To go from tag_head to the center of the head model, you will have to shift or move the center point relative to tag_head, most notably in the upward direction. This is known as vecs, which specify the difference between the center of the head, and tag_head. Usually these are three numbers, because after all, ET is a 3D game and you can move upwards, sideways, and forward.
Any shot anywhere on the hitbox will generate a hit, which means that someone need not even be visible, but you are still able to kill him because part of his hitbox
was visible!
multiaim in action
To achieve this effect, more sophisticated bots do not simply calculate the position of the center of the head, and fire at it, but generate many points that are on the entire hitbox area. This is called multiaim. You can do crazy things with it, but it comes at the price of increased CPU usage.
ETH32's multiaim functionality is extensive, and easily configured, as shown by the picture below:
- head points - the total number of headpoints to check for (if set to 0, the bot will not fire)
- aim priority - a few options to select which body part the bot should aim for
- trace style - these options determine how the number of head/body points should be placed. If center is selected here, it will only shoot at the center. The other options determine multiaim behaviour
A lot of people got confused about eth32's firing and aiming behaviour. For their benefit, I will explain how it all works:
Aim, the top bar, can be off (aimbot off), aim on fire (move the aim to a target IF and only IF the user is
holding down the fire button), and it can be set to 'always', which is the familiar autoaim behaviour, always aim at targets no matter if you're holding down the button or not.
However, to aim at a target, the
bot must know what to aim for. If you do not have any body or head points, the
bot will not know what to aim for, so make sure you have at least one.
The validate attack checkbox will prevent the
bot from firing even if you're holding down the firing button
unless a target is visible, at which point it stops blocking, and if you press fire, it will start shooting. This option only has effect if you set Aim to Aim on Fire.
This option is typically used if you dont want to waste bullets and get max accuracy.
If you are not sure which hitboxes to use, you can select a few from the 'Hitbox style' dropbox. Must users will want to select 'etpro' here for pretty much all servers for good performance. etmain should be used for etmain
servers and etpub for really old etpub servers (like <0.6, almost none-existent today).
Exaggerated example for wrong hitbox:
aweful vecs
This will guarantee you miss every shot. So you can see that if you make mistakes in selecting the right hitbox, the aimbots performance will be severly degraded!
There are many more advanced tweaks and settings availble to you in eth32, like prediction, various corrections, auto manouvers, etc. Feel free to experiment with it, and if you get it right, you will be rewarded with a stats like this or better:
good settings, indicated by a headshot accuracy of ~ 90%
And a final remark:
THERE IS NO SUCH THING AS STEN OR MP40 VECS!
I cant say this enough. Its a bold faced and evil lie. To suggest that a player's bounding box would suddenly change depending on your weapon is rediculous. ALL weapons have the same 'vecs', if you like. The only thing that *could* change is the position of the muzzle of your weapon - but this is not the case for bullet weapons either! And this is why there are no 'weaponvecs' in eth32.
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