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How the fuck did you come up with the wild idea Nafe is making a gmod cheat? I seriously want to have an actual conversation with you.
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He actually did make one though!! It's my favorite cheat!
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Ex. Community Council Member Ex. SSRP Super Administrator Ex. Discord Administrator Ex. TeamSpeak Staff Ex. Forum Staff Rick Townsend
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Rick Johnson wrote:
He actually did make one though!! It's my favorite cheat! What? Like CitizenPackets? xd |
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Yes!
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Ex. Community Council Member Ex. SSRP Super Administrator Ex. Discord Administrator Ex. TeamSpeak Staff Ex. Forum Staff Rick Townsend
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Chinese cheats number 1
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Rick Johnson wrote:
He actually did make one though!! It's my favorite cheat! I make scripts for League of Legends, and aimbots for Overwatch for some cash here and then. For some decent proof I will provide examples of things I have made in the past.This here shows that I can make complex polygons using DirectX with no framedrops; in LoL, this would usually crash your game and tank your fps. (Coded in C++) This is something I've been working on recently, here is 25,000+ lines on your screen at once with 0 fps drops at all! This is a very very big achievement of mine and I'm incredibly proud of it. (Coded in lua) And now for some real proof, here's an upcoming prediction for Non-Memory based aimbot for overwatch written in lua local function ComputeIntersect(unit, tOrigin, sourcePos, delay, speed)
local delta = 0
local path = unit.pathing
local pPath = tOrigin
local pathSpeed = unit.ms
for i = path.pathIndex, path.pathCount do
local cPath = unit:GetPath(i)
local dx, dz = pPath.x - cPath.x, pPath.z - cPath.z
local dist = LocalSqrt(dx * dx + dz * dz)
local vx, vz = (dx / dist) * pathSpeed, (dz / dist) * pathSpeed
local timeToHit = delay
if speed < LocalHuge then
local a = (vx * vx) + (vz * vz) - (speed * speed)
local b = 2 * (vx * (tOrigin.x - sourcePos.x) + vz * (tOrigin.z - sourcePos.z))
local c = (tOrigin.x * tOrigin.x) + (tOrigin.z * tOrigin.z) + (sourcePos.x * sourcePos.x) + (sourcePos.z * sourcePos.z) - (2 * sourcePos.x * tOrigin.x) - (2 * sourcePos.z * tOrigin.z)
local d = b * b - (4 * a * c)
local t = 0
if d >= 0 then
d = LocalSqrt(d)
local t1 = (-b + d) / (2 * a)
local t2 = (-b - d) / (2 * a)
t = LocalMin(t1, t2)
if t < 0 then
t = LocalMax(t1, t2, 0)
end
end
timeToHit = timeToHit + t
end
if timeToHit - delta < (dist / pathSpeed) then
return pPath + (cPath - pPath):Normalized() * ((timeToHit - delta) * pathSpeed)
end
pPath = cPath
delta = delta + (dist / pathSpeed)
end
return unit:GetPath(path.pathCount)
end |
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Last Edit: 6 years 7 months ago by Nafe.
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The following user(s) said Thank You: Rick Townsend
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Nafe wrote:
Rick Johnson wrote:
He actually did make one though!! It's my favorite cheat! I make scripts for League of Legends, and aimbots for Overwatch for some cash here and then. For some decent proof I will provide examples of things I have made in the past.This here shows that I can make complex polygons using DirectX with no framedrops; in LoL, this would usually crash your game and tank your fps. (Coded in C++) This is something I've been working on recently, here is 25,000+ lines on your screen at once with 0 fps drops at all! This is a very very big achievement of mine and I'm incredibly proud of it. (Coded in lua) And now for some real proof, here's an upcoming prediction for Non-Memory based aimbot for overwatch written in lua local function ComputeIntersect(unit, tOrigin, sourcePos, delay, speed)
local delta = 0
local path = unit.pathing
local pPath = tOrigin
local pathSpeed = unit.ms
for i = path.pathIndex, path.pathCount do
local cPath = unit:GetPath(i)
local dx, dz = pPath.x - cPath.x, pPath.z - cPath.z
local dist = LocalSqrt(dx * dx + dz * dz)
local vx, vz = (dx / dist) * pathSpeed, (dz / dist) * pathSpeed
local timeToHit = delay
if speed < LocalHuge then
local a = (vx * vx) + (vz * vz) - (speed * speed)
local b = 2 * (vx * (tOrigin.x - sourcePos.x) + vz * (tOrigin.z - sourcePos.z))
local c = (tOrigin.x * tOrigin.x) + (tOrigin.z * tOrigin.z) + (sourcePos.x * sourcePos.x) + (sourcePos.z * sourcePos.z) - (2 * sourcePos.x * tOrigin.x) - (2 * sourcePos.z * tOrigin.z)
local d = b * b - (4 * a * c)
local t = 0
if d >= 0 then
d = LocalSqrt(d)
local t1 = (-b + d) / (2 * a)
local t2 = (-b - d) / (2 * a)
t = LocalMin(t1, t2)
if t < 0 then
t = LocalMax(t1, t2, 0)
end
end
timeToHit = timeToHit + t
end
if timeToHit - delta < (dist / pathSpeed) then
return pPath + (cPath - pPath):Normalized() * ((timeToHit - delta) * pathSpeed)
end
pPath = cPath
delta = delta + (dist / pathSpeed)
end
return unit:GetPath(path.pathCount)
end Didn't you learn to code just a few months ago? |
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ex-minecraft owner, zarp legend (Was there during the infancy of Zarp), ex-ssrp admin, ex-teamspeak emblem (For SSRP admin & minecraft owner)
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Aspect wrote:
Nafe wrote:
Rick Johnson wrote:
He actually did make one though!! It's my favorite cheat! I make scripts for League of Legends, and aimbots for Overwatch for some cash here and then. For some decent proof I will provide examples of things I have made in the past.This here shows that I can make complex polygons using DirectX with no framedrops; in LoL, this would usually crash your game and tank your fps. (Coded in C++) This is something I've been working on recently, here is 25,000+ lines on your screen at once with 0 fps drops at all! This is a very very big achievement of mine and I'm incredibly proud of it. (Coded in lua) And now for some real proof, here's an upcoming prediction for Non-Memory based aimbot for overwatch written in lua local function ComputeIntersect(unit, tOrigin, sourcePos, delay, speed)
local delta = 0
local path = unit.pathing
local pPath = tOrigin
local pathSpeed = unit.ms
for i = path.pathIndex, path.pathCount do
local cPath = unit:GetPath(i)
local dx, dz = pPath.x - cPath.x, pPath.z - cPath.z
local dist = LocalSqrt(dx * dx + dz * dz)
local vx, vz = (dx / dist) * pathSpeed, (dz / dist) * pathSpeed
local timeToHit = delay
if speed < LocalHuge then
local a = (vx * vx) + (vz * vz) - (speed * speed)
local b = 2 * (vx * (tOrigin.x - sourcePos.x) + vz * (tOrigin.z - sourcePos.z))
local c = (tOrigin.x * tOrigin.x) + (tOrigin.z * tOrigin.z) + (sourcePos.x * sourcePos.x) + (sourcePos.z * sourcePos.z) - (2 * sourcePos.x * tOrigin.x) - (2 * sourcePos.z * tOrigin.z)
local d = b * b - (4 * a * c)
local t = 0
if d >= 0 then
d = LocalSqrt(d)
local t1 = (-b + d) / (2 * a)
local t2 = (-b - d) / (2 * a)
t = LocalMin(t1, t2)
if t < 0 then
t = LocalMax(t1, t2, 0)
end
end
timeToHit = timeToHit + t
end
if timeToHit - delta < (dist / pathSpeed) then
return pPath + (cPath - pPath):Normalized() * ((timeToHit - delta) * pathSpeed)
end
pPath = cPath
delta = delta + (dist / pathSpeed)
end
return unit:GetPath(path.pathCount)
end Didn't you learn to code just a few months ago? I started learning to code exactly 1 month 3 weeks ago, I gave up after 4 days because I just couldn't be bothered. I got this from here: zarpgaming.com/index.php/forum/7-introdu...ing-for-a-new-server |
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Nafe wrote:
Aspect wrote:
Nafe wrote:
Rick Johnson wrote:
He actually did make one though!! It's my favorite cheat! I make scripts for League of Legends, and aimbots for Overwatch for some cash here and then. For some decent proof I will provide examples of things I have made in the past.This here shows that I can make complex polygons using DirectX with no framedrops; in LoL, this would usually crash your game and tank your fps. (Coded in C++) This is something I've been working on recently, here is 25,000+ lines on your screen at once with 0 fps drops at all! This is a very very big achievement of mine and I'm incredibly proud of it. (Coded in lua) And now for some real proof, here's an upcoming prediction for Non-Memory based aimbot for overwatch written in lua local function ComputeIntersect(unit, tOrigin, sourcePos, delay, speed)
local delta = 0
local path = unit.pathing
local pPath = tOrigin
local pathSpeed = unit.ms
for i = path.pathIndex, path.pathCount do
local cPath = unit:GetPath(i)
local dx, dz = pPath.x - cPath.x, pPath.z - cPath.z
local dist = LocalSqrt(dx * dx + dz * dz)
local vx, vz = (dx / dist) * pathSpeed, (dz / dist) * pathSpeed
local timeToHit = delay
if speed < LocalHuge then
local a = (vx * vx) + (vz * vz) - (speed * speed)
local b = 2 * (vx * (tOrigin.x - sourcePos.x) + vz * (tOrigin.z - sourcePos.z))
local c = (tOrigin.x * tOrigin.x) + (tOrigin.z * tOrigin.z) + (sourcePos.x * sourcePos.x) + (sourcePos.z * sourcePos.z) - (2 * sourcePos.x * tOrigin.x) - (2 * sourcePos.z * tOrigin.z)
local d = b * b - (4 * a * c)
local t = 0
if d >= 0 then
d = LocalSqrt(d)
local t1 = (-b + d) / (2 * a)
local t2 = (-b - d) / (2 * a)
t = LocalMin(t1, t2)
if t < 0 then
t = LocalMax(t1, t2, 0)
end
end
timeToHit = timeToHit + t
end
if timeToHit - delta < (dist / pathSpeed) then
return pPath + (cPath - pPath):Normalized() * ((timeToHit - delta) * pathSpeed)
end
pPath = cPath
delta = delta + (dist / pathSpeed)
end
return unit:GetPath(path.pathCount)
end Didn't you learn to code just a few months ago? I started learning to code exactly 1 month 3 weeks ago, I gave up after 4 days because I just couldn't be bothered. I got this from here: zarpgaming.com/index.php/forum/7-introdu...ing-for-a-new-server Oh ok. Well the first two weeks are intimidating for most people but once you get past that you'll realise that it can be pretty fun. It's important that you don't raise the bar too high so it becomes a more harmonic thing rather than a chore to torture yourself with. Setting goals will make it much more appealing rather than coding just for the sake of coding |
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ex-minecraft owner, zarp legend (Was there during the infancy of Zarp), ex-ssrp admin, ex-teamspeak emblem (For SSRP admin & minecraft owner)
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Aspect wrote:
Nafe wrote:
or if you are a mascohist feel free to torture yourself with it Aspect wrote:
Nafe wrote:
Rick Johnson wrote:
He actually did make one though!! It's my favorite cheat! I make scripts for League of Legends, and aimbots for Overwatch for some cash here and then. For some decent proof I will provide examples of things I have made in the past.This here shows that I can make complex polygons using DirectX with no framedrops; in LoL, this would usually crash your game and tank your fps. (Coded in C++) This is something I've been working on recently, here is 25,000+ lines on your screen at once with 0 fps drops at all! This is a very very big achievement of mine and I'm incredibly proud of it. (Coded in lua) And now for some real proof, here's an upcoming prediction for Non-Memory based aimbot for overwatch written in lua local function ComputeIntersect(unit, tOrigin, sourcePos, delay, speed)
local delta = 0
local path = unit.pathing
local pPath = tOrigin
local pathSpeed = unit.ms
for i = path.pathIndex, path.pathCount do
local cPath = unit:GetPath(i)
local dx, dz = pPath.x - cPath.x, pPath.z - cPath.z
local dist = LocalSqrt(dx * dx + dz * dz)
local vx, vz = (dx / dist) * pathSpeed, (dz / dist) * pathSpeed
local timeToHit = delay
if speed < LocalHuge then
local a = (vx * vx) + (vz * vz) - (speed * speed)
local b = 2 * (vx * (tOrigin.x - sourcePos.x) + vz * (tOrigin.z - sourcePos.z))
local c = (tOrigin.x * tOrigin.x) + (tOrigin.z * tOrigin.z) + (sourcePos.x * sourcePos.x) + (sourcePos.z * sourcePos.z) - (2 * sourcePos.x * tOrigin.x) - (2 * sourcePos.z * tOrigin.z)
local d = b * b - (4 * a * c)
local t = 0
if d >= 0 then
d = LocalSqrt(d)
local t1 = (-b + d) / (2 * a)
local t2 = (-b - d) / (2 * a)
t = LocalMin(t1, t2)
if t < 0 then
t = LocalMax(t1, t2, 0)
end
end
timeToHit = timeToHit + t
end
if timeToHit - delta < (dist / pathSpeed) then
return pPath + (cPath - pPath):Normalized() * ((timeToHit - delta) * pathSpeed)
end
pPath = cPath
delta = delta + (dist / pathSpeed)
end
return unit:GetPath(path.pathCount)
end Didn't you learn to code just a few months ago? I started learning to code exactly 1 month 3 weeks ago, I gave up after 4 days because I just couldn't be bothered. I got this from here: zarpgaming.com/index.php/forum/7-introdu...ing-for-a-new-server Oh ok. Well the first two weeks are intimidating for most people but once you get past that you'll realise that it can be pretty fun. It's important that you don't raise the bar too high so it becomes a more harmonic thing rather than a chore to torture yourself with. Setting goals will make it much more appealing rather than coding just for the sake of coding |
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