Gorman wrote:For clarification, aimbots do not lock on to non-visible targets.
Actually I saw an aimbot continuously fire at an underground dude until he was hit.
Gorman wrote:For clarification, aimbots do not lock on to non-visible targets.
Gorman wrote:For clarification, aimbots do not lock on to non-visible targets.
Paratrooper wrote:If hackers come out with a visibility check for their aimbots, we'll have a problem.
DoomSplitter wrote:Gorman wrote:For clarification, aimbots do not lock on to non-visible targets.
That doesn't really make all that much sense from a coding standpoint. Wouldn't it be easier to write a script to lock on to any target (regardless of visibility) than to write a script that needs to check for blocking geometry between the botter and the targets?
Fluttershy wrote:Gorman wrote:For clarification, aimbots do not lock on to non-visible targets.
Actually I saw an aimbot continuously fire at an underground dude until he was hit.
Paratrooper wrote:Fluttershy wrote:Gorman wrote:For clarification, aimbots do not lock on to non-visible targets.
Actually I saw an aimbot continuously fire at an underground dude until he was hit.
I'm not sure whether or not that dude saw him directly above ground. Ben should try to disable seeing players directly under and above you.
Gorman wrote:Ya, this is why I don't like it when people who don't know what they are talking about decide to make a suggestion to fix said thing that they don't know about.
For clarification, aimbots do not lock on to non-visible targets.
nalyd8991 wrote:The only problem is, you can see players and intel through thin walls if you look at the right angle, and are close enough. The .kv6 files seem to appear through the blocks sometimes.
ThisFrickinSite wrote:nalyd8991 wrote:The only problem is, you can see players and intel through thin walls if you look at the right angle, and are close enough. The .kv6 files seem to appear through the blocks sometimes.
this is realevant to what?
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