

On controller there CAN be a very SLIGHT “magnetic” property if you put the settings that way so it slightly aids your tracking, but it’s not an auto lock by any stretch of the imagination, it’s not like if an enemy passes in front of you that your reticle just perfectly tracks them without any input from you and will continue to do so as they circle you, that’s just not how it works. That’s the issue that made controller so frustrating to me in the first place and prompted me to move to PC, you either have to choose high sensitivity so you can swing around quickly enough to face enemies, or low enough so you can precisely aim at them, but with the narrow tracking space of a tiny controller stick there isn’t much room to finesse between those extremes, much easier on a mousepad when you can swing your whole arm for fast turnarounds and then finesse precise, fine movements with your hand, imagine doing that with just your thumb. Like I said, it slows down your aim when you hover over an enemy so you can input more precise movements than you would otherwise be able to.
HUMAN AIMBOT SOFTWARE
Aimbots literally aim for you so you can get pixel perfect headshots, the better ones hide it by artificially mimicking human speeds but some people set theirs up incorrectly or use cheaper, older aimbot software that’s more obvious.Ĭonsole aim assist doesn’t aim for you. Uhhh actually I do have an idea what aimbot is, I’ve successfully reported multiple players for doing exactly what I told you, automatic 180 spin headshots that were obvious to anybody.

(for clarity, yes I know it’s not enabled in comp just using ranks for reference) But I imagine diamond down is where players will start seeing it matter, given the number of diamond and master players I’ve seen who still have spaghetti aim and have no idea where to keep their crosshair when out of combat.

Are AA controller players going to topple kbm GMs in terms of raw aiming ability? lol no chance. My perspective on this is that, aiming with a mouse has a much lower floor and much higher ceiling than a controller does except with aim assist, the controller is going to skew toward its upper-end due to aim assist. And both kinds, when detected, get banned just the same – because it’s providing an unfair advantage, even if only a slight one. Modern aimbots can go anywhere from full-auto spinbot mode, down to exactly what you described by applying slight magnetism to targets/hitboxes to give a slight advantage while still looking mostly natural. You still have to aim at the enemy yourself first. Aim assist just slows your aiming movement whenever you pass your reticle over an enemy so you’re not wildly swinging around while trying to track (which can still happen even WITH aim assist). Aimbotting on PC, THAT’S auto-aim, with aimbot you can be facing away from an enemy and then 180 turn and headshot instantly. Notes: This script has been taken from CPL net's v3 aimbot and modified a bit to work for my game, the only problem i have is the script targeting enemy that are too far away for example, if you have an enemy closing in to you and there a another far away, it will track the enemy that far away instead of the closest one, i wonder if there any change that can fix this problem without changing the large FOV detection.Not sure why you call it “auto-aim”, that’s not what aim assist is. MoveY := Floor(( AimOffsetY * ( 1 / 12 ))) * DirYĭllCall("mouse_event", uint, 1, int, MoveX * 1, int, MoveY * 1, uint, 1, int, 1) turing mouse to color were it says * is the speed of the aimbot turn up for unhuman reactions lower for humanį8::ExitApp tags added.] MoveX := Floor(( AimOffsetX * ( 1 / 12 ))) * DirX PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, EMCol, ColVn, Fast RGB

PixelSearch, AimPixelX, AimPixelY, NearAimScanL, NearAimScanT, NearAimScanR, NearAimScanB, EMCol, ColVn, Fast RGB ZeroX := (A_ScreenWidth // 2) dont touch?ĬFovX := (A_ScreenWidth // 14) configure for FOV up = smaller lower= bigger current boxes right fov Code: Select all CoordMode, Mouse, Screen
