those of you internal people that are getting optic camera through the list have another more "stable" way of getting it
- \uE77A & \uE77B (you can find this really easily after the update) Code:
// pseudo code you may also need some extra checks for if you're aiming but from what i've tested it works perfectly |
tell me what's wrong I output the outputs the name is correct but the position does not show correctly
https://ibb.co/sHdCBFb https://ibb.co/1Q1WwDk https://ibb.co/Krdzb1c https://ibb.co/WK1ZJPh https://ibb.co/QChJRzM |
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https://i.imgur.com/o61Fndw.png
Does anyone have any ideas as to why writing to _shotDirection is somewhat incorrect? ^ Here's a vid of what i mean: https://streamable.com/gak1si |
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Is there a shotlist or something? |
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I put this together real quick, and it looks like writing to "[A8] Direction : Vec3" doesn't work. Unless i'm doing something wrong? In which case, could someone correct me? Edit: It seems that the bullets direction is always 0 by default, aside from every 3rd bullet. |
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Guys, please help me figure out W2S, all the viewMatrix data is correct, I checked it in debugging, but the WorldToScreen function itself is not correct for some reason .. here is my code
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bool WorldToScreenv2(Vector3 point3D, Vector2& point2D) VIDEO - https://files.fm/f/v7mjfg9yk |
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is there something wrong with my GetBoneLocation? my boxes draw nowhere near the player and are huge
Vector3 GetBoneLocation(uintptr_t entity_ptr, int bone) { auto body = memory::read<int64_t>(entity_ptr + 0xA8); auto root = memory::read<int64_t>(body + 0x28); auto bone_enum = memory::read<int64_t>(root + 0x28); if (!bone_enum) return Vector3(0, 0, 0); auto transform = memory::read<int64_t>(bone_enum + 0x10); if (!transform) return Vector3(0, 0, 0); uint64_t m_TransformA = memory::read<int64_t>(transform + 0x20 + (bone * 0x8)); if (!m_TransformA) return Vector3(0, 0, 0); return GetPosition(m_TransformA); } |
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But writing to it doesn't actually take any effect on the bullet. |
How does no recoil work now?
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