CLEO Help Aimbot Prediction

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xAmUser

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Hello, please tell me how can I achieve the same prediction as in this video

//call @AIM_POSITION 2 0@ 26@ ret_to 19@ 20@ 21@ by 0pc0de.exe
:AIM_POSITION {0@ - ActorHandle, 1@ - value float}
0087: 26@ = 1@ // (float)
Actor.StorePos(0@, 19@, 20@, 21@)
/////////////////////////////////////////////////////////
083D: get_actor 0@ velocity_in_direction_XYZ 22@ 23@ 24@
/////////////////////////////////////////////////////////
22@ /= 100.0
27@ = 60.0
0073: 27@ /= 26@ // (float)
006B: 22@ *= 27@ // (float)
005B: 19@ += 22@ // (float)
////////////////////////////
23@ /= 100.0
27@ = 60.0
0073: 27@ /= 26@ // (float)
006B: 23@ *= 27@ // (float)
005B: 20@ += 23@ // (float)
////////////////////////////
24@ /= 100.0
27@ = 60.0
0073: 27@ /= 26@ // (float)
006B: 24@ *= 27@ // (float)
005B: 21@ += 24@ // (float)
/////////////////////////////////////////////////////////
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 15@ 16@ 17@
/////////////////////////////////////////////////////////
15@ /= 100.0
27@ = 60.0
0073: 27@ /= 26@ // (float)
006B: 15@ *= 27@ // (float)
0063: 19@ -= 15@ // (float)
////////////////////////////
16@ /= 100.0
27@ = 60.0
0073: 27@ /= 26@ // (float)
006B: 16@ *= 27@ // (float)
0063: 20@ -= 16@ // (float)
////////////////////////////
17@ /= 100.0
27@ = 60.0
0073: 27@ /= 26@ // (float)
006B: 17@ *= 27@ // (float)
0063: 21@ -= 17@ // (float)
ret 3 19@ 20@ 21@

I have this snippet but it works somehow incorrectly or I don’t know what to make for a place 1@

or somehow you need to change the values
22@ /= 100.0
27@ = 60.0

help me please
 
Last edited:

_Safa

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1. Get target's ping
2. Get your ping
3. Get velocity of target
4. Add up your ping to targets ping
5. Convert the summary (integer) of your ping + targets ping to a float.
6. Divide the velocity (X Y Z) with 1000.0
7. Multiply the final velocity with the summary of your ping + targets ping which you converted before to a float.

Add that final calculated velocity (7) to players-position X Y Z (or bone-pos X Y Z) like I do it in SafaHook andvisualize it in a way you wish.
 

Parazitas

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1. Get target's ping
2. Get your ping
3. Get velocity of target
4. Add up your ping to targets ping
5. Convert the summary (integer) of your ping + targets ping to a float.
6. Divide the velocity (X Y Z) with 1000.0
7. Multiply the final velocity with the summary of your ping + targets ping which you converted before to a float.

Add that final calculated velocity (7) to players-position X Y Z (or bone-pos X Y Z) like I do it in SafaHook andvisualize it in a way you wish.

I guess it is right xD
PHP:
:Calculate
// 0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 6 _Return: XYZ 1@ 2@ 3@
0B2B: samp 10@ = get_player_id_by_actor_handle 0@
0B2A: samp 2@ = get_player_ping 10@
0B2B: samp 3@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0B2A: samp 4@ = get_player_ping 3@
083D: get_actor 0@ velocity_in_direction_XYZ 5@ 6@ 7@
005A: 4@ += 2@  // PLAYER_ACTOR PING + TARGET PING
0093: 4@ = integer 4@ to_float
5@ /= 1000.0
6@ /= 1000.0
7@ /= 1000.0
006B: 5@ *= 4@
006B: 6@ *= 4@
006B: 7@ *= 4@
0AB1: @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 1@ _STORE_TO 8@ 9@ 10@
005B: 8@ += 5@  // (float)
005B: 9@ += 6@  // (float)
005B: 10@ += 7@  // (float)
0AB2: 3 8@ 9@ 10@

:GET_BONE_POS
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0 // X offset
2@ = 0.0 // Y offset {THX TO: WESSER}
3@ = 0.0 // Z offset
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@ // CPed__getBonePositionWithOffset
0AB2: retn 3 1@ 2@ 3@

PHP:
:Draw_Prediction_Bone_Esp
// 0AB1: @Draw_Prediction_Bone_Esp 1 TARGET_ACTOR_HANDLE 0@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 6 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 4 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 4 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 3 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 3 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 2 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 2 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 1 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 1 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 52 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 52 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 53 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 1 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 42 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 42 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 43 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 21 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 31 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 21 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 22 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 31 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 32 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 32 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 33 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 33 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 34 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 22 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 23 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 23 _Return: XYZ 1@ 2@ 3@
0AB1: @Calculate 2 TARGET_ACTOR_HANDLE 0@ BONE_ID 24 _Return: XYZ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: render draw_line_point1 7@ 8@ point2 9@ 10@ width 1 color 0xFFFFFF00
0AB2: 0
 
Last edited:

xAmUser

Active member
Joined
Feb 23, 2018
Messages
55
Reaction score
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1. Get target's ping
2. Get your ping
3. Get velocity of target
4. Add up your ping to targets ping
5. Convert the summary (integer) of your ping + targets ping to a float.
6. Divide the velocity (X Y Z) with 1000.0
7. Multiply the final velocity with the summary of your ping + targets ping which you converted before to a float.

Add that final calculated velocity (7) to players-position X Y Z (or bone-pos X Y Z) like I do it in SafaHook andvisualize it in a way you wish.

how to do like this?
 
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