Yes this is possible.
No it isn't nearly as good as if you had a direct hook to CreateMove but I doubt many of you do.
Here is how to do it:
Setup your aimbot with a decent targeting system, I suggest using targeting via the closest angle method because it works the best with this.
Then define a nil variable and name it whatever you want.
In your aimbot hook, check if that variable isn't nil.
If it isn't nil, set your angles to it and then set it to nil again.
If it is nil, do a quick check to see if your weapon can fire, and the other stuff that you need.
There are two ways to check if your weapon can fire.
Simple way is weapon:CanPrimaryAttack()
Better way is checking the current time and comparing it to the next time your weapon can fire.
If you can fire, set your nil variable to your current angles, then set viewangles to whatever angle you want it to be.
This works this way:
Checks if you can shoot, if you can shoot it gets your current unmodified angles and stores them, then it snaps to the angle requested and hopefully a player is there and your triggerbot or autofire will shoot them. Then it snaps back to the old view.
Things you could modify to make this better:
Check not only if your variable has an angle in it but if you cannot shoot as well
Do not ask for help setting this up, I will not help you and most likely neither will anyone else. This is only for people who know what they are doing and not a tutorial spoonfeed. Feel free to thank me for this post and reply with what could make this better.
i just stole code from walkbot for the createmove and some calcview magic to create a really simple but effective silent aim, this works too though
EDIT:
didn't mean to imply that it even close to psilent/was silent to other players, it's pretty much purely clientside
thanks bro /10charsdonotexist
CalcView is not silent aim are you guys autistic
Originally Posted by Melted Bu11et
i just stole code from walkbot for the createmove and some calcview magic to create a really simple but effective silent aim, this works too though
calcview isnt psilent its barely even silent aim
everyone else sees you snappin around town
hey nooblord, why dont you actually figure out how createmove works and then post something useful, like this
if c:CommandNumber() == 0 then
c:SetViewAngles(something) // for some odd reason, when the command number is 0
// createmove calls IVEngineClient->SetViewAngles, although on normal occasions this would still change your cmd's viewangles
// but not here, because this cmd is never sent to the server
// use this for modifying your view correctly, but you still have to use calcview to remove the punchangle
return
end
since you're all retarded and use the think hook, even though if you check for the command number it will run normally
this is because garry completely fucked how lua createmove is ran, so for some reason it produces a 'fake tick' after every real tick
any viewangle modifications will still change what you see here if you havent changed anything in the above, but if you DO change anything
modifications to the real tick wont change your view, the way you really want silent aim to be done.
lastly, the command number check doesnt fix everything, you will have to figure out yourself how to properly hook it
this is what i have found out experimenting, as the wiki page displays it im sure its the same for everyone else
Originally Posted by ExiledStyles
hey nooblord, why dont you actually figure out how createmove works and then post something useful, like this
if c:CommandNumber() == 0 then
c:SetViewAngles(something) // for some odd reason, when the command number is 0
// createmove calls IVEngineClient->SetViewAngles, although on normal occasions this would still change your cmd's viewangles
// but not here, because this cmd is never sent to the server
// use this for modifying your view correctly, but you still have to use calcview to remove the punchangle
return
end
since you're all retarded and use the think hook, even though if you check for the command number it will run normally
this is because garry completely fucked how lua createmove is ran, so for some reason it produces a 'fake tick' after every real tick
any viewangle modifications will still change what you see here if you havent changed anything in the above, but if you DO change anything
modifications to the real tick wont change your view, the way you really want silent aim to be done.
lastly, the command number check doesnt fix everything, you will have to figure out yourself how to properly hook it
this is what i have found out experimenting, as the wiki page displays it im sure its the same for everyone else
After loading the lua script in auto run I got the same results, tick count and command number are not in sync.
Originally Posted by Trollaux
calcview isnt psilent its barely even silent aim
everyone else sees you snappin around town
i realize that, it's just clientside obv
it allows you to snap around town without effecting movement minus jumping and noclip, but i should really just add an aim on fire
didn't mean to imply that it was even close to psilent
Originally Posted by Melted Bu11et
i realize that, it's just clientside obv
it allows you to snap around town without effecting movement minus jumping and noclip, but i should really just add an aim on fire
didn't mean to imply that it was even close to psilent
nah dude just snap to 270 yaw whenever ur not shooting like real hvhers
doesnt matter where you execute your script as long as it is not referencing its own location
like i said earlier command number doesnt solve everything, you have to understand when and how createmove is called
something like this can work:
if RealTime() == oldtime then return end
oldtime = RealTime() // use curtime if you use host_framerate/host_timescale
when the command number is 0, its not sent to the server, meaning the tickbase is not affected
to actually do "silent aim" with this just call if its 0, but dont do any calculations inside the statements
as if you speedhack, or in this situation its called more than a specific time you will get unexpected results
to fix this you have to just set a simple boolean after you've copied your viewangles and compare it next time
if c:CommandNumber() == 0 then
if not copied then
view = oldang
//clamp your pitch here
c:SetViewAngles(view)
copied = true
end
return
end
if CurTime() == oldtime then return end
oldtime = CurTime()
oldang = c:GetViewAngles()
oldang = oldang + (oldang - view) // simple mathematics, just find the difference between our current angle and the old one
copied = false
keep in mind that this is only a proper way to do visual silent aim, to do actual psilent straight in lua is impossible
you (can) however set host_timescale to 0, doing the same thing as bSendPacket
but you must still have a method of finding when you can fire, or find another way of doing psilent rather than the public version
also anything you write under the curtime == oldtime statement will only be called when the real createmove is called (tickrate of the server)
so doing anything under that while speedhacking will be ignored
best to correct for autopistol on the toolgun, considering it has no firerate cap, its only based on how many times you've attacked
Hafnuim???
Originally Posted by MeepDarknessMeep
CalcView is not silent aim are you guys autistic
CalcView can be used for Silent Aim you shitbag.
The purpose of Silent Aim is being able to look around normally while aimbotting.
Hell, there even are servers where CalcView is the only way of achieving silent aim, which block perfect silent aim too.
Originally Posted by Leystryku
CalcView can be used for Silent Aim you shitbag.
The purpose of Silent Aim is being able to look around normally while aimbotting.
Hell, there even are servers where CalcView is the only way of achieving silent aim, which block perfect silent aim too.