Improving the team check feature #250
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This would be a very inefficient way of doing it, my solution to this problem is just turn off the team check, it doesn't even take that much time. But IF you really wanna make an automated check, I suggest trying to check the game rules, as they give you much more detailed information about the current game mode. Having to read an entity's weapon class, will make the cheat run slower, and Aimstar is already pretty badly optimized (in my opinion). |
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Hi,
I reversed the address of the "gameTypeId" a variable in the "WeaponList" (idk why this is there) structure that allow to know what type of game we are in, if this is a death match etc...
I want to know if it would be good to implement it with an enum struct that will define all the game type ID and make the program know automatically what type of game we are in and allow team check or not by default.
If this is a death match for example then disable the team check and if this is a casual match for example activate it by default.
The team check could still be unchecked anytime, and maybe with the game type ID we could implement a saved choice into the menu that will allow the user to define when he wants to allow the team check based on the game type ID.
This is my first discussion ever, I never contributed to any open source and I would really like to help to make this cheat better if I can, so don't hesitate to tell me If I'm wrong or what I could do instead if you feel like it.
Thanks
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