Author Topic: [VIDEO] Aimbot  (Read 2593 times)

This mod sucks. It does not compensate for movement or ballistics.
It can barely hit a non-moving target.

There isn't only just one aimbot, you can easily make one if you know basic trigonometry and know how to apply it.

There isn't only just one aimbot, you can easily make one if you know basic trigonometry and know how to apply it.
Actually, I'm quite curious on how they're getting the player's positions.

Actually, I'm quite curious on how they're getting the player's positions.
I'm sure it's a derivative of how people have gotten around the restrictions in AoT, just think creatively and you can probably figure something out.

The funny thing is I am faster than this stuffty aim bot, so fast in fact people think I use aimbot.

Actually, I'm quite curious on how they're getting the player's positions.
In addition to just simple math with positions gotten from child objects of the 'serverconnection' object, there is also this:
Code: [Select]
function aimbot_pos(%obj) {
    if(isObject(aimbotPlayer))
        aimbotPlayer.delete();
    %name = %obj.getName();
    %obj.setName(aimbotTemp);
    new Player(aimbotPlayer : aimbotTemp) {
        datablock = aimbotTemp.getDatablock();
    };
    %pos = aimbotPlayer.getPosition();
    aimbotPlayer.delete();
    %obj.setName(%name);
    return %pos;
}
I guess that gets the client's position?

Why are you showing everyone?

Why are you showing everyone?
A simple function really won't hurt.
All it does is return a position vector.

Now we just need an anti aim bot server mod.

In addition to just simple math with positions gotten from child objects of the 'serverconnection' object, there is also this:
Code: [Select]
function aimbot_pos(%obj) {
    if(isObject(aimbotPlayer))
        aimbotPlayer.delete();
    %name = %obj.getName();
    %obj.setName(aimbotTemp);
    new Player(aimbotPlayer : aimbotTemp) {
        datablock = aimbotTemp.getDatablock();
    };
    %pos = aimbotPlayer.getPosition();
    aimbotPlayer.delete();
    %obj.setName(%name);
    return %pos;
}
I guess that gets the client's position?

You are prevented from getting the player object positions from the ServerConnection object.
However, that code seems like it would work because it creates a fake player on the client side, gets the position of that, and deletes it.

We didn't need you to prove that aimbot is real











ly bad.

We didn't need you to prove that aimbot is real











ly bad.

Ahahaha. Took me a moment to get it. I was like "why did he accidentally hold enter mid-word..? ohhh I get it"

It's not special.
I've seen truce use one.

A simple function really won't hurt.
All it does is return a position vector.
That 'simple function' is the same type of function that was intentionally removed from the client in a previous update.