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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Mods & Rez Modding › Combat Arms Mods ELITE › REZ aimbot? Dead

REZ aimbot? Dead

Posts 16–30 of 50 · Page 2 of 4
supercarz1991
supercarz1991
@AVGN
been there, tried that, didn't work XD that was the first thing i tried

@Jack
Yes thats sorta how it works, but Vests are the PVMLA files of the characters
Vests hold the specific nodes
#16 · 14y ago
.REZ
.REZ
@AVGN, that was a good idea though
#17 · 14y ago
JA
Jack
@supercarz1991, well what defines the gun looking at an object? Plane intersection or something?
#18 · 14y ago
supercarz1991
supercarz1991
Quote Originally Posted by Jack View Post
@supercarz1991, well what defines the gun looking at an object? Plane intersection or something?
if i knew that, it'd be much easier

i have a feeling its got to do with nodes
#19 · 14y ago
JA
Jack
Quote Originally Posted by supercarz1991 View Post
if i knew that, it'd be much easier

i have a feeling its got to do with nodes
Thats the only thing that makes sense.
#20 · 14y ago
AVGN
[MPGH]AVGN
Well, I'm stumped.
#21 · 14y ago
supercarz1991
supercarz1991
Quote Originally Posted by Jack View Post


Thats the only thing that makes sense.
knowing yoda....he knows stuff we dont still
#22 · 14y ago
JA
Jack
Quote Originally Posted by supercarz1991 View Post
knowing yoda....he knows stuff we dont still
Couldn't we just make the character models like cover the whole map? That way, no matter where they are, the crosshairs are on them?

That could also explain why he couldn't walk.

I dunno.
#23 · 14y ago
aeronyx
aeronyx
Quote Originally Posted by Jack View Post


Couldn't we just make the character models like cover the whole map? That way, no matter where they are, the crosshairs are on them?

That could also explain why he couldn't walk.

I dunno.
I don't think that would change the hitbox size though...
#24 · 14y ago
JA
Jack
Quote Originally Posted by aeronyx View Post


I don't think that would change the hitbox size though...
Well is it the hitbox or the plane that determines when we are aiming at someone?

Remember, the hitboxes don't completely wrap around the model. There is empty space on the outside.
#25 · 14y ago
aeronyx
aeronyx
Quote Originally Posted by Jack View Post


Well is it the hitbox or the plane that determines when we are aiming at someone?

Remember, the hitboxes don't completely wrap around the model. There is empty space on the outside.
yes, but I'm pretty sure the dimensions of the hitbox where you can do damage to someone are server sided/hackable with remotekill.
#26 · 14y ago
JA
Jack
Quote Originally Posted by aeronyx View Post


yes, but I'm pretty sure the dimensions of the hitbox where you can do damage to someone are server sided/hackable with remotekill.
Exactly, which is why i would think if yoda could do it, it would have to be done with the model.
#27 · 14y ago
aeronyx
aeronyx
Quote Originally Posted by Jack View Post


Exactly, which is why i would think if yoda could do it, it would have to be done with the model.


rez aimbot.

ofuck

what if you took one of the dll's nexon already includes in the directory and added lines of code for a hack to it?

Aren't the extensions used when you load up the game?

So in theory, you could inject a hack by default...
#28 · 14y ago
JA
Jack
Quote Originally Posted by aeronyx View Post




rez aimbot.

ofuck

what if you took one of the dll's nexon already includes in the directory and added lines of code for a hack to it?

Aren't the extensions used when you load up the game?

So in theory, you could inject a hack by default...
Hackshield and BC monitor that shit. You have to inject hacks because they have to be bypassed, which you can't include in the directory dlls.
#29 · 14y ago
aeronyx
aeronyx


It was a nice brainwave.

oh wellz

:3
#30 · 14y ago
Posts 16–30 of 50 · Page 2 of 4

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