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Kewun
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Joined: 18 Sep 2016
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Posted: Tue Feb 13, 2018 5:34 am    Post subject: Aimbot Failure

I am creating a aimbot for GTA: Vice City

The problem I have is in the Video

When I stand in other position of the enemy, It aims somewhere else

 Code: CPed * target = FindPlayerPed()->m_apNearPeds[0];                      auto distanceXZ = sqrtf(powf(target->GetPosition().x - FindPlayerPed()->GetPosition().x, 2) + powf(target->GetPosition().z - FindPlayerPed()->GetPosition().z, 2));                      auto f_z = atan2f((target->GetPosition().y) - FindPlayerPed()->GetPosition().y, distanceXZ);                      auto f_x = atan2f((target->GetPosition().z) - FindPlayerPed()->GetPosition().z, distanceXZ);                      f_z = -f_z;                      f_x = -f_x;                      patch::SetFloat(0x7E48BC, f_x - 0.19, true);//left-right                      patch::SetFloat(0x7E48CC, f_z, true); //up-down

This is the code i use, any Idea what is wrong? Maybe incorrect maths? someone can help me? [/code]
elmarcia
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Joined: 13 Feb 2018
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Posted: Tue Feb 13, 2018 8:06 am    Post subject:

Don't know how axis are defined in GTA but i'll assume Y is where gravity is applied for this example.

(x,y,z)
Lets say you are at pos (1,1,1), and your enemy is at (3,1,4).
If you want to look at your target you need to find the angle between those two points. Note that in this example you are at the same height as your enemy, so we will only cover rotation on plane XZ.
So following my perfect drawing in paint we got.
dx = 2 (TargetX - playerX)
dz = 3 (TargetZ - playerZ)

the angle between those two is atan(dz/dx) but this will only work with the first quadrant, that means we will have to apply transformations to get the correct angle in every quadrant, luckily for us we got atan2(y,x) that does all the work for us.

So our aim angle in xz or rotation around xz will be
atan2(dz,dx), this function will return an angle in radians, make sure to convert to degrees if the rotation is in degrees in your game.

This should fix your rotation around plane XZ.

Can't post urls , but i will attach my drawing

axis.png
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Kewun
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Joined: 18 Sep 2016
Posts: 34

 Posted: Tue Feb 13, 2018 8:41 am    Post subject: Did not really understand.. Maybe I am noob in trigonometry You said that dx = 2 (TargetX - playerX) dz = 3 (TargetZ - playerZ) But what are those 2 and 3 ? multiplies ?
elmarcia
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Joined: 13 Feb 2018
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 Posted: Wed Feb 14, 2018 6:20 am    Post subject: No, is the difference between your enemy position and yours. Supose your enemy is at (3,1,4) anda you at (1,1,1) The difference between those points result in (3,1,4) - (1,1,5) Then dx = 3 - 1 , dy = 1 - 1, dz = 4 - 5 Resulting dx = 2, dy = 0, dz = -1 Those are random values for this example. dz = target->GetPosition().z - FindPlayerPed()->GetPosition().z dz = same for x
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