is there any predict lua for gamesense that makes skeet prediction with cl_lagcompensation 0 like neverlose (neverlose is adapted for this). And not some gpt pastes that change cvars, but real players extrapolation that simulates their movement
not hard really skeets LUA API you can do it withu retarded? how in the gosh u can change cheat's extrapolation
there have funnot hard really skeets LUA API you can do it with
its basically useless, you cant just change some cvars and predict enemiesthere have fun
maybe using ffi lib?u retarded? how in the gosh u can change cheat's extrapolation
u cant change bone placement u can do nothing via ffi cus cheat will ovr it in next tick. Pls check skeet's api, only method u can use is try to make ur own prediction with automatic fire disabling but u wont do awall w/itmaybe using ffi lib?
what about changing enemy origin? and I have clampbonesinbbox lua so how does it change bone placement?u cant change bone placement u can do nothing via ffi cus cheat will ovr it in next tick. Pls check skeet's api, only method u can use is try to make ur own prediction with automatic fire disabling but u wont do awall w/it
u cant change almost anything via lua if cheat doesnt allow u to, ur origin change will be visonly and rage will ignore itwhat about changing enemy origin? and I have clampbonesinbbox lua so how does it change bone placement?
for what?what about changing enemy origin? and I have clampbonesinbbox lua so how does it change bone placement?
Gang ur so goshing smartfor what?
if u want predict via cl_lagcompensation 0 u need to rebuild CGameMovement::TryPlayerMove (also dont forgot to simulate our vecVelocity.z hint: CGameMovement:reventBunnyJumping, CGameMovement::FinishGravity)
im hooking game_movement vtable but it crashes. do you hook CPrediction::RunCommand instead? also when predict enemies happens does it use their actual last cmd or just reconstruct from velocity?for what?
if u want predict via cl_lagcompensation 0 u need to rebuild CGameMovement::TryPlayerMove (also dont forgot to simulate our vecVelocity.z hint: CGameMovement:reventBunnyJumping, CGameMovement::FinishGravity)
ur still wont make ur result usable for aimbot if u dont make ur own, js use nl for lc0im hooking game_movement vtable but it crashes. do you hook CPrediction::RunCommand instead? also when predict enemies happens does it use their actual last cmd or just reconstruct from velocity?
just use ffi.c and hook on gsu cant change bone placement u can do nothing via ffi cus cheat will ovr it in next tick. Pls check skeet's api, only method u can use is try to make ur own prediction with automatic fire disabling but u wont do awall w/it
you mean hook gamesense's aimbot function directly? like hook where it gets the aim target position and return predicted coords instead? which function is thatjust use ffi.c and hook on gs
problem solved izi
u cant hook aimbot function...you mean hook gamesense's aimbot function directly? like hook where it gets the aim target position and return predicted coords instead? which function is that
what about hooking gamesense's movement function instead of aimbot?u cant hook aimbot function...
@simv0lofficial
local only and cheat will ovr it. go and just make ur own aimbotwhat about hooking gamesense's movement function instead of aimbot?
I made my own aim and it seems that it really predicts but it misses enemy's hitboxes when they has jitter, i made test, i put enemy with jitter center -90,90, and made my aim work only for head, and i missed jitter like 10-20 times, and impacts showed that it was shooting only 1 side, could it be the reason that it just dont procces it fully? When enemy set delayed jitter (2 ticks), i missed only 1-3 timeslocal only and cheat will ovr it. go and just make ur own aimbot