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No Spread View Adjustment
Old 12-19-2009, 04:42 AM   #1
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No Spread View Adjustment

I'm going after no spread .. I successfully get the expected deviation, but am having trouble correctly adjusting the viewangle.
Roughly, here's what I've tried:

Code:
float devix, deviy; //these get prediction values
float prevx, prevy;//initially 0

//inside the input buffer:
if(GetAsyncKeyState(VK_LBUTTON) ){

inputBuffer[MOUSE_IN_X] += devix - prevx;
inputBuffer[MOUSE_IN_Y] += deviy - prevy;
if(devix != 0){
  prevx = inputBuffer[MOUSE_IN_X];
  prevy = inputBuffer[MOUSE_IN_Y];
  devix = 0; deviy = 0;
} else {
  prevx = 0;    prevy = 0;
}

}
This works somewhat for short bursts, but otherwise the view starts shaking and going nuts.
I don't think I need the view matrix for this, but please correct me if I'm wrong. I haven't made an aimbot yet so this is the 1st time I'm trying to modify the view
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Old 12-19-2009, 04:06 PM   #2
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PHP Code:
*angle_x = ( D3DXToDegree(  asinfD3DXVec3Dot(LocalPlayerInfo.pUseVR(), &v3DirectionToTarget) ) ) + SpreadModification.) / AspectRatio;
*
angle_y = ( D3DXToDegree( -asinfD3DXVec3Dot(LocalPlayerInfo.pUseVU(), &v3DirectionToTarget) ) ) + SpreadModification.) / AspectRatio
Assuming you get the right spread modification you can add it as following

Adding the angles in the actionbuffer queue
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Old 12-20-2009, 11:04 PM   #3
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i'm very close, but its still no good enough. The main problem is the view doesn't change fast enough. by the time the gun moves the bullet has been fired.
i've reversed the deviation function as much as I could, but some floats the get multiplied in seem come from waay back, on the stack..
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Old 12-21-2009, 06:48 AM   #4
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Quote:
Originally Posted by E.Z.HAX0R View Post
i'm very close, but its still no good enough. The main problem is the view doesn't change fast enough. by the time the gun moves the bullet has been fired.
i've reversed the deviation function as much as I could, but some floats the get multiplied in seem come from waay back, on the stack..
Works fine for me.. Maybe you are using a wrong formular for calculating the spread vector.
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Old 12-21-2009, 10:06 PM   #5
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The values that get multiplied in at the end are the players view vectors, I think.
I'm pretty sure I got the formulae reversed completely, but the adjustment is still not working properly

ReUnioN, would it be ok if I sent what i got, I'm sure its some stupid mistake, maybe you can quickly spot the error?
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Old 12-22-2009, 04:04 PM   #6
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Quote:
Originally Posted by E.Z.HAX0R View Post
The values that get multiplied in at the end are the players view vectors, I think.
I'm pretty sure I got the formulae reversed completely, but the adjustment is still not working properly

ReUnioN, would it be ok if I sent what i got, I'm sure its some stupid mistake, maybe you can quickly spot the error?
I am not error fixing ur code.. This is the func which generates the spread.. Fuxxor it down!

Code:
sub_623770
patch 1.5
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Old 12-23-2009, 01:11 AM   #7
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lol, i've been looking at that function for 3 days now. My problem is I don't fully understand how the viewangles work in BF2 and I can't seem to apply the calculated results correctly (hence this topic).
I don't care for No Spread that much, just seemed like a nice feature to try out, I'll figure it out eventually
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Old 12-23-2009, 02:54 AM   #8
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Quote:
Originally Posted by E.Z.HAX0R View Post
lol, i've been looking at that function for 3 days now. My problem is I don't fully understand how the viewangles work in BF2 and I can't seem to apply the calculated results correctly (hence this topic).
I don't care for No Spread that much, just seemed like a nice feature to try out, I'll figure it out eventually
complete shot in the dark, but are you applying viewangle modifications to mouse angles?
that way you have to also include the mouse smoothing/conversion ratio...
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Old 12-23-2009, 04:36 AM   #9
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Quote:
Originally Posted by learn_more View Post
complete shot in the dark, but are you applying viewangle modifications to mouse angles?
that way you have to also include the mouse smoothing/conversion ratio...
Looks like he is using the action buffer, that's actually the only way to do it and make it work right. Using API calls just isn't responsive enough for this.

E.Z.HAX0R:

Could be as simple as your not accounting for the difference in the counter. Keep in mind the code your debugging is executed after you shoot and your calculating aim before you shoot. That function is actually building an impulse vector for the physics class which is why the vector ends up with such large values when debugging it. The basic math can be applied in a couple different ways to aim as long as you get it in sync with the game.

Either way when I made mine I spent more than 3 days figuring it out so keep going and don't give up. No spread makes them cry so bad in game lol

EDIT: You don't need to adjust for previous frames aim like that either
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Last edited by zoomgod; 12-23-2009 at 04:40 AM.
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Old 12-23-2009, 08:42 AM   #10
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Took me a few weeks to get it right. Read over all the no spread posts, re-read them again. Look in bothBF2 and 2142.

The code is out there, compare it to yours.

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here
Old 12-23-2009, 10:33 AM   #11
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here

this is the no spread i had in blackomega, i started with dualamds public piece wich honestly sucks and i finished it perfect with Tetsuo Umezawa, Haxing4Life, raiders and zoomgods help, this no spread does apply singleshots + no scopeing and automatic fire.

there is newest offsets as well, thanks Jugga for them

CGameConfig class i wont give its haxing´s
but just go with reclass to 0x99E348 and see where the counter is

PHP Code:
struct cSpreadTable
{
    
float Table[1024];
};
void CompensateDeviationD3DXVECTOR3 output )
{
    if (
GetWeaponSystem() != TSNone)
                    return;

    
CTemplate_GenericFireArmweapon_template =
            (
CTemplate_GenericFireArm*) m_Weapon->ObjectTemplate;

        
float projectile_speed weapon_template->fire_velocity;

        
CGameConfigCounter = *( CGameConfig** )0x99E348;

        
cSpreadTable pSpreadTable = ( cSpreadTable* )0x9F4DB0;
        
        
UINT index = (Counter->GetCounter() + 3) & 0x3FF;

        
COComponent_Deviationcdev m_Weapon->weapon_deviation;

        
float spread_up = (pSpreadTable->Table[index] * (cdev->total_deviation cdev->fCalcPitchAdd));//aka updevi add
        
spread_up *= projectile_speed 0.01;
        
index = (index 1) & 0x800003FF;

        
float spread_right = (pSpreadTable->Table[index] * (cdev->total_deviation cdev->fCalcYawAdd));//aka rightdevi add
        
spread_right *= projectile_speed 0.01;

        if (
index 0index = ((index -1) | 0xFFFFFC00) + 1;

        
D3DXVECTOR3 aimright(*GetAimRight());
        
aimright *= spread_right;

        
D3DXVECTOR3 aimup(*GetAimUp());
        
aimup *= spread_up;

        
D3DXVECTOR3 aimdir(*GetAimDir());
        
aimdir *= projectile_speed;
        
aimdir -= aimright;
        
aimdir -= aimup;
        *
output += aimdir;
        
D3DXVec3Normalize(&aimdir ,&aimdir);


just call it right before you set your viewangles

PHP Code:
CompensateDeviation(&v3Output);
            
m_fInputKeys[PIMouseLookX] = ( D3DXToDegree asinf D3DXVec3Dot ( &v3LocalMatrix[MATRIXX], &v3Output ))) * AspectRatio );
            
m_fInputKeys[PIMouseLookY] = ( D3DXToDegree ( -asinf D3DXVec3Dot ( &v3LocalMatrix[MATRIXY], &v3Output ))) * AspectRatio ); 
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Old 12-23-2009, 08:33 PM   #12
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With No Spread being so low key, I can't believe you posted that publicly :P now everyone's gonna have no spread

I can honestly say that I had everything correct except for the fire_mode and the last five lines (aimdir)

i was/am gonna make a simple aimbot first, to try and understand the math behind the aimmatrix. i'm assuming it looks something like this
Code:
xx yx zx ox
xy yy zy oy
xz yz zz oz
the 1st three columns being the projections(or the xyz components) of the Single aim vector.
But anyway, thanks for the encouragement and help, i hate copy/pasting so i'll keep it to a minimum
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Old 12-25-2009, 02:02 PM   #13
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Quote:
Originally Posted by E.Z.HAX0R View Post
With No Spread being so low key, I can't believe you posted that publicly :P now everyone's gonna have no spread

I can honestly say that I had everything correct except for the fire_mode and the last five lines (aimdir)

i was/am gonna make a simple aimbot first, to try and understand the math behind the aimmatrix. i'm assuming it looks something like this
Code:
xx yx zx ox
xy yy zy oy
xz yz zz oz
the 1st three columns being the projections(or the xyz components) of the Single aim vector.
But anyway, thanks for the encouragement and help, i hate copy/pasting so i'll keep it to a minimum
You can extract the vectors from a Matrix
Right = _11, _12, _13
Up = _21, _22, _23
Forward = _31, _32, _33
Origin = _41, _42, _43
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Old 12-25-2009, 04:43 PM   #14


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the code already was public at gamedeception, which is about the same. I have a slightly different one... But this one will be helping very well!
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Old 12-26-2009, 08:04 AM   #15
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a little offtopic, but whatever.. So i gave simple aimbot a try and the view is not set properly I tried logging the vector values, didnt really say much they seem to be valid. The view keeps turning right (*tharget is correct). Any suggestions?


Edit: Got it Now with the aimbot no spread works too. My goal, however, is to have no spread independant of the aimbot. Has anyone done this?

Last edited by E.Z.HAX0R; 12-27-2009 at 12:54 AM.
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Old 12-27-2009, 09:51 AM   #16


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Yes ofcourse anyone has done this..

Look at what you are doing with no-spread.

You are reading the LOCALPLAYER's spread values. They are NOT dependant of the target.
Just call the function once you look at the player. Actually something like "is aiming at you"..
Search for it here.. There are a lot of examples!
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Old 12-29-2009, 11:01 PM   #17
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no im thinking it would be more like using the "Aim Direction (Z-axis)" as "Direction to target" so that the view keeps snapping back to original position. No time to test now.. but im pretty sure it wont be too hard
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Old 07-24-2010, 04:46 PM   #18
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im trying to do it for 2142 ...im using actionbuffer to change view , got spread ammount , just need info on how to apply it to the aim , its applying but the bullets arent going where they are supposed to , tryed your code that you posted but its not working for me , would you mind helping ??
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Old 07-24-2010, 05:38 PM   #19
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I got it to work perfectly, works very good .
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