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Battlefield 2 hacks cheats tutorials source code
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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:
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
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..
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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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?
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
__________________
“For every complex problem, there is an answer that is short, simple and wrong.”
“Pessimism is safe, but optimism is a lot faster!”
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
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...
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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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
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
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
__________________
I'm like a virus, you can delete me but I am never really gone.
Links die, searching does not. (Fravia : searchlores.org)
Solving problems requires effort not a college degree.
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?
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!
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
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 ??