how does an aimbot works??

0xB6F5F0

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the subject says all, i don't want any codes, i want mechanism how does it  work, i have some-sort of an idea how to Y coordinates on the screen but the X i have no idea..
 

bartekdvd

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Basically you need coordinates of you (camera) and the target (some player). Then you need to do some math:

3280cfcf0377d4e226904f422397336f.png

9cae5436b3a71037249fbe8d41b04804.png

1872d82ea983ccf448ae739eebbeb468.png

http://en.wikipedia.org/wiki/Spherical_coordinate_system

r - distance between you and the target
θ - vertical angle
φ - horizontal angle
x,y,z - difference between target and camera

In most of the games you can find addresses of those angles and you can change them.
So, when you do the math correctly (it depends on coordinate system orientation) you should get perfect aim.

In short, that's how the simplest aimbot works.
 

TheZeRots

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bartekdvd link said:
Basically you need coordinates of you (camera) and the target (some player). Then you need to do some math:

3280cfcf0377d4e226904f422397336f.png

9cae5436b3a71037249fbe8d41b04804.png

1872d82ea983ccf448ae739eebbeb468.png

http://en.wikipedia.org/wiki/Spherical_coordinate_system

r - distance between you and the target
θ - vertical angle
φ - horizontal angle
x,y,z - difference between target and camera

In most of the games you can find addresses of those angles and you can change them.
So, when you do the math correctly (it depends on coordinate system orientation) you should get perfect aim.

In short, that's how the simplest aimbot works.
YOU'RE FAKEN BAK NYES
Anyway, it makes your aim follow other player actor's skin or hitbox, then there's wall and distance detection...
 

alvarez!

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bartek0v0 link said:
Basically you need coordinates of you (camera) and the target (some player). Then you need to do some math:

3280cfcf0377d4e226904f422397336f.png

9cae5436b3a71037249fbe8d41b04804.png

1872d82ea983ccf448ae739eebbeb468.png

http://en.wikipedia.org/wiki/Spherical_coordinate_system

r - distance between you and the target
θ - vertical angle
φ - horizontal angle
x,y,z - difference between target and camera

In most of the games you can find addresses of those angles and you can change them.
So, when you do the math correctly (it depends on coordinate system orientation) you should get perfect aim.

In short, that's how the simplest aimbot works.
Thanks bartek, thats a great Explanation. If we want to extend this example to GTA SA, we would have to adjust for the 3rd Person view.

To do this, I think we would have to calculate the COP (Center of Projection). Because the Cross hair (CH) is not in the Center of the PP (Projection Plane or Screen) but its on the intersection of the Vector COP-TargetPoint with the PP.
Then we should be able to calculate the Angles θ and φ between Center[sub]PP[/sub] -> COP -> CH[sub]PP[/sub]. Then we could add them to the Original angles and the CH should be pointing in the right direction.

All of this just in theory, since I haven't done it myself yet. Maybe there is even an easier and more practical way.
 
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