 AM V0.4
    Modified the code greatly to make use of Mitchell's code, added 2 new cvars, and added the ability to have to aimbot only aim on the press of a key.

    4/21/14 8:18 PM V0.4.5
    Added alot of(Probably redundant) checks against players weapons to have certain classes aim in certain areas of the body. Fixes a few minor issues, and fixes aimmode so you can actually limit it to a key press.

    10/17/15 71 PM Release
    Streamlined code and greatly improved the accuracy of the aimbot, as well as added projectile prediction with some borrowed code from Friagram.

    10/19/15 8:54 PM V1.0.1
    Added cvar "sm_autoaim_reflect" to turn on and off automatic reflecting(Also added reflecting )

    6/8/16 V1.1
    This is actually kind of old, I just forgot about it...
    There's been several changes and fixes, most of them minor. I also added aiming within FoV, but I don't think it works quite right.

    1/19/17 V1.2
    Modified FirstOrderIntercept to determine if you will hit a wall or the floor instead of the client, if so it will just aim directly at the client.

    2/27/17 V2.0
    Changed most cvars into commands so they can be changed per client
    Added silent aim and latency correction
    Added SDK calls to get bone positions instead of using a parented entity
    Tried to fix up aim smoothing to make it better, tends to overshoot and twitch, but it's better
    Improved upon the projectile prediction, now attempts to predict gravity
    Before someone says something that I shouldn't need to reply to, no this can't get you banned, Valve can't ban you for anything done server side.
    Attached Files
    File Type: txt aimbot.games.txt (692 Bytes, 2574 views)
    File Type: sp Get Plugin or Get Source (autoaim.sp - 2154 views - 31.7 KB)
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    Last edited by xXDeathreusXx; 03-25-2019 at 04:23. Reason: Update #8 V2.0
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    xXDeathreusXx
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    Location: pPlayer->GetOrigin();
    Old 04-12-2014 , 14:25   Re: Auto Aimer
    Reply With Quote #2

    Reserved
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    xXDeathreusXx is offline
    Sreaper
    髪を用心
    Join Date: Nov 2009
    Old 04-12-2014 , 14:37   Re: Auto Aimer
    Reply With Quote #3

    Do we have to PM you to get the plugin?

    Last edited by Sreaper; 04-12-2014 at 14:39.
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    joac1144
    Senior Member
    Join Date: Dec 2012
    Location: Copenhagen, Denmark
    Old 04-12-2014 , 15:02   Re: Auto Aimer
    Reply With Quote #4

    Please attach the plugin
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    xXDeathreusXx
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    Old 04-12-2014 , 17:54   Re: Auto Aimer
    Reply With Quote #5

    Doh, I knew I forget something, fixed

    I feel so embarrassed that I forgot the most important thing
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    Last edited by xXDeathreusXx; 04-12-2014 at 18:01.
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    Horsedick
    AlliedModders Donor
    Join Date: Sep 2011
    Old 04-12-2014 , 18:09   Re: Auto Aimer
    Reply With Quote #6

    tested -- I don't see where its really doing anything? As a sniper for example it doesn't appear to be locking on. Now I tell ya, the ideal plugin based off this would be like homing rockets cept you could assign them to only track after a certain player not just any on the other team.
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    arthurdead
    Senior Member
    Join Date: Jul 2013
    Old 04-12-2014 , 18:13   Re: Auto Aimer
    Reply With Quote #7

    i made an aimbot plugin with walhack but it was not target based but you can easily modify that
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    joac1144
    Senior Member
    Join Date: Dec 2012
    Location: Copenhagen, Denmark
    Old 04-12-2014 , 20:36   Re: Auto Aimer
    Reply With Quote #8

    Can you make it work with CS:S, please?
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    xXDeathreusXx
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    Old 04-13-2014 , 01:33   Re: Auto Aimer
    Reply With Quote #9

    Quote:
    Originally Posted by joac1144 View Post
    Can you make it work with CS:S, please?
    I wouldn't even know where to begin with that, I've only really worked with TF2
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    Old 04-13-2014 , 01:35   Re: Auto Aimer
    Reply With Quote #10

    Quote:
    Originally Posted by Horsedick View Post
    tested -- I don't see where its really doing anything? As a sniper for example it doesn't appear to be locking on. Now I tell ya, the ideal plugin based off this would be like homing rockets cept you could assign them to only track after a certain player not just any on the other team.
    I have a CanSeeTarget stock that I'm using, it needs a bit of modification as it isn't always accurate, but basically it prevents across the map lockons, but it often has trouble distinguishing what it can actually see

    I tried using this without it, but I found it to be hard to tell where I was going, and the locking made me dizzy

    And you know, that's a very good idea... I might try making that someday
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    Last edited by xXDeathreusXx; 04-13-2014 at 01:46.
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