PDA

View Full Version : xSpeedPro, ICT, and UnrealAim help.



raptor1430
5th January 2005, 02:57
Hey guys!
I was trying to hack tonight, but I'm having a few problems.
First with xSpeedPro, CSS becomes really unstable, and it crashed randomly (i have a 3.4 ghz cpu, so its fast enough)

with ICT, im trying to use it with unreal aim.
the aimbot aims at the guy (and also random places) but never hits him because its aim sucks. it just jumps around a shit load. isnt there a way to get it working better?

thanks in advance for the help.

Diddle
5th January 2005, 03:12
If !xSpeedPro is giving trouble, then try SpeederXP. It differs per person which one of the two works. Here SpeederXP doens't work and !xSpeedPro is, but some people might have just the opposite.

In IcT turn on Chams or the Skinhack AND Lambert!
Then, if your aimbots overshoots its target(it will fly from left to right, but never lock on the person), lower your ingame mouse sensitivity. If it undershoots, (moves to sloooooooow to the person), then move your mouse sensitivity up. :)

Good luck.

raptor1430
5th January 2005, 03:38
nope, sorry i tested it all the way down to 1, and i used ALL your settings. its an unbelievable innacurate bot! how do i make it work good?

Diddle
5th January 2005, 03:48
nope, sorry i tested it all the way down to 1, and i used ALL your settings. its an unbelievable innacurate bot! how do i make it work good?
Try lowering the sensitivity of the bot itself. If it is very high it will shoot every bright brick it sees.

raptor1430
5th January 2005, 03:55
also when there are two enemies it aims in between them

Diddle
5th January 2005, 04:07
also when there are two enemies it aims in between them
True. Because it's a color aimbot it will aim in the middle of the color in the scan field, so if there are 2 persons in that field, then it will aim in between. And since we don't have anything better yet, we're going to have to live with that. :)

Orum
5th January 2005, 14:16
Heh, funny you should mention multiple target recognition, since I'm working on that at the moment. Unfortunately, until I can get a faster way to do it, I'm not going to include it in a release. Right now it's not planned for v1.04, and likely I won't be able to either a) optimize it enough or b) get it working well enough in time. Right now it has to be a trade off between the two.....but, when U-A finally goes 2.0, the major decrease in scanning time will easily allow for enough time for multiple target recognition......but as of now, we are still having issues injecting our own hook to get access to the backbuffer, and we hope to avoid wrappers since they're easy to detect.