[Hack] Thirdperson version3: accurate aiming
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Hmm I might have to do the same for h2, thanks for the great ideabitterbanana wrote:I never found them. I had to calculate them myself using one of halo's functions. I needed a function to return the distance between the player and the point of impact of the bullet.xbox7887 wrote:Glad to see you finally located those values
Since the camera goes closer to the player when you're near a wall, I figured there had to be a collision function that returned the distance between the player and a colliding object. So I backtraced what editted the position of the camera point and figured out how it was calculated. I found the function that was used:
float player_getCollision(point* position, vector* up, float* depth, float unknown);
So to get the function to detect collision in FRONT of the player, I inverted the forward vector and set the depth to 100 so it would return the distance between the player and whatever was infront of him. Then I just repositioned the forward vector to point to that exact point. A lot of assembly and math involved. That's about it.
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i tried using the aimbot but it doesnt work lol, this program is cool bitterbanna good job coding it
edit- this was a lame joke btw
edit- this was a lame joke btw
Last edited by Bryanjk on Thu May 17, 2007 12:07 pm, edited 1 time in total.
http://www.TMCLAN.net - Downloads, Tutorials, Clan, Help, More!
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Download ztargetv4.zip to try out the one that does work.Bryanjk wrote:i tried using the aimbot but it doesnt work lol, this program is cool bitterbanna good job coding it
http://www12.brinkster.com/bitterbanana/works.asp
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Explain what it is, it says "Zelda lock on cam", does that mean automatic lock on on heads or something? Or is it just for filmping purposes so you don't have to move the mouse?bitterbanana wrote:what?Infern0 wrote:It's not, it's the zelda cam.Ombre wrote:Ummmm......please tell me thats fake.....please
EDIT: Wait, zelda lock on.. *** you banana.
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Hey shaun, just thought I would let you know I've found the ypr formulas in case you haven't already...this is how it is for h2, I'm assuming it would be the same or similar in h1.
Yaw: opposite(sin(v)*cos(h))
Pitch: opposite((sin(v)/cos(v))*(sin(h)*cos(v))
roll: cos(v)
When I say "opposite" I mean a sign change, I believe theres an opcode to change signs so it should be pretty easy to do. Cheers
Yaw: opposite(sin(v)*cos(h))
Pitch: opposite((sin(v)/cos(v))*(sin(h)*cos(v))
roll: cos(v)
When I say "opposite" I mean a sign change, I believe theres an opcode to change signs so it should be pretty easy to do. Cheers