This is basically the first thing I code in c++ (I'm a java developer)
I didn't code it in default supremacy but in a different supremacy based cheat, almost same thing u get the idea
In some supremacy pastes like eax and taphack there's a feature called "full stop in air" or "instant stop in air" this shit is awesome, I hit some crazy high velocity jumpscouts with it, gives dopamine like call of duty 360 noscopes
However machine is better than human, I failed alot manually pressing the bind when reaching the apex/vertex of the jump (when scout is fully accurate)
Here's something that automates it (the supremacy paste i based this off already had in air autostop, but its garbage like basically all cheats, i didn't touch nor even read its code)
And the "isAtJumpApex()" setting i asked chatgpt to do it before on lua because i didn't figure out the math (previously i just did if velocity.z = 0 but that rarely was true)
this code i ported from the lua script chatgpt and i made 1 month ago into c++
Currently only issue is that it doesn't commit to stopping, idk how to explain
I'll fix it and update this post
ALL CODE BELOW
[REACT=1, 2, 4]
[/REACT]
fixed code not showing lol
[REACT=1, 2, 4]
[/REACT]
[REACT=1, 2, 4]
[/REACT]
edit 25/9/1:
since i see this post is still getting attention i want to clarify that the scout isn't only accurate at the very peek where the velocity transitions
it's also accurate while you're de-accelrationg CLOSE to the apex
for example:
if vertical velocity decreasing and verticalVelocity < 20 it could still be accurate, this gives you more time to stop on servers with low sv_airaccelration
find a value that seuts you
I didn't code it in default supremacy but in a different supremacy based cheat, almost same thing u get the idea
In some supremacy pastes like eax and taphack there's a feature called "full stop in air" or "instant stop in air" this shit is awesome, I hit some crazy high velocity jumpscouts with it, gives dopamine like call of duty 360 noscopes
However machine is better than human, I failed alot manually pressing the bind when reaching the apex/vertex of the jump (when scout is fully accurate)
Here's something that automates it (the supremacy paste i based this off already had in air autostop, but its garbage like basically all cheats, i didn't touch nor even read its code)
And the "isAtJumpApex()" setting i asked chatgpt to do it before on lua because i didn't figure out the math (previously i just did if velocity.z = 0 but that rarely was true)
this code i ported from the lua script chatgpt and i made 1 month ago into c++
Currently only issue is that it doesn't commit to stopping, idk how to explain
I'll fix it and update this post
ALL CODE BELOW
[REACT=1, 2, 4]
jump apex detected:
bool Aimbot::isAtJumpApex() {
if (!g_cl.m_local || !g_cl.m_local->alive()) {
return false;
}
if ((g_cl.m_flags & FL_ONGROUND) && g_cl.m_local->m_fFlags() & FL_ONGROUND) {
return false;
}
static bool apexDetected = false;
static float lastApexTime = 0.0f;
float currentTime = g_csgo.m_globals->m_curtime;
// keep apex true for 0.1 seconds after we've detected it
if (apexDetected && (currentTime - lastApexTime < 0.1)) {
return true;
}
if (currentTime - lastApexTime >= 0.1f) {
apexDetected = false;
}
// don't calculate every frame to avoid fps drops
static float lastCheckTime = 0.0f;
if (currentTime - lastCheckTime < 0.05f) {
return apexDetected;
}
lastCheckTime = currentTime;
vec3_t abs_velocity = g_cl.m_local->m_vecAbsVelocity();
float vertical_velocity = abs_velocity.z;
// If vertical velocity crosses 0 (and in the air), detect apex
if ((prevVerticalVelocity > 0 && vertical_velocity <= 0) || vertical_velocity == 0) {
lastApexTime = currentTime;
apexDetected = true;
}
prevVerticalVelocity = vertical_velocity;
return apexDetected;
}
fixed code not showing lol
[REACT=1, 2, 4]
in aimbot.find():
const bool ground = (combinedFlags & FL_ONGROUND);
const bool inAir = !ground;
const bool found_target = best.player && best.record;
const bool high_damage = found_target && best.damage >= 100;
if (high_damage) {
if (inAir) {
shouldAirStop = isAtJumpApex();
if (shouldAirStop) {
foundTarget = true;
g_notify.add(XOR("Jumpscout initiated...\n"), Color(50, 255, 50, 255));
}
}
else {
foundTarget = true;
}
}
else {
foundTarget = shouldAirStop = false;
}
if ((ground && g_menu.main.aimbot.quick_stop.get() && found_target) ||
(m_found_hit && (g_cl.m_weapon_fire || (g_menu.main.aimbot.quick_stop_mode.get(1) && g_cl.m_player_fire)))) {
m_stop = true;
}
[REACT=1, 2, 4]
in client.cpp:
void Client::DoMove() {
const bool is_on_ground = m_flags & FL_ONGROUND;
const bool is_frozen = g_cl.m_flags & FL_FROZEN;
m_strafe_angles = m_cmd->m_view_angles;
static float lastAirStopTime = 0.0f;
float currentTime = g_csgo.m_globals->m_curtime;
if (shouldAirStop && (currentTime - lastAirStopTime >= 0.3f)) {
shouldAirStop = false;
}
if (!is_on_ground) {
if (g_input.GetKeyState(g_menu.main.misc.instant_stop_in_air.get())) {
g_aimbot.m_stop_air = true;
}
if (foundTarget && g_aimbot.isAtJumpApex()) {
shouldAirStop = true;
lastAirStopTime = currentTime;
}
}
// later reset it
if (g_aimbot.m_stop_air || shouldAirStop) {
const float vel_2d = g_cl.m_local->m_vecVelocity().length_2d();
if (vel_2d > 10.f) {
g_movement.NullVelocity();
}
else {
g_cl.m_cmd->m_forward_move = g_cl.m_cmd->m_side_move = 0.f;
}
}
if (is_on_ground || g_cl.m_weapon_fire || !foundTarget) {
edit 25/9/1:
since i see this post is still getting attention i want to clarify that the scout isn't only accurate at the very peek where the velocity transitions
it's also accurate while you're de-accelrationg CLOSE to the apex
for example:
if vertical velocity decreasing and verticalVelocity < 20 it could still be accurate, this gives you more time to stop on servers with low sv_airaccelration
find a value that seuts you
Last edited:
