A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »SP a1mb0t

Author Topic: SP a1mb0t (11 messages, Page 1 of 1)
Moderators: Dennis

Ethereial
Joined: May 19, 2009

O_O


Posted: Sep 14, 2009 08:28 AM    Msg. 1 of 11       
Quote: --- Original message by: DDT_Ghost
not possible because the AIs itself don't have a clip that can be accessed by a script as far as i know.
you could make the ai aim at the spawn points but i think that's all.
correct mah if im wrong


I believe he's talking about an external application. I believe you didn't read the title and just clicked the "Random Thread" button.
Edited by Ethereial on Sep 14, 2009 at 08:42 AM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 14, 2009 05:06 PM    Msg. 2 of 11       
Quote: --- Original message by: h4x0r
the EvilAim bot (which I have and use)

thanks for the heads up
sv_players

0 Donut
1 Joe
2 Woof
3 h4x0r

sv_ban 3


Ethereial
Joined: May 19, 2009

O_O


Posted: Sep 15, 2009 07:03 AM    Msg. 3 of 11       
From what I know MP aimbots also work in SP... but maybe not.


eldiablotmh
Joined: Jul 21, 2009


Posted: Sep 15, 2009 07:16 AM    Msg. 4 of 11       
Quote: --- Original message by: h4x0r
the EvilAim bot (which I have and use)

Be proud of that.


eldiablotmh
Joined: Jul 21, 2009


Posted: Sep 16, 2009 05:58 PM    Msg. 5 of 11       
That makes no sense. Why would you have to use a bot to be as good as a player who can lead his shots with pure skill. Just keep training and hope you get as good as them, instead of being illegally better than them. I think that would make you prouder instead of killing people without your own capacities.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 16, 2009 06:46 PM    Msg. 6 of 11       
Why does it even matter who's good? Just play the goddamn game. Nobody gives a flying f*ck if you win or lose the game :|


eldiablotmh
Joined: Jul 21, 2009


Posted: Sep 17, 2009 06:42 AM    Msg. 7 of 11       
That was actually my point. Why would you use a bot to win and be better than other players? Just play and have fun.


Codebrain
Joined: Sep 29, 2007

/meme


Posted: Sep 17, 2009 10:16 PM    Msg. 8 of 11       
Quote: --- Original message by: eldiablotmh
That was actually my point. Why would you use a bot to win and be better than other players? Just play and have fun.


Here's the thing some people don't get.

What if you're not having fun? What if you trained for what you considered a long time (1-2 weeks give or take) but still cannot beat them? What about the fact that some people can't have fun if they are dying all the time? And then there is the fact that it's a lot more fun to kill people?

For one thing let me tell you, yes, I have used several aimbots before. Not on Halo, on other games. Why you ask? To learn.

I know you think it is a bad reason but let me explain into further detail. Using a aimbot helped me "control my mouse's wild behavior" from my right hand. As such, I would either mess up and aim higher or lower, to the left or right, proceeding to then die by my opponent. After a long time of me dying, I felt I had enough. I tried a Aimbot and was pleased due to the fact that I was able to finally get kills without my right hand messing my game up.

However, while I knew it was a wrong thing to do, I still did it. However, while I was doing it, I learned to only move the mouse when I REALLY NEEDED TO. As such, I made a "constant check", which is me telling myself not to move the mouse as much. The result was after disabling the aimbot was astounding. I never went back to the aimbot again.

Now I can get kills very easily in games such as Halo CE/PC, Battlefield 2142, Garry's Mod (Zombie Survival) and other FPS related games.

The point to this epicly long post is Sometimes you need to put yourself in their shoes. If you can see why they have to use a aimbot, only because they are tired of getting killed all the time, even after they trained for it.

However, there are just some people who didn't train at all, and just went directly to the aimbot. This I hate very much.

Edited by Codebrain on Sep 17, 2009 at 10:18 PM


Fairchild
Joined: Aug 16, 2009

"Your voice sounds like... sexy"


Posted: Sep 17, 2009 10:56 PM    Msg. 9 of 11       
Evil Aim Source Code:


Aww sorry guys, halo map's code tags don't work right. Guess this source code won't work, so sad.
MAIN.CPP

/********************************************************************************

Halo POS - Get the pos of any player in a server.

Copyright (C) 2008 Del



This program is free software: you can redistribute it and/or modify

it under the terms of the GNU General Public License as published by

the Free Software Foundation, either version 3 of the License, or

(at your option) any later version.



This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.



You should have received a copy of the GNU General Public License

along with this program. If not, see .

*********************************************************************************

File: main.cpp

Project: EvilAim v1 (Modified to Halo POS)

Author: Steve(Del) (Modifications by E3pO)

Date: November 6, 2008

Game: Halo Custom Edition

Version: 1.08



Tools Used: Memory Hacking Software -- L.Spiro

Microsoft Visual C++ 2008 Express Edition

OllyDbg



Credits: Evobyte -- Aimbot theory & documentation

Odie5533 -- Open sourced Halo PC aimbot

Bitterbanana -- Inspiration

E3pO -- Testing



Information: Website -- www.deltronzero.com

E-mail -- deltronzero@hotmail.com

*********************************************************************************/

#pragma comment (lib, "d3dx9.lib")

#pragma comment (lib, "d3d9.lib")

#pragma warning( disable : 4996 )

#define tGreen D3DCOLOR_ARGB( 255, 0, 255, 0 )

//Initializes a color with the supplied alpha, red, green, and blue values.

#include "main.h"

#include

#include

#include

#include //input output

#include

#include

#include

#include



using namespace std;



//our hook function....it's weird but its like this

// oEndScene = (tEndScene)DetourFunction((PBYTE)d3d funcion addy to detour,(PBYTE)my function);

#define HOOK(func,addy) o##func = (t##func)DetourFunction((PBYTE)addy,(PBYTE)hk##func)

#define ES 0

#define DIP 1

#define SSS 2

#define BS 3



char *GetDirectoryFile(char *filename);

ofstream ofile;

char dlldir[320];



unsigned int g_uiStride = NULL; //make stride global cuz we grab it from SetStreamSource

LPD3DXFONT g_pFont = NULL; //font object

LPDIRECT3DTEXTURE9 pTextureInterface;

bool sprite = true;

bool bToggle = false;

//------------------------------------------------------------------------------

bool GetPlayerByIndex(unsigned int index)

{

StaticPlayer = 0, ObjectTableArray = 0, Masterchief = 0;

StaticPlayer = (Static_Player*)(StaticPlayerHeader->FirstPlayer + (index * StaticPlayerHeader->SlotSize));

if(StaticPlayer->ObjectID != 65535 && StaticPlayer->ObjectID != 0)

{

if(StaticPlayer->ObjectIndex != Local->ObjectIndex && StaticPlayer->ObjectID != Local->ObjectID)

{

ObjectTableArray = (Object_Table_Array*)(ObjectTableHeader->FirstObject + (StaticPlayer->ObjectIndex * ObjectTableHeader->Size));

Masterchief = (AMasterchief*)ObjectTableArray->Offset;

return true;

}

}

return false;

}

//------------------------------------------------------------------------------

bool GetLocalPlayer(unsigned int index)

{

LocalPlayer = 0, ObjectTableArray = 0, LocalMC = 0;

LocalPlayer = (Static_Player*)(StaticPlayerHeader->FirstPlayer + (index * StaticPlayerHeader->SlotSize));

if(LocalPlayer->ObjectID != 65535 && LocalPlayer->ObjectID != 0)

{

ObjectTableArray = (Object_Table_Array*)(ObjectTableHeader->FirstObject + (LocalPlayer->ObjectIndex * ObjectTableHeader->Size));

LocalMC = (AMasterchief*)ObjectTableArray->Offset;

return true;

}

return false;

}

//------------------------------------------------------------------------------

float Get2dDistance(float x, float y)

{

return ((float)sqrt((x * x) + (y * y)));

}

//------------------------------------------------------------------------------

float GetAngleDistance(float fLocal[3],float f2Enemy[3])

{

return (float)(60 * acos(sin(fLocal[1]) * sin(f2Enemy[1]) + cos(fLocal[1]) * cos(f2Enemy[1]) * cos(f2Enemy[0] - fLocal[0])));

}

//------------------------------------------------------------------------------

bool GetAngleToEnemy(unsigned int index)

{

float mx,my,mz;

gHook.m_fLead = 7.0f;



if(GetPlayerByIndex(index))

{

mx = Masterchief->Head[10] - Camera->m_fWorld[0];

my = Masterchief->Head[11] - Camera->m_fWorld[1];

mz = Masterchief->Head[12] - Camera->m_fWorld[2];



mx += (Masterchief->m_Velocity[0] *gHook.m_fLead);

my += (Masterchief->m_Velocity[1] *gHook.m_fLead);

mz += (Masterchief->m_Velocity[2] *gHook.m_fLead);



float dist = Get2dDistance(mx,my);

gHook.m_fRot[0] = (float)atanf(my/mx);

gHook.m_fRot[1] = (float)atan2f(mz, dist);



if(gHook.m_fRot[0] = 0.0f)

gHook.m_fRot[0] = (float)(PI - gHook.m_fRot[0]);

if (mx 0.0f && my MaxSlots; i++)

{

if(GetAngleToEnemy(i))

{

if(GetLocalPlayer(Local->PlayerIndex))

{

if(LocalPlayer->Team == StaticPlayer->Team)

continue;



float dist = GetAngleDistance(Local->m_fRot,gHook.m_fRot);

if (dist != 0 && (dist m_fRot[0] = gHook.m_fRot[0];

Local->m_fRot[1] = gHook.m_fRot[1];

}

else

gHook.m_bAim = true;

}

}

else

gHook.m_bAim = true;



Sleep(10);

}



return 0;

}



//---------------------------------------------------------------------------------------------------------------------------------



typedef HRESULT (WINAPI* tSetStreamSource)(LPDIRECT3DDEVICE9 pDevice,UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);

tSetStreamSource oSetStreamSource;



typedef HRESULT (WINAPI* tEndScene)(LPDIRECT3DDEVICE9 pDevice);

tEndScene oEndScene;



typedef HRESULT (WINAPI* tBeginScene)(LPDIRECT3DDEVICE9 pDevice);

tBeginScene oBeginScene;



char *GetDirectoryFile(char *filename)

{

static char path[320];

strcpy(path, dlldir);

strcat(path, filename);

return path;

}





//---Hooked DirectX Functions-------------------------------------------------------------------------------------------------------

//Ends a scene that was begun by calling IDirect3DDevice9::BeginScene. We can draw text and shIV here / menus

HRESULT WINAPI hkEndScene(LPDIRECT3DDEVICE9 pDevice)

{

if(g_pFont == NULL){

D3DXCreateFontA(pDevice, 15, 0, FW_BOLD, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Verdana", &g_pFont);

}

if(GetAsyncKeyState(VK_CONTROL)&1)

{

bToggle=!bToggle;

}



if(g_pFont != NULL)

{

char buf[10];

int result = 0;

float value = Masterchief->Head[10];

RECT rectg = { 50, 30, 500,200 };

if (result >= SIZE)

{

g_pFont->DrawTextA(NULL, "Created by E3pO & SilentK(The God)", -1, &rectg, 0,tGreen);

return 0;

}

}

return oEndScene(pDevice);

}



HRESULT WINAPI hkBeginScene(LPDIRECT3DDEVICE9 pDevice)

{

__asm pushad

__asm popad

return oBeginScene(pDevice);

}





HRESULT WINAPI hkSetStreamSource(LPDIRECT3DDEVICE9 pDevice,UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)

{

__asm nop



if(StreamNumber == 0){

g_uiStride = Stride; // get stride - stream is almost always 0, sometimes there is more streams

}



return oSetStreamSource(pDevice, StreamNumber, pStreamData, OffsetInBytes, Stride);

}

//--Credits to DrUnKeN ChEeTaH--------------------------------------------------------------------------------------------------------

LRESULT CALLBACK MsgProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam){return DefWindowProc(hwnd, uMsg, wParam, lParam);}

void DX_Init(DWORD* table)

{

WNDCLASSEX wc = {sizeof(WNDCLASSEX),CS_CLASSDC,MsgProc,0L,0L,GetModuleHandle(NULL),NULL,NULL,NULL,NULL,_T("DX"),NULL};

RegisterClassEx(&wc);

HWND hWnd = CreateWindow(_T("DX"),NULL,WS_OVERLAPPEDWINDOW,100,100,300,300,GetDesktopWindow(),NULL,wc.hInstance,NULL);

LPDIRECT3D9 pD3D = Direct3DCreate9( D3D_SDK_VERSION );

D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory( &d3dpp, sizeof(d3dpp) );

d3dpp.Windowed = TRUE;

d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

LPDIRECT3DDEVICE9 pd3dDevice;

pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&pd3dDevice);

DWORD* pVTable = (DWORD*)pd3dDevice;

pVTable = (DWORD*)pVTable[0];



table[ES] = pVTable[42];

table[DIP] = pVTable[82];

table[SSS] = pVTable[100];

table[BS] = pVTable[41];

//if you want to add more functions, you have to look up the vtable index number for that function

// i have a list i can give u...so for example lets add..BeginScene...

DestroyWindow(hWnd);

}

//------------------------------------------------------------------------------------------------------------------------------------

DWORD WINAPI MyThread(LPVOID)

{

DWORD VTable[4] = {0};

// wait for d3d9 to load or whatev

while(GetModuleHandleA("d3d9.dll")==NULL){

Sleep(250);

}

// start our hook

DX_Init(VTable);



// hook / detour our d3d functions

HOOK(EndScene,VTable[ES]);

HOOK(SetStreamSource,VTable[SSS]);

// HOOK(BeginScene,VTable[BS]);



return 0;

}





//------------------------------------------------------------------------------

BOOL APIENTRY DllMain( HMODULE hModule, DWORD ulReason, LPVOID lpReserved )

{

if( ulReason == DLL_PROCESS_ATTACH )

{

CreateThread( 0, 0, Aimbot, 0, 0, 0 );

CreateThread( 0, 0, MyThread, 0, 0, 0 );

}

return TRUE;

}

//------------------------------------------------------------------------------


MAIN.H


/********************************************************************************

EvilAim v1 -- Halo Custom Edition Aimbot

Copyright (C) 2008 Del



This program is free software: you can redistribute it and/or modify

it under the terms of the GNU General Public License as published by

the Free Software Foundation, either version 3 of the License, or

(at your option) any later version.



This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.



You should have received a copy of the GNU General Public License

along with this program. If not, see .

*********************************************************************************

File: main.h

Project: EvilAim v1

Author: Steve(Del)

Date: September 20, 2008

Game: Halo Custom Edition

Version: 1.08



Tools Used: Memory Hacking Software -- L.Spiro

Microsoft Visual C++ 2008 Express Edition

OllyDbg



Credits: Evobyte -- Aimbot theory & documentation

Odie5533 -- Open sourced Halo PC aimbot

Bitterbanana -- Inspiration

E3pO -- Testing



Information: Website -- www.deltronzero.com

E-mail -- deltronzero@hotmail.com

*********************************************************************************/

#ifndef MAIN_H

#define MAIN_H

//------------------------------------------------------------------------------

#include

#include

#include "structs.h"

//------------------------------------------------------------------------------

#define PI 3.141592653589793f

//------------------------------------------------------------------------------

Object_Table_Header *ObjectTableHeader = (Object_Table_Header*)ObjectTableHeaderAddy; //4BB206B4 = trial

Static_Player_Header *StaticPlayerHeader = (Static_Player_Header*)StaticPlayerHeaderAddy; //4BD7AF94 = trial

ALocal *Local = (ALocal*)LocalAddy; //4BD7D408 = trial

ACamera *Camera = (ACamera*)CameraAddy; //006A3964 = trial

Object_Table_Array *ObjectTableArray;

AMasterchief *Masterchief;

AMasterchief *LocalMC;

Static_Player *StaticPlayer;

Static_Player *LocalPlayer;

dzHook gHook;

//------------------------------------------------------------------------------

#endif /* MAIN_H */


STRUCTS.H


/********************************************************************************

EvilAim v1 -- Halo Custom Edition Aimbot

Copyright (C) 2008 Del



This program is free software: you can redistribute it and/or modify

it under the terms of the GNU General Public License as published by

the Free Software Foundation, either version 3 of the License, or

(at your option) any later version.



This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.



You should have received a copy of the GNU General Public License

along with this program. If not, see .

*********************************************************************************

File: structs.h

Project: EvilAim v1

Author: Steve(Del)

Date: September 20, 2008

Game: Halo Custom Edition

Version: 1.08



Tools Used: Memory Hacking Software -- L.Spiro

Microsoft Visual C++ 2008 Express Edition

OllyDbg



Credits: Evobyte -- Aimbot theory & documentation

Odie5533 -- Open sourced Halo PC aimbot

Bitterbanana -- Inspiration

E3pO -- Testing



Information: Website -- www.deltronzero.com

E-mail -- deltronzero@hotmail.com

*********************************************************************************/

#ifndef STRUCTS_H

#define STRUCTS_H

//-------------------------------------------

struct dzHook

{

float m_fRot[3];

float m_fLead;

float m_fDist;

float m_fShortest;

bool m_bAim;

unsigned int m_uiClosest;

} extern gHook;

//-------------------------------------------

struct Object_Table_Header

{

unsigned char TName[32]; // 'object'

unsigned short MaxObjects; // Maximum number of objects - 0x800(2048 objects)

unsigned short Size; // Size of each object array - 0x0C(12 bytes)

unsigned long Unknown0; // always 1?

unsigned char Data[4]; // '@t@d' - translates to 'data'?

unsigned short Max; // Max number of objects the game has reached (slots maybe?)

unsigned short Num; // Number of objects in the current game

unsigned short NextObjectIndex; // Index number of the next object to spawn

unsigned short NextObjectID; // ID number of the next object to spawn

unsigned long FirstObject; // Pointer to the first object in the table

};

extern Object_Table_Header *ObjectTableHeader;

//-------------------------------------------

struct Object_Table_Array

{

unsigned short ObjectID; // Matches up to Object ID in static player table ( for players )

unsigned short Unknown0;

unsigned short Unknown1;

unsigned short Size; // Structure size

unsigned long Offset; // Pointer to the object data structure

};

extern Object_Table_Array *ObjectTableArray;

//-------------------------------------------

struct AMasterchief

{

unsigned short BipdMetaIndex; // [Biped]characters\cyborg_mp\cyborg_mp

unsigned short BipdMetaID; // [Biped]characters\cyborg_mp\cyborg_mp

unsigned char Zeros_00[4];

unsigned char BitFlags_00[4];

unsigned long Timer_00;

unsigned char BitFlags_01[4];

unsigned long Timer_01;

unsigned char Zeros_01[68];

float m_World[3];

float m_Velocity[3];

float m_LowerRot[3];

float m_Scale[3];

unsigned char Zeros_02[12];

unsigned long LocationID;

unsigned long Pointer_00;

float xUnknown;

float yUnknown;

float zUnknown;

unsigned char Zeros_03[20];

unsigned short PlayerIndex;

unsigned short PlayerID;

unsigned long Unknown00;

unsigned char Zeros_04[4];

unsigned short AntrMetaIndex; // [Animation Trigger]characters\cyborg\cyborg

unsigned short AntrMetaID; // [Animation Trigger]characters\cyborg\cyborg

unsigned char BitFlags_02;

unsigned char Unknown01;

float Health;

float Shield_00;

unsigned long Zeros_05;

float Unknown02;

unsigned long Unknown03;

float Unknown04;

float Unknown05;

unsigned char Unknown06[24];

unsigned short VehicleWeaponIndex;

unsigned short VehicleWeaponID;

unsigned short WeaponIndex;

unsigned short WeaponID;

unsigned short VehicleIndex; // Ex: Turret on Warthog

unsigned short VehicleID;

unsigned short SeatType;

unsigned char BitFlags_03[2];

unsigned long Zeros_06;

float Shield_01;

float Flashlight_00;

float Zeros_07;

float Flashlight_01;

unsigned char Zeros_08[20];

unsigned long Unknown07;

unsigned char Zeros_09[28];

unsigned char Unknown08;

unsigned char Unknown10[148];

unsigned long IsInvisible; // normal = 0x41 invis = 0x51 (bitfield?)

unsigned char IsCrouching; // crouch = 1, jump = 2

unsigned char Unknown11[3];

unsigned char Unknown09[884];

float LeftThigh[13];

float RightThigh[13];

float Pelvis[13];

float LeftCalf[13];

float RightCalf[13];

float Spine[13];

float LeftClavicle[13];

float LeftFoot[13];

float Neck[13];

float RightClavicle[13];

float RightFoot[13];

float Head[13];

float LeftUpperArm[13];

float RightUpperArm[13];

float LeftLowerArm[13];

float RightLowerArm[13];

float LeftHand[13];

float RightHand[13];

};

extern AMasterchief *Masterchief;

extern AMasterchief *LocalMC;

//-------------------------------------------

struct Static_Player_Header

{

unsigned char TName[32]; // 'players'

unsigned short MaxSlots; // Max number of slots/players possible

unsigned short SlotSize; // Size of each Static_Player struct

unsigned long Unknown; // always 1?

unsigned char Data[4]; // '@t@d' - translated as 'data'?

unsigned short IsInMainMenu; // 0 = in game 1 = in main menu / not in game

unsigned short SlotsTaken; // or # of players

unsigned short NextPlayerIndex; // Index # of the next player to join

unsigned short NextPlayerID; // ID # of the next player to join

unsigned long FirstPlayer; // Pointer to the first static player

};

extern Static_Player_Header *StaticPlayerHeader;

//-------------------------------------------

struct Static_Player

{

unsigned short PlayerID; // Stats at 0x70EC

unsigned short PlayerID2; // ???

wchar_t PlayerName0[12]; // Unicode / Max - 11 Chars + EOS (12 total)

long Unknown0; // Always -1 / 0xFFFFFFFF

unsigned long Team; // 0 = Red / 1 = Blue

unsigned long SwapID; // ObjectID

unsigned short SwapType; // 8 = Vehicle / 6 = Weapon

short SwapSeat; // Warthog - Driver = 0 / Passenger = 1 / Gunner = 2 / Weapon = -1

unsigned long RespawnTimer; // ?????? Counts down when dead, Alive = 0

unsigned long Unknown1; // Always 0

unsigned short ObjectIndex;

unsigned short ObjectID; // Matches against object table

unsigned long Unknown3; // Some sort of ID

unsigned long LocationID; // This is very, very interesting. BG is split into 25 location ID's. 1 -19

long Unknown4; // Always -1 / 0xFFFFFFFF

unsigned long BulletCount; // Something to do with bullets increases - weird.

wchar_t PlayerName1[12]; // Unicode / Max - 11 Chars + EOS (12 total)

unsigned long Unknown5; // 02 00 FF FF

unsigned long PlayerIndex;

unsigned long Unknown6;

float SpeedModifier;

unsigned char Unknown7[108];

unsigned short Ping;

};

extern Static_Player *StaticPlayer;

extern Static_Player *LocalPlayer;

//-------------------------------------------

struct ALocal

{

unsigned short PlayerIndex;

unsigned short PlayerID;

unsigned char Unknown00[160];

unsigned short ObjectIndex;

unsigned short ObjectID;

unsigned char Unknown01;

float m_fRot[3];

};

extern ALocal *Local;

//-------------------------------------------

struct ACamera

{

float m_fWorld[3];

};

extern ACamera *Camera;

//-------------------------------------------

unsigned long LocalAddy = 0x402AD408;

unsigned long StaticPlayerHeaderAddy = 0x402AAF94;

unsigned long ObjectTableHeaderAddy = 0x400506B4;

unsigned long CameraAddy = 0x00647424;

//-------------------------------------------

#endif /* STRUCTS_H */


Edited by Fairchild on Sep 17, 2009 at 10:58 PM


eldiablotmh
Joined: Jul 21, 2009


Posted: Sep 18, 2009 06:51 AM    Msg. 10 of 11       
Quote: --- Original message by: Codebrain
Here's the thing some people don't get.

What if you're not having fun? What if you trained for what you considered a long time (1-2 weeks give or take) but still cannot beat them? What about the fact that some people can't have fun if they are dying all the time? And then there is the fact that it's a lot more fun to kill people?

For one thing let me tell you, yes, I have used several aimbots before. Not on Halo, on other games. Why you ask? To learn.

I know you think it is a bad reason but let me explain into further detail. Using a aimbot helped me "control my mouse's wild behavior" from my right hand. As such, I would either mess up and aim higher or lower, to the left or right, proceeding to then die by my opponent. After a long time of me dying, I felt I had enough. I tried a Aimbot and was pleased due to the fact that I was able to finally get kills without my right hand messing my game up.

However, while I knew it was a wrong thing to do, I still did it. However, while I was doing it, I learned to only move the mouse when I REALLY NEEDED TO. As such, I made a "constant check", which is me telling myself not to move the mouse as much. The result was after disabling the aimbot was astounding. I never went back to the aimbot again.

Now I can get kills very easily in games such as Halo CE/PC, Battlefield 2142, Garry's Mod (Zombie Survival) and other FPS related games.

The point to this epicly long post is Sometimes you need to put yourself in their shoes. If you can see why they have to use a aimbot, only because they are tired of getting killed all the time, even after they trained for it.

I know what you said has a point. But I'll never understand it, as my mind won't change that fast. By the way, ok, you could use it to learn...but well, won't this ruin other player's matches?
You said I have to put myself in their shoes. I was in their shoes when I started playing. Then I learned to play getting killed again and again. You just need a bit of goodwill. Well we won't probably stop arguing about this (and going off-topic)...I'm out of this.
Quote: --- Original message by: Codebrain
However, there are just some people who didn't train at all, and just went directly to the aimbot. This I hate very much.

Epicly true. So do I.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 21, 2009 07:02 PM    Msg. 11 of 11       
yeah ill put myself in their shoes, now let me put myself in my shoes where im playing as a legitimate player and some guy with no skill taints my experience.

the guy who sucks at the game and isnt having fun has the right to destroy my fun even though im playing the game legitimately? if theyre not good at the game, they learn and get better. you do not get better at a game by using a cheating program. thats just stupid

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 4:55 AM 156 ms.
A Halo Maps Website