Vector time!
CannonFodder100
Join Date: 2011-09-14 Member: 121355Members
Complete noob with coding in NS2, though I'm familiar with Lua. I'd like functions to create a vector between the player character and whomever they are aiming at and also gain the X, Y, and Z coordinates of their target. Then, I would like this to refresh client-side rapidly.
Comments
thats what i do all the time, it works pretty good :)
...and then once I have that vector between player and character, I would like the functionality to adjust the player FOV orientation to align with said vector rapidly...
haha, am I the only one where this came to mind? *cough* aimbot *cough*.
Theoretically this would be easy to do, and not only that, you could even develop a dampening algorithm to smooth a players view to an alien (or vice versa), allowing for player created divergence to give the impression of sinuous, but amazing accuracy. Furthermore, you could only engage this action when actually clicking the attack button.
Solution?
There are other things that stand in the way of making an aimbot which I did not ask about: grabbing input from the game, setting view angle, and if I were really ambitious, grabbing the random seed used to create spread, determining the angle between the spot I'm aiming at and the spot I'm hitting, and then move the FOV to the opposite side the same angle. Also, I never asked about finding entities in a limited cone, without which an aimbot would see very little use. Oh, and walls! Gotta find a way of not aiming through walls.
Just saying.
----End Defensiveness----
I'm having trouble with Decoda: autocomplete no longer works and when I enter anything into another document, it doesn't auto-color it at all. Ideas?
There are other things that stand in the way of making an aimbot which I did not ask about: grabbing input from the game, setting view angle, and if I were really ambitious, grabbing the random seed used to create spread, determining the angle between the spot I'm aiming at and the spot I'm hitting, and then move the FOV to the opposite side the same angle. Also, I never asked about finding entities in a limited cone, without which an aimbot would see very little use. Oh, and walls! Gotta find a way of not aiming through walls.
Just saying.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't actually think you were going to make an aimbot, lol, but it could sound like that.
But yes, you did ask for input from the game, you asked for the vector between 2 players (or just the information to find it), that's all you really need. With that information I could make an aimbot. Regardless of walls, "finding entities in a limited cone" (irrelevant), moving angles to their opposites? Regardless, if I just knew where an enemy was in relation to me, a la a vector, that's all you need to make a very effective aimbot. Which of course I'd hope would see very little use (I do not support hacking), but in reality, would see widespread use if available.
Also, finding entities in a limited cone is a necessary feature of aimbots; without that, you can't identify what the player wants to kill unless you're relying on the player aiming directly at the enemy, using a trace function to grab the entity and hold the player's FOV on it.
Also, finding entities in a limited cone is a necessary feature of aimbots; without that, you can't identify what the player wants to kill unless you're relying on the player aiming directly at the enemy, using a trace function to grab the entity and hold the player's FOV on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
If I had a vector from my player to an enemy I would not need any entity at all.
In any case, that's not the point of this topic.