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[Help]Creating aimbot for Combat Arms

 
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Odecey
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PostPosted: Sun Mar 01, 2009 10:03 am    Post subject: [Help]Creating aimbot for Combat Arms Reply with quote

I just started playing Combat arms, and seing there is no public aimbot out there right now, I thought I'd give making one a try. I have a few questions regarding this before I start, to see if I can make it happen.
1. I'm guessing that the player aim direction is stored as a 3D vector, is this correct?
2. If so, could I change the player aim direction simply by editing those values, or do I have to simulate mouseinput to change it?
3. How do I find the addresses that store the enemy coordinates?
4. Am I right in assuming that the x values go higher the further west you go, the y values go higher the further north you go, and the z values go higher the higher you go?
5.I'm thinking that this is ca how the program flow would look:
Get values -> Check if any enemies are within fire reach -> Calculate vector from player coord to enemy coord like this: (enemyX-playerX, enemyY-playerY,enemyZ-playerZ)-> Set the result as player aim direction->Fire. Would there be any problem with doing it like that?
6. A little bit unrelated, but could you "teleport" by editing the player coord values, or are there checks to prevent that?
Thanks alot in advance =).
Edit: How come this thread only has one reply?

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Last edited by Odecey on Mon Mar 02, 2009 4:12 pm; edited 1 time in total
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Geek4Ever
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PostPosted: Sun Mar 01, 2009 11:57 am    Post subject: Reply with quote

well this is off topic but in warrock u nop the XYZ offsets and u got opk but i dont know if that will work for CA but it sounds like u could make one it would be nice.
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Wintermoot
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PostPosted: Thu Mar 05, 2009 9:58 pm    Post subject: Reply with quote

Pro method:
1. Implement some form of chams.
2. Make your aimbot search for the colour of chams.
3. Move mouse to the found colour
4. SHOOT!
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hcavolsdsadgadsg
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PostPosted: Thu Mar 05, 2009 10:27 pm    Post subject: Reply with quote

HawwwaH wrote:
Pro method:
1. Implement some form of chams.
2. Make your aimbot search for the colour of chams.
3. Move mouse to the found colour
4. SHOOT!


more like the worst method possible because of false detection.
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Overload
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PostPosted: Thu Mar 05, 2009 10:55 pm    Post subject: Reply with quote

HawwwaH wrote:
Pro method:
1. Implement some form of chams.
2. Make your aimbot search for the colour of chams.
3. Move mouse to the found colour
4. SHOOT!


You do know the gun is overlayed as well, right?

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Wintermoot
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PostPosted: Thu Mar 05, 2009 11:01 pm    Post subject: Reply with quote

slovach wrote:
HawwwaH wrote:
Pro method:
1. Implement some form of chams.
2. Make your aimbot search for the colour of chams.
3. Move mouse to the found colour
4. SHOOT!


more like the worst method possible because of false detection.

I know. It is the most simple, however.

Overload wrote:
HawwwaH wrote:
Pro method:
1. Implement some form of chams.
2. Make your aimbot search for the colour of chams.
3. Move mouse to the found colour
4. SHOOT!


You do know the gun is overlayed as well, right?

I most likely did but, I seem to have forgotten. Besides, you could then just not search the section of the screen that contains the gun... It would be terrible but, it would work. :rolleyes:
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Odecey
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PostPosted: Fri Mar 06, 2009 12:15 am    Post subject: Reply with quote

How come none of the posts so far answers my questions? Please stay on topic.
Also, aren't the cham hacks hooking the drawing functions of the game to create the effect? If so, wouldn't that be harder than what I'm trying to do, if what I described in my first post is all there is to making an aimbot.

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Wintermoot
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PostPosted: Fri Mar 06, 2009 5:28 am    Post subject: Reply with quote

Well, I am sure you can find the coordinates and I am sure they have some faancy features you can use to do wha tyou want but, it will be hard.

With Counter-Strike, there is a SDK provided so, it was easy to know the functions and easily hook them...
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HomerSexual
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PostPosted: Fri Mar 06, 2009 6:07 am    Post subject: Reply with quote

Odecey wrote:
How come none of the posts so far answers my questions? Please stay on topic.
Also, aren't the cham hacks hooking the drawing functions of the game to create the effect? If so, wouldn't that be harder than what I'm trying to do, if what I described in my first post is all there is to making an aimbot.


modify public source for other games. There is a LOT of trig involved and a LOT of calculations.

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nwongfeiying
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PostPosted: Fri Mar 06, 2009 11:55 am    Post subject: Reply with quote

It sounds like calculus and physics stuff.
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blackmorpheus
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PostPosted: Thu Mar 19, 2009 4:56 am    Post subject: Reply with quote

HawwwaH wrote:
Pro method:
1. Implement some form of chams.
2. Make your aimbot search for the colour of chams.
3. Move mouse to the found colour
4. SHOOT!


Hehe that actually is a very stupid method.
If you can do the chams, you actually already know the x/y/z of the players.
U will then need a little bit of vector calculus to determine where to aim.
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Spawnfestis
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PostPosted: Thu Mar 19, 2009 5:55 am    Post subject: Reply with quote

nwongfeiying wrote:
It sounds like calculus and physics stuff.

lol. There's no physics involved though. Confused
You're not making a game, you're calculating the game objects movement.

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