Author Topic: BF2 AIMBOT  (Read 9670 times)

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MrMedic

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BF2 AIMBOT
« on: July 14, 2008, 08:24:50 pm »
Code: (cpp) [Select]


PPEnemytargetCheat::PPEnemytargetCheat()
{
encryptedtarget_helper__name = estr_PPEnemytarget;

virtual_key = VK_NUMPAD9;
disable_key = VK_SHIFT;

ConfigParam param;

param.type = ConfigParam::param_vkey;
param.address = &disable_key;
config_parameters.push_back(param);

Enable(TRUE);
}


BOOL PPEnemytargetCheat::Apply(BOOL apply)
{
if(apply && !player_manager) return FALSE;
return TRUE;
}


void PPEnemytargetCheat::Refresh(void)
{
if(         !GetAsyncKeyState(VK_SHIFT)
|| !_VECvectors_To__player
|| hud_manager->mouseActive
|| !_VECvectors_To__info.Refresh()
)
return;

     

INPUT input;

list<BF2BasePlayer*>::iterator PPEnemy_iter;

D3DXVECTOR3 temp_vector;

BF2BasePlayer* PPEnemy_player;

PPEnemyInformation PPEnemy;
D3DXVECTOR3 PPEnemy_pos;
D3DXVECTOR3 dir_to_PPEnemy;
float PPEnemy_importance;
float PPEnemy_z;

PPEnemyInformation best_PPEnemy;
D3DXVECTOR3 best_dir;
D3DXVECTOR3 best_projected;
float best_importance;
BOOL got_PPEnemy;



if( !_VECvectors_To__player->player_object
|| !_VECvectors_To__player->player_object->ptr
||  _VECvectors_To__player->vehicle_seat_num < 0
|| !_VECvectors_To__player->player_alive
||  _VECvectors_To__player->player_down
) return;


best_importance = 20.0f;
got_PPEnemy = FALSE;


// lets list through the bastards :)
for( PPEnemy_iter = player_manager->player_list.begin();
PPEnemy_iter != player_manager->player_list.end();
PPEnemy_iter++ )
{               
PPEnemy_player = *PPEnemy_iter;

if( PPEnemy_player == _VECvectors_To__player
|| PPEnemy_player->vehicle_seat_num < 0 // not spawned or is in limbo
|| !PPEnemy_player->player_alive
|| PPEnemy_player->player_down
|| PPEnemy_player->player_team == _VECvectors_To__player->player_team
||     !PPEnemy_player->player_object
||     !PPEnemy_player->player_object->ptr
)
continue;

if( !PPEnemy.NewPPEnemy(PPEnemy_player)
||     !PPEnemy.IsGoodDistance()
||     !PPEnemy.GetDirectionToPPEnemy(&dir_to_PPEnemy)
)
continue;

PPEnemy_z = D3DXVec3Dot( _VECvectors_To__info.AIMVECSDir(), &dir_to_PPEnemy);


if(PPEnemy_z < cosf(PPEnemytarget__VECvectors_ANGLE))
continue;

PPEnemy_importance = 1.0f - PPEnemy_z;


PPEnemy_importance += PPEnemy.GetDistanceToPPEnemy() / 100.0f;


if( PPEnemy_importance < best_importance )
{               
best_importance = PPEnemy_importance;
best_PPEnemy = PPEnemy;
best_dir = dir_to_PPEnemy;
got_PPEnemy = TRUE;
}
}

if(got_PPEnemy && best_PPEnemy.AIMVECSVector(&dir_to_PPEnemy))
{               
float angle_x, angle_y;

angle_x = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSRight(), &dir_to_PPEnemy) );
angle_y = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSUp(), &dir_to_PPEnemy) );

if(_VECvectors_To__info.GetObject() == _VECvectors_To__info.GetSoldier())
SoldierAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y );
else
VehicleAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y );



aimset.multipli.dx *= 0.5f + 0.5f * cosf(angle_x / PPEnemytarget__VECvectors_ANGLE * M_PI * 2);
aimset.multipli.dy *= 0.5f + 0.5f * cosf(angle_y / PPEnemytarget__VECvectors_ANGLE * M_PI * 2);

aimset.multipli.mouseData = 0;
aimset.multipli.dwFlags = 0;
aimset.multipli.time = 0;
aimset.multipli.dwExtraInfo = GetMessageExtraInfo();
input.type = INPUT_MOUSE;

SendInput( 1, &input, sizeof(input) );
}

}

have fun :)
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Oynky

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Re: BF2 AIMBOT
« Reply #1 on: July 14, 2008, 08:42:54 pm »
Nice release medic.

Aimbots own in BF2, just like CSS. I hope they fix the hitbox problem in 1.5 comming soon.
Shoot on a running enemy 100% accurate wont hurt, thats just retarted lol.

Frank P.

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Re: BF2 AIMBOT
« Reply #2 on: July 15, 2008, 02:18:18 pm »
You know, there's a perfectly good BF2/2142 section. Additionally, nice aimbot. It seems as though it's easy as you've only got a couple of lines there...
Being Australian is about driving in a German car to an Irish pub for a Belgian beer, and then travelling home, grabbing an Indian curry or a Turkish kebab on the way, to sit on Swedish furniture and watch American shows on a Japanese TV.

Oynky

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Re: BF2 AIMBOT
« Reply #3 on: July 15, 2008, 03:42:20 pm »
You know, there's a perfectly good BF2/2142 section. Additionally, nice aimbot. It seems as though it's easy as you've only got a couple of lines there...

An aimbot is an aimbot. It aims for enemies.
Only at 190m+ u need a bulled drop ajustment.
And at 80m+ a speed ajustment.
So if this would work it be perfect on Karkand for example.

Frank P.

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Re: BF2 AIMBOT
« Reply #4 on: July 15, 2008, 03:59:34 pm »
You know, there's a perfectly good BF2/2142 section. Additionally, nice aimbot. It seems as though it's easy as you've only got a couple of lines there...

An aimbot is an aimbot. It aims for enemies.
Only at 190m+ u need a bulled drop ajustment.
And at 80m+ a speed ajustment.
So if this would work it be perfect on Karkand for example.
I.e Close Quarters? It still amazes me how small an aimbot can be and how it only really needs/has a few lines to it.
Being Australian is about driving in a German car to an Irish pub for a Belgian beer, and then travelling home, grabbing an Indian curry or a Turkish kebab on the way, to sit on Swedish furniture and watch American shows on a Japanese TV.

MrMedic

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Re: BF2 AIMBOT
« Reply #5 on: July 15, 2008, 04:12:37 pm »
feel free to move it to the bf2 section , i would do it myself but for some reason my mod status is no longer with my account , must have been when i left tkc they never saw fit to reinstate me. not too botherd about that though just meens more work , i am admin on 5 forums and moderator to 3 others

jahovus please feel free to move the posts if you wish to put it in the appropriate section :)
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MrMedic

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Re: BF2 AIMBOT
« Reply #6 on: July 15, 2008, 04:18:35 pm »
You know, there's a perfectly good BF2/2142 section. Additionally, nice aimbot. It seems as though it's easy as you've only got a couple of lines there...

aimbots usually are small , very complicated math's usually , as most games do not have functions to reverse the enemy x y z to an onscreen position.

however aim assists are not a new thing for bf games , we had an early prototype way back on bf 1942 when such aim assists were classed in general as impossible but infact they were very possible, for some reason people sempt to think aimbotting was a myth for bf series games untill very recently when they actually started to surface in the public forums.
« Last Edit: July 15, 2008, 04:28:19 pm by MrMedic »
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Frank P.

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Re: BF2 AIMBOT
« Reply #7 on: July 15, 2008, 04:48:25 pm »
I don't have admin status, just mod in a couple of sections :P

I never been good at mathematics so I probably wouldn't be able to make an aimbot but geez your one is astonishing. I also notice a fair few of the lines have to do with vehicles, are you able to use this method or similarities of it in making other aimbots? I.e, If I were to make a VC Aimbot based on this method and of course removed all of the irrelevant lines, it would still work?

How long did it take you to make this by the way? I have to +1 you either way. Also, I would be incredibly interested to learn this, are there any books or tutorials that you would recommend to be able to do stuff involving coordinates i.e aimbots, teleporters etc.
Being Australian is about driving in a German car to an Irish pub for a Belgian beer, and then travelling home, grabbing an Indian curry or a Turkish kebab on the way, to sit on Swedish furniture and watch American shows on a Japanese TV.

Oynky

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Re: BF2 AIMBOT
« Reply #8 on: July 15, 2008, 07:13:44 pm »
I did some google'ing' and found this http://www.187ci.com/source-codes/11558-c-aimbot-source-wtf.html#post103660  :icon_magician
Looks alot like each other

MrMedic

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Re: BF2 AIMBOT
« Reply #9 on: July 15, 2008, 07:39:26 pm »
I don't have admin status, just mod in a couple of sections :P

I never been good at mathematics so I probably wouldn't be able to make an aimbot but geez your one is astonishing. I also notice a fair few of the lines have to do with vehicles, are you able to use this method or similarities of it in making other aimbots? I.e, If I were to make a VC Aimbot based on this method and of course removed all of the irrelevant lines, it would still work?

How long did it take you to make this by the way? I have to +1 you either way. Also, I would be incredibly interested to learn this, are there any books or tutorials that you would recommend to be able to do stuff involving coordinates i.e aimbots, teleporters etc.

well firstly the aimbot could easily be adapted to other games , the bf series especially but i cant really talk about that for personal reasons.

this could be adapted to make an aimbot for vc quite easily , yes.

time to make it was around 45 minutes.

books .. hmm it really depends on your knowledge of languages ( programming ) if you supply me with what you know then i could give a more accurate answer.

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MrMedic

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Re: BF2 AIMBOT
« Reply #10 on: July 15, 2008, 07:45:02 pm »
I did some google'ing' and found this http://www.187ci.com/source-codes/11558-c-aimbot-source-wtf.html#post103660  :icon_magician
Looks alot like each other

all bf2 sources will have some resemblence but mainly the 187 looks a lot like my work because i posted some of this source about 12 month ago in a private forum and some *removed the swearing* leaked it ( i got him back for it , think he needed a new pc .. had nothing to do with me though :) .., that was the last time i shared it untill now btw it was origionally for 2142 this one , i was going to release it in the xmas party hack way back but i took the bot out incase it got leaked .. and that hack did end up getting leaked .. so i was lucky there.
« Last Edit: July 15, 2008, 09:31:49 pm by MrMedic »
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Frank P.

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Re: BF2 AIMBOT
« Reply #11 on: July 16, 2008, 11:29:00 am »
I don't have admin status, just mod in a couple of sections :P

I never been good at mathematics so I probably wouldn't be able to make an aimbot but geez your one is astonishing. I also notice a fair few of the lines have to do with vehicles, are you able to use this method or similarities of it in making other aimbots? I.e, If I were to make a VC Aimbot based on this method and of course removed all of the irrelevant lines, it would still work?

How long did it take you to make this by the way? I have to +1 you either way. Also, I would be incredibly interested to learn this, are there any books or tutorials that you would recommend to be able to do stuff involving coordinates i.e aimbots, teleporters etc.

well firstly the aimbot could easily be adapted to other games , the bf series especially but i cant really talk about that for personal reasons.

this could be adapted to make an aimbot for vc quite easily , yes.

time to make it was around 45 minutes.

books .. hmm it really depends on your knowledge of languages ( programming ) if you supply me with what you know then i could give a more accurate answer.


Well your aimbot looks complicated so if it were between Basic - Intermediate - Expert then I'd say it would be Basic but bordering Intermediate. I'd be looking for a book that may explain what the abbreviations etc mean't i.e PPEnemy (what the PP mean't) and perhaps the structure of an aimbot or something that is close to it.
Being Australian is about driving in a German car to an Irish pub for a Belgian beer, and then travelling home, grabbing an Indian curry or a Turkish kebab on the way, to sit on Swedish furniture and watch American shows on a Japanese TV.

MrMedic

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Re: BF2 AIMBOT
« Reply #12 on: July 16, 2008, 06:51:59 pm »
I don't have admin status, just mod in a couple of sections :P

I never been good at mathematics so I probably wouldn't be able to make an aimbot but geez your one is astonishing. I also notice a fair few of the lines have to do with vehicles, are you able to use this method or similarities of it in making other aimbots? I.e, If I were to make a VC Aimbot based on this method and of course removed all of the irrelevant lines, it would still work?

How long did it take you to make this by the way? I have to +1 you either way. Also, I would be incredibly interested to learn this, are there any books or tutorials that you would recommend to be able to do stuff involving coordinates i.e aimbots, teleporters etc.

well firstly the aimbot could easily be adapted to other games , the bf series especially but i cant really talk about that for personal reasons.

this could be adapted to make an aimbot for vc quite easily , yes.

time to make it was around 45 minutes.

books .. hmm it really depends on your knowledge of languages ( programming ) if you supply me with what you know then i could give a more accurate answer.


Well your aimbot looks complicated so if it were between Basic - Intermediate - Expert then I'd say it would be Basic but bordering Intermediate. I'd be looking for a book that may explain what the abbreviations etc mean't i.e PPEnemy (what the PP mean't) and perhaps the structure of an aimbot or something that is close to it.

well , basically the PP meens Play Pointer to me but it could have been called PandaFart->Local_playerisadickhead->is_theprick_alive etc it depends on what relevance you want to use in the name convention the main way of doing things is

dwWHATEVER which is DWORD dwWHATEVER hence dw precidense

to remind you it is defined as DWORD

same with float fMy_Location etc etc

or type casting (int)etc

also pointers * and & commands etc etc i wont go on it will only confuse you..

hers a couple of golden rules:
REMEMBER to dw and f etc incase you are away from the code for while it will help you get back to it quickly i very rarely do this il explain in the bracket

allways check the first line in error's it almost allways precedes the rest of the errors

allways comment // this does this etc ( i never do this as i have a photgraphic memory iq 212 it has dropped but i was hung over when i took the test :D )




now books ... hmm

Dietel & Dietel's C++ Programming seems worth a read.

fortunately for me i no longer require books on any language , i suppose one day i may even write one or two maybe even the art of hacking games :D.
« Last Edit: July 16, 2008, 07:13:10 pm by MrMedic »
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Frank P.

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Re: BF2 AIMBOT
« Reply #13 on: July 18, 2008, 11:13:24 am »
I don't have admin status, just mod in a couple of sections :P

I never been good at mathematics so I probably wouldn't be able to make an aimbot but geez your one is astonishing. I also notice a fair few of the lines have to do with vehicles, are you able to use this method or similarities of it in making other aimbots? I.e, If I were to make a VC Aimbot based on this method and of course removed all of the irrelevant lines, it would still work?

How long did it take you to make this by the way? I have to +1 you either way. Also, I would be incredibly interested to learn this, are there any books or tutorials that you would recommend to be able to do stuff involving coordinates i.e aimbots, teleporters etc.

well firstly the aimbot could easily be adapted to other games , the bf series especially but i cant really talk about that for personal reasons.

this could be adapted to make an aimbot for vc quite easily , yes.

time to make it was around 45 minutes.

books .. hmm it really depends on your knowledge of languages ( programming ) if you supply me with what you know then i could give a more accurate answer.


Well your aimbot looks complicated so if it were between Basic - Intermediate - Expert then I'd say it would be Basic but bordering Intermediate. I'd be looking for a book that may explain what the abbreviations etc mean't i.e PPEnemy (what the PP mean't) and perhaps the structure of an aimbot or something that is close to it.

well , basically the PP meens Play Pointer to me but it could have been called PandaFart->Local_playerisadickhead->is_theprick_alive etc it depends on what relevance you want to use in the name convention the main way of doing things is

dwWHATEVER which is DWORD dwWHATEVER hence dw precidense

to remind you it is defined as DWORD

same with float fMy_Location etc etc

or type casting (int)etc

also pointers * and & commands etc etc i wont go on it will only confuse you..

hers a couple of golden rules:
REMEMBER to dw and f etc incase you are away from the code for while it will help you get back to it quickly i very rarely do this il explain in the bracket

allways check the first line in error's it almost allways precedes the rest of the errors

allways comment // this does this etc ( i never do this as i have a photgraphic memory iq 212 it has dropped but i was hung over when i took the test :D )




now books ... hmm

Dietel & Dietel's C++ Programming seems worth a read.

fortunately for me i no longer require books on any language , i suppose one day i may even write one or two maybe even the art of hacking games :D.
Wow you've explained a lot. +1 and I will get the book. Hopefully (one day) I will become as knowledgeable as you. Till then..
Being Australian is about driving in a German car to an Irish pub for a Belgian beer, and then travelling home, grabbing an Indian curry or a Turkish kebab on the way, to sit on Swedish furniture and watch American shows on a Japanese TV.

MrMedic

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Re: BF2 AIMBOT
« Reply #14 on: July 18, 2008, 10:58:50 pm »
video



of the aimbot in action
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