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Thread: [poll/release] Tremulous - Wallhack, Colored Models, Health-Hack

  1. #31
    **** off.. Tremulous is actually a decent game, the devs are alright people, most server admins don't abuse... Why not hack something that isn't opensource? Something run by *****s? Or a complete shit game...

  2. #32
    Power Overwhelming
    Join Date
    30th May 2004
    Posts
    16,775
    Hello Unibrow, why attack other users for cheating in a certain game that you like?


    Everyone is allowed to cheat in any game he wants to, which you will have to get by with.


    According to the rules, your post comes under Provocative Anti-Cheater Activities.
    Holz

  3. #33
    Quote Originally Posted by Holz View Post
    Hello Unibrow, why attack other users for cheating in a certain game that you like?


    Everyone is allowed to cheat in any game he wants to, which you will have to get by with.


    According to the rules, your post comes under Provocative Anti-Cheater Activities.
    I'm all for cheating to get security vulnerabilities fixed and for games that are being created by dumbasses who shouldn't be running a game or developing it. I think a person is telling the developer that they're doing something horribly wrong when they're making cheats for a game, whether that be ******* at coding or being awful admins on their game servers. The trem guys are doing nothing wrong...

  4. #34
    Power Overwhelming
    Join Date
    30th May 2004
    Posts
    16,775
    Well, general cheating just is this community's concept.
    Holz

  5. #35
    Quote Originally Posted by Holz View Post
    Well, general cheating just is this community's concept.
    Ah but that doesn't mean I have to like it. To me, cheating in a game that has nothing wrong with it or its developers is like destroying someones property whose done nothing wrong for no reason other than being a complete ass.

  6. #36

    Thumbs up

    Quote Originally Posted by Unibrow View Post
    Ah but that doesn't mean I have to like it. To me, cheating in a game that has nothing wrong with it or its developers is like destroying someones property whose done nothing wrong for no reason other than being a complete ass.
    Why the hell do you think its open source? ... its so we can do this stuff there encouraging it. and if you don't like stop posting other people do! so shut up (simple as that)

    oh and good program but you should make one that works with GUID when you have sometime most people that would look for this have one

  7. #37
    Quote Originally Posted by Soviet222 View Post
    Why the hell do you think its open source? ... its so we can do this stuff there encouraging it. and if you don't like stop posting other people do! so shut up (simple as that)

    oh and good program but you should make one that works with GUID when you have sometime most people that would look for this have one
    I already ported it to svn r.898 backport.....waiting for someone to host it for me......

  8. #38
    it works for me but how do you use health hack? whats point of colored models if there isn;t an aimbot!

  9. #39
    |BoT|Phillis Dark Mage
    Join Date
    19th Sep 2006
    Posts
    23

    thanks for this

    but just 1 question

    what values should I use on my colour aimbot for RGB for each team?

    ps. using the windows version

  10. #40
    Dumber than you think Apprentice Knight
    Join Date
    26th Jul 2004
    Location
    127.0.0.1
    Posts
    90
    Quote Originally Posted by penpencilpaint View Post
    but just 1 question

    what values should I use on my colour aimbot for RGB for each team?

    ps. using the windows version
    Make in-game screenshot, find some program with what you can look for colour (RGB) and then put that...

  11. #41
    }
    /*
    ================
    botAim
    ================
    */
    qboolean botAim( gentity_t *self )
    {
    vec3_t dirToTarget, dttAdjusted, angleToTarget, angularDiff, xNormal;
    vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
    float temp, rotAngle;
    int vh = 0;
    vec3_t top = { 0, 0, 0};
    //float accuracyTolerance, angularSpeed;
    BG_FindViewheightForClass( self->client->ps.stats[ STAT_PCLASS ], &vh, NULL );
    top[2]=vh;
    VectorAdd( self->s.pos.trBase, top, top);


    //accuracyTolerance = MGTURRET_ACCURACYTOLERANCE;
    //angularSpeed = MGTURRET_ANGULARSPEED;

    VectorSubtract( self->enemy->s.pos.trBase, top, dirToTarget );

    VectorNormalize( dirToTarget );

    //CrossProduct( self->s.origin2, refNormal, xNormal );
    //VectorNormalize( xNormal );
    //rotAngle = RAD2DEG( acos( DotProduct( self->s.origin2, refNormal ) ) );
    //RotatePointAroundVector( dttAdjusted, xNormal, dirToTarget, rotAngle );

    vectoangles( dirToTarget, angleToTarget );

    //SetClientViewAngle( self, angleToTarget );
    //VectorCopy( angleToTarget, self->s.angles );
    //VectorCopy( self->s.angles, self->client->ps.viewangles );

    //immediate turn! turn slower and check self->client->ps.viewangles
    self->client->ps.delta_angles[ 0 ] = ANGLE2SHORT( angleToTarget[ 0 ] );
    self->client->ps.delta_angles[ 1 ] = ANGLE2SHORT( angleToTarget[ 1 ] );
    self->client->ps.delta_angles[ 2 ] = ANGLE2SHORT( angleToTarget[ 2 ] );

    return qtrue; //for now assume we have perfect aim. indeed we have

    /*
    angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] );
    angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] );

    //if not pointing at our target then move accordingly
    if( angularDiff[ PITCH ] < (-accuracyTolerance) )
    self->s.angles2[ PITCH ] += angularSpeed;
    else if( angularDiff[ PITCH ] > accuracyTolerance )
    self->s.angles2[ PITCH ] -= angularSpeed;
    else
    self->s.angles2[ PITCH ] = angleToTarget[ PITCH ];

    //disallow vertical movement past a certain limit
    temp = fabs( self->s.angles2[ PITCH ] );
    if( temp > 180 )
    temp -= 360;

    if( temp < -MGTURRET_VERTICALCAP )
    self->s.angles2[ PITCH ] = (-360) + MGTURRET_VERTICALCAP;

    //if not pointing at our target then move accordingly
    if( angularDiff[ YAW ] < (-accuracyTolerance) )
    self->s.angles2[ YAW ] += angularSpeed;
    else if( angularDiff[ YAW ] > accuracyTolerance )
    self->s.angles2[ YAW ] -= angularSpeed;
    else
    self->s.angles2[ YAW ] = angleToTarget[ YAW ];

    AngleVectors( self->s.angles2, dttAdjusted, NULL, NULL );
    RotatePointAroundVector( dirToTarget, xNormal, dttAdjusted, -rotAngle );
    vectoangles( dirToTarget, self->turretAim );
    SetClientViewAngle( self, angleToTarget );

    //if pointing at our target return true
    if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= accuracyTolerance &&
    abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= accuracyTolerance )
    return qtrue;

    return qfalse;
    */
    }

    /*
    ================
    botCheckTarget
    ================
    */
    qboolean botCheckTarget( gentity_t *self, gentity_t *target, qboolean ignorePainted )
    {
    trace_t trace;
    gentity_t *traceEnt;

    if( !target )
    return qfalse;

    if( !target->client )
    return qfalse;

    if( target->client->ps.stats[ STAT_STATE ] & SS_HOVELING )
    return qfalse;

    if( target->health <= 0 )
    return qfalse;

    if( Distance( self->s.pos.trBase, target->s.pos.trBase ) > MGTURRET_RANGE*3 )
    return qfalse;

    trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT );

    traceEnt = &g_entities[ trace.entityNum ];

    if( !traceEnt->client )
    return qfalse;

    //if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] == elf->client->ps.stats[ STAT_PTEAM ] )
    // return qfalse;

    return qtrue;
    }


    /*
    ================
    botFindEnemy
    ================
    */
    //should return a list of entities
    int botFindEnemy( gentity_t *self )
    {
    int entityList[ MAX_GENTITIES ];
    vec3_t range;
    vec3_t mins, maxs;
    int i, num;
    gentity_t *target;

    VectorSet( range, MGTURRET_RANGE*3, MGTURRET_RANGE*3, MGTURRET_RANGE*3 );
    VectorAdd( self->client->ps.origin, range, maxs );
    VectorSubtract( self->client->ps.origin, range, mins );

    //find aliens
    num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
    for( i = 0; i < num; i++ )
    {
    target = &g_entities[ entityList[ i ] ];

    if( target->client && self!=target )//&& target->client->ps.stats[ STAT_PTEAM ] != self->client->ps.stats[ STAT_PTEAM ] )
    {
    //if target is not valid keep searching
    if( !botCheckTarget( self, target, qfalse ) )
    continue;

    //we found a target
    self->enemy = target;

    return Distance( self->s.pos.trBase, target->s.pos.trBase );// qtrue;
    }
    }

    //couldn't find a target
    self->enemy = NULL;
    return -1;
    }
    that could help for next release.....say thanks for crawling benmachines' box....woot!

  12. #42
    Quote Originally Posted by shocker154 View Post
    it works for me but how do you use health hack? whats point of colored models if there isn;t an aimbot!
    you can see enemy's better

  13. #43
    This defeats the purpose of deliberately dark maps

  14. #44
    Nice work Undergamer, works a treat, would like to see more :p.

    If you are using hardcoded addresses for the hooks, then i may have a method that could make it alot easier to convert to Stock standard for windows to the backport/GUID version of trem.
    [1.3.1] Soldat Hack Pack v1.1 - Try it out, lots of features, custom hotkeys, 20+ hacks, give to any and everyone.

    [1.4] Soldat Hack Pack v2.1 - Try it out, lots of features, custom hotkeys, 20+ hacks, give to any and everyone.

  15. #45
    I would love to see that!
    Undergamer's hack + backport =L33t!!

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