How to make an Internal Assault Cube Aimbot/ESP | Aimbot Smoothing & FOV Circle

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  • Опубликовано: 26 окт 2024

Комментарии • 9

  • @godatlife4631
    @godatlife4631 Месяц назад +1

    Bro this is to good wish these were around a few months ago when i first started

  • @ayokodex
    @ayokodex Месяц назад +1

    Hey, I've been following the tutorial and the videos are great, but are you sure your math is correct?
    To me it seems that you are mistaking the Z-axis as a horizontal direction, when it is a vertical direction.
    Please let me know if I'm wrong, thanks!

    • @MrRipperoni
      @MrRipperoni  Месяц назад +1

      Hey! Thanks for pointing that out. It’s important to note that angles (like yaw and pitch) are not the same as position vectors. In this case, we are using angles from the localPlayer to the target for the aimbot calculations. Here, X is yaw (left/right) and Y is pitch (up/down), while Z doesn’t affect aiming since it's the camera roll. For position vectors, both X and Y are horizontal axes, but in the aimbot, we're working with angles where X and Y represent the camera rotation, not the position itself. Let me know if that clears it up!

    • @ayokodex
      @ayokodex Месяц назад +1

      ​@@MrRipperoni Thanks for replying, but what exactly does "if (headScreenPos.z < 0)" do? ( At ~4:10 )
      From what I understand it's checking the vertical ( Z ) axis, or is it checking the camera roll?
      I'm having a bit of trouble processing all the information and understanding what's exactly going on.
      In my code the Aimbot FOV Check has always been buggy and I'm assuming it's because of the math.
      Is there any chance you'll make a video on the vector math?
      On a side note though, I love and appreciate the tutorials! ❤
      Also, It'd be great help if you could enlarge the text for readability. 😊

    • @MrRipperoni
      @MrRipperoni  Месяц назад +1

      The check if (headScreenPos.z < 0) is using the coordinates from the WorldToScreen function, which converts world coordinates to screen space. In screen space, the z value represents whether the point is in front of or behind the camera. If z is less than 0, it means the point is behind the camera/not visible. The valid coordinates for screen space are x and y, which represent the two-dimensional space of the screen. I am planning on making a vector video for aimbot math as well.
      Also, for the issue with the buggy isInFov screen coordinates, make sure that the centerScreenPos is updated to match your specific Assault Cube resolution, since it depends on your screen size. That might be causing the FOV check to act up.
      I'm glad youre enjoying the videos and i'll definitely make the text bigger for the next video. I know I sometimes miss some things so feel free to ask if you have any other questions I can help clear up.

    • @ayokodex
      @ayokodex 24 дня назад

      ​@@MrRipperoni Sorry for the late reply and thank you for the explanation!
      I'll definitely let you know if I have any other questions.

  • @BLACK-ye4ld
    @BLACK-ye4ld 2 месяца назад

    can you share source code please

  • @ShigaQiLin
    @ShigaQiLin 3 месяца назад +1

    Can you make radar hack that is going to work in all game modes? Like right top in-game UI is radar it should show enemies as well over that radar. And as well when you press alt to open minimap it should draw friends and enemies as well.
    And maybe noscope hack for sniper rife, like if you press right mouse button you are seeing scope blacked out your FOV with noscope hack you can see everything behind blacked out screen of scope.

  • @tiktokverify-d5z
    @tiktokverify-d5z 2 месяца назад

    coud u give exe for this project?