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