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The Pyrrhus [Aim Vec] Planet is here!    I have changed my focus a little, the site has been redesigned, and the new vecs are better than ever.
Tutorial - PART THREE (ADVANCED)
Multiple Vecs:
Upto now, we have just used single vec strings, but you can use mutiple vecs ...

alias colt1 "avadd 0 22 8.4 3.2; avadd 0 23 3.4 4.2"
alias colt2 "avadd 1 25.4 2.8 4.2; acadd 1 38.6 5 4.2"
alias PyrrhusCOLT "avclear 0; colt1;colt2; txt *** Aiming: aim for HEAD (Pyrrhus COLT) ***"

Vecs are written like this, as it gives the aimbot more aiming options, if for example your opponent was partially hidden, then the aimbot could move the aiming to an alternative vec.

So from the commandmenu.txt file, we would call the alias PyrrhusCOLT, this in turn would load the colt1 and colt2 vecs.

There is another way of writing multiple vecs like this, so the example above would become ...

alias colt1 "avadd 0 22 8.4 3.2 23 3.4 4.2"
alias colt2 "avadd 1 25.4 2.8 4.2 38.6 5 4.2"
alias PyrrhusCOLT "avclear 0; colt1;colt2; txt *** Aiming: aim for HEAD (Pyrrhus COLT) ***"

Whilst this looks more difficult to write, its actually easier ... if we follow the alias colt1 line we see the traditional and expected avadd 0 (standing vec) comment, then the usual vec syntax of 22 8.4 3.2, then instead of using another avadd 0 command, I have just provided the last THREE vecs ... the aimbot knows that this is a [0]standing vec until it is informed otherwise.

Other options
Additional options can be written into your vec also ...

alias colt1 "avadd 0 22 8.4 3.2 23 3.4 4.2"
alias colt2 "avadd 1 25.4 2.8 4.2 38.6 5 4.2"
alias PyrrhusCOLT "avclear 0;pred 1;predmax 5;predtime 0.075;#cl_bob 0;#cl_bobup 0;recoil 2.0;colt1;colt2; txt *** Aiming: aim for HEAD (Pyrrhus COLT) ***"

These are just some of the option you can add:

pred<0/1> - this disables/enables prediction It must be said that the prediction system used on Half-Life isn't the best in the gaming community, but it is worth experimentin with, especially is you suffer from high ping.
predtime 9-0 [usually between 1-0] - how far ahead of someone, higher=farther-in theory
predback - how many frames to look back in history. it's best to leave this setting at 1
predahead - how far ahead should the target be predicted. default = 0.25, higher numbers aim ahead of the target, negative numbers aim behind the target.
Just watch the aimvectors as you modify the "predahead" cvar.
predmax - max number of frames in advance. Suggest you try 2.0
cl_bob - Default is 0.02 ... Changing this will set the speed of weapon bobbing - movement animation while player is moving, setting to 0 speeds up your gaming a little.
cl_bobup - Default: 0.5 (valid values between 0.0 - 1.0), this will set how fast the character lifts the weapon upward when first starting to move.
Recoil - The amount of recoil that your weapon produces, recoil 2.0 is the expected, but a lesser number reduces the amount of recoil, and recoil 0 removes recoil altogether. Note: Recoil 0.00 seems to worsen the effect of the aim, so its worth experimenting with other recoil values ... SEE BELOW.

IMPORTANT:
NOT all aimbots calculate height the same way, so be prepared to do some tweaking ... generally a headshot height is between 18-23. But on j00lz and liquid h@x, this can be around the 22-24 mark!

Also the same vecs can work differently for different players, mainly depending on the weapon you use and your PING! Your TWO key variables are Height and Recoil.

Height:
For Colt use 22.0 to 22.8, for SIG use between 22.8 and 23.4, the Scout likes between 21.4 and 22.0.

Recoil:
Colt recoil needs to be around 1.6 to 1.9, AUG recoil 1.4, SIG recoil 1.53, MP5 recoil should be between 1.4 and 1.75 [although 1.9 works very well!], USP needs a recoil of 0.8, TMP recoil 1.0,.

Just experiment and have fun!

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