Thread: [Release] OldSchoolHack Fusion 1.1.4 | ||
Join Date: Dec 2012 Posts: 22 |
Hello, I have some bugs concerning Tribes: Ascend, TF2, and the general aimbot system to report. Aimbot bugs: -FOV It seems that the Aimbot FOV is not dynamically setting the vertical FOV ranges. For example: when FOV is set to 60degrees it will only target targets within 30degrees above or below the horizon. A better method would be to target targets within 30degrees above or below the crosshair angle. For example: crosshair is aiming 30degrees above the horizon, the vertical FOV range should be 0degrees to 60degrees above the horizon. In game problems caused by FOV bug: In TF2 aimbotting with a small FOV such as 20degrees will cause the aimbot not to target targets on elevated surfaces or targets that are close to the player. In Tribes: Ascend a small FOV(40degrees) will also cause the aimbot to not target targets on elevated or depressed surfaces or targets that are close to the player. This is especially annoying when an enemy jet-packs directly above you and the aimbot will not target the enemy even though my crosshair is directly on the enemy. -Aimlock or "AimbotSticky" When the aimkey is pressed, the aimlock system will still target the previous enemy even when the enemy is out of the FOV range. The purpose of the aimlock system should be to prevent switching targets when the aimkey is held down, not locking onto a enemy forever when the aimkey is pressed once. Problems caused by the Aimlock or "AimbotSticky" bug: In both TF2 and Tribes: Ascend, having the "AimbotSticky" feature enabled will cause the aimbot to spin 180degrees around to target a enemy that was not killed. This causes unwanted aimbot accusations. Suggestion for improvement/fix: A better aimlock system would be to Aimlock to a enemy within the specified aimbot FOV when aim key is pressed(do not switch enemies even if another enemy is closer). On: (aimkey release, locked enemy death, locked enemy disappearance), stop locking onto that enemy. When key is pressed again, find a enemy to lock onto within the set FOV. The main difference is finding another target within the set FOV to lock onto when the aimkey is pressed again. Also, after locked enemy death, do not target new enemy until aimkey is released and pressed again. This aimlock system will provide a more legit experience and less jumping around. Tribes: Ascend specific bugs: On some maps such as Arx Novena and Stonehenge the projectile prediction for bullet projectile weapons (Assault Rifle, SMGs, ChainGun) will not work. For some strange reason, the hack will treat these weapons as hitscan and aim directly at the enemy without leading the target. This only happens on the maps Arx Novena and Stonehenge. Autoshoot option does not work with spinup weapons(ChainGun, X1 LMG). Autoshoot also prevents manual firing of these weapons when aimbot is engaged. Aimbot target loss causes ChainGun to stop firing only when aimkey is bound to Mouse2. When the ChainGun stops firing it takes another second to spin up again(somewhat annoying ). I will make a video detailing this weird bug. The bullet projectile prediction for the Nova Blaster does not work properly. The aimbot leads the target too far. Here are the stats for the Nova Blaster: *note the projectile acceleration and max speed TEXT Code:
The norecoil/spread option does not work in Tribes: Ascend. Can you please see if there is a way to get rid of the screen shake(recoil) from the ChainGun, X1 LMG, or Nova Blaster? Additional Notes: I have spent a long time isolating the bugs and these are all that I have found. I spent a great deal of time writing this bug report, and I would appreciate it if you took the time to read and fix these bugs. Your hack is good and if you fixed these bugs, this hack will be the best. Thanks for all your hard work KN4CK3R |
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