Help Help me with AIM_AT_POS snippet

Polaroid

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Code:
{$CLEO .cs}
0000:

WHILE TRUE
    WAIT 0
    IF 0AD2: 0@ = player $PLAYER_CHAR targeted_actor
    THEN
        Actor.StorePos(0@, 1@, 2@, 3@)
        0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.04253
    END
END
//0AB1: @AIM_AT_POS 3 XYZ: 1@ 2@ 3@
:AIM_AT_POS
0087: 8@ = 3@
068D: get_camera_position_to 3@ 4@ 5@
0063: 0@ -= 3@
0063: 1@ -= 4@
0604: get_Z_angle_for_point 0@ 1@ store_to 6@
6@ -= 90.0
0017: 6@ /= 57.2957795            
005B: 6@ += 8@  // (float)                           
0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0
0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
0661: "by Opcode.eXe | UGBASE.EU"
0AB2: 0

Hello. I've been trying to add a smoothing factor to this snippet for HOURS now but I can't get it to work. I tried dividing the angle difference by 2.0 but it aims completely off. I don't know what I am doing wrong. Can somebody please guide me on how to add a smoothing factor to this particular snippet or give me some helpful advice? Thank you
 

Codex1337

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call @AIM_AT_PLAYER 1 $PLAYER_HANDLE


Code:
:AIM_AT_PLAYER
Actor.StorePos(0@, 1@, 2@, 3@)
068D: get_camera_position_to 4@ 5@ 6@
0063: 1@ -= 4@
0063: 2@ -= 5@
0604: get_Z_angle_for_point 1@ 2@ store_to 6@
6@ -= 90.0
0017: 6@ /= 57.2957795                                      
0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0
0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
0AB2: 0
 

Polaroid

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Codex1337 said:
call @AIM_AT_PLAYER 1 $PLAYER_HANDLE


Code:
:AIM_AT_PLAYER
Actor.StorePos(0@, 1@, 2@, 3@)
068D: get_camera_position_to 4@ 5@ 6@
0063: 1@ -= 4@
0063: 2@ -= 5@
0604: get_Z_angle_for_point 1@ 2@ store_to 6@
6@ -= 90.0
0017: 6@ /= 57.2957795                                      
0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0
0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
0AB2: 0

I'm trying to make the aiming smooth (slower). I tried this and it snaps to the target too. Do you know how I would go about making it smooth? Thank you!
 
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Polaroid said:
I'm trying to make the aiming smooth (slower). I tried this and it snaps to the target too. Do you know how I would go about making it smooth? Thank you!

What about getting the distance between crosshair and a target, then segment (simple "for" loop) it by smooth value + add wait\sleep to prevent perfomance drops because speed of aiming will be simply based on your fps
Obstler's smooth have this error, so when you'll have big fps (like 120+) smooth speed will be f up, as well as if you will have lower fps
sry for my ingris, didn't sleep for 30 hours
 

Opcode.eXe

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You need:
YourCurrentAngles and CalculatedAngles


Then remove YourCurrentAngles from the CalculatedAngles and devide it by 20.0 or whatever and add this value to YourCurrentAngles again
 

Polaroid

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Okay so I divided the angle difference by 10.0 and made a FOR loop (1 to 10) to += to my current angle and aim to it 10 times to reach my target. Now I'm having trouble with adding a wait between each of the 10 increments I aim at. If I try doing "wait 1" after each increment the screen jitters around like crazy and aims at at random spots left and right. I think I need to add a timer wait (32@) but I don't know how to do this in a FOR loop after each time it aims?

Basically i did something like this

newAngle = currentAngle
targetAngle -= currentAngle
targetAngle /= 10.0
for 1 to 10
newAngle += targetAngle
setCamera on currentAngle to newAngle
end

and that works fine. It aims to player but now i cant figure out how to add a WAIT or timer in there to make it smooth
 
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Polaroid said:
Okay so I divided the angle difference by 10.0 and made a FOR loop (1 to 10) to += to my current angle and aim to it 10 times to reach my target. Now I'm having trouble with adding a wait between each of the 10 increments I aim at. If I try doing "wait 1" after each increment the screen jitters around like crazy and aims at at random spots left and right. I think I need to add a timer wait (32@) but I don't know how to do this in a FOR loop after each time it aims?

Basically i did something like this

newAngle = currentAngle
targetAngle -= currentAngle
targetAngle /= 10.0
for 1 to 10
  newAngle += targetAngle
  setCamera on currentAngle to newAngle
end

and that works fine. It aims to player but now i cant figure out how to add a WAIT or timer in there to make it smooth

set 32@ to 0 and add while 32@ < time_in_ms?
if you don't understand how 32@ and 33@ works, you can simply debug them (number draw for example)
 

Polaroid

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Opcode.eXe said:
You dont need a "for loop" to make smooth.

1@ = currentangle
2@ = aimbot angle
2@ -= 1@
2@ /= 10.0
2@ += 1@

how do I get my camera's current Z angle from the memory so I can use it in 1@? Thank you
 
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[shcode=cpp]

{$CLEO .cs}
0000:

while true
    wait 0
    if 0AD2: 0@ = player $PLAYER_CHAR targeted_actor
    then
        Actor.StorePos(0@, 1@, 2@, 3@)
        068D: get_camera_position_to 4@ 5@ 6@
        0063: 1@ -= 4@
        0063: 2@ -= 5@
        0604: get_Z_angle_for_point 1@ 2@ store_to 6@ //target angle
        
        while 6@ < 0.0 
            6@ += 360.0
        end
           
        6@ -= 90.0
        6@ /= 57.295776
       
        6@ += 0.04253 // adding offset for crosshair to line up
        
        0A8D: 7@ = readMem 0xB6F248 size 4 vp 0  //vertical angle
        0A8D: 8@ = readMem 0xB6F258 size 4 vp 0  //horizontal angle
              
        0087: 9@ = 8@
        0063: 9@ -= 6@  //diff
        
        while 9@ <= -3.14159 // i have a pi
            9@ += 6.28318    // i have a pi * 2
        end                  // ugh, normalized
        
        while 9@ > 3.14159
            9@ -= 6.28318
        end
        
        //gta frame time, use in order to be consistent with FPS
        0A8D: 5@ = readMem 0xB7CB5C size 4 vp 0 
        5@ *= 0.1 //smooth mult.
        
        006B: 9@ *= 5@ 
        0063: 8@ -= 9@
        
        0A25: set_camera_on_players_X_angle 7@ Z_angle 8@ 
    end
end 
[/shcode]

Should work, kinda.. maybe.
 
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springfield said:
[shcode=cpp]

{$CLEO .cs}
0000:

while true
    wait 0
    if 0AD2: 0@ = player $PLAYER_CHAR targeted_actor
    then
        Actor.StorePos(0@, 1@, 2@, 3@)
        068D: get_camera_position_to 4@ 5@ 6@
        0063: 1@ -= 4@
        0063: 2@ -= 5@
        0604: get_Z_angle_for_point 1@ 2@ store_to 6@ //target angle
        
        while 6@ < 0.0 
            6@ += 360.0
        end
           
        6@ -= 90.0
        6@ /= 57.295776
       
        6@ += 0.04253 // adding offset for crosshair to line up
        
        0A8D: 7@ = readMem 0xB6F248 size 4 vp 0  //vertical angle
        0A8D: 8@ = readMem 0xB6F258 size 4 vp 0  //horizontal angle
              
        0087: 9@ = 8@
        0063: 9@ -= 6@  //diff
        
        while 9@ <= -3.14159 // i have a pi
            9@ += 6.28318    // i have a pi * 2
        end                  // ugh, normalized
        
        while 9@ > 3.14159
            9@ -= 6.28318
        end
        
        //gta frame time, use in order to be consistent with FPS
        0A8D: 5@ = readMem 0xB7CB5C size 4 vp 0 
        5@ *= 0.1 //smooth mult.
        
        006B: 9@ *= 5@ 
        0063: 8@ -= 9@
        
        0A25: set_camera_on_players_X_angle 7@ Z_angle 8@ 
    end
end 
[/shcode]

Should work, kinda.. maybe.

        while 6@ < 0.0 
            6@ += 360.0
        end

This ever happens? :O

Btw, you're sick at aimbot calculation, sad I've been sleeping at geometry maths back while xd
Took me 4 hours to figure out how to get Z angle for point in C++ that equals 0604 opcode, well done mate, helped me a lot

P.S. While I was figuring out how to get Z angle the opcode's quote "Springfield, he niggered some aimbot movement calculations" didn't get out of my head all the time xddddd
 
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No, opcode 0604 already does that.

[shcode=cpp]
angle = atan(x, y)  * 57.295776 - 90.0;
do
   angle = angle + 360.0;
while ( angle < 0.0 );
[/shcode]

I just converted a c++ aimbot logic and integrated it into opcode.exe snippet.

supahdupahnubah said:
P.S. While I was figuring out how to get Z angle the opcode's quote "Springfield, he niggered some aimbot movement calculations" didn't get out of my head all the time xddddd


:eek:key:
 
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springfield said:
No, opcode 0604 already does that.

[shcode=cpp]
angle = atan(x, y)  * 57.295776 - 90.0;
do
   angle = angle + 360.0;
while ( angle < 0.0 );
[/shcode]
Yea I know it, I've tried to do it at C++
Where did ya find that formula? Straight from CLEO src or what? I did it different way and the calculations were the same :O 

kk got it

BTW This is my first time I've been playing around with the calculations, so as it's first try, I've converted your source to C++ and it was aiming glitchy until I've put some debug messages to the chat (lol?) and changed 5@ *= 0.1 multiplier to 0.001
I can record it if you interested to help me, if not, gonna fix it tomorrow by myself but with different calculations ;c
Gonna test this formula out tomorrow, shiet, I really have to get some geometry classes again >.<
 
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