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Types of Aimbots

Golden Eye 007 box

There are several different types of aimbots at different levels of potency. Some aimbots are partially human controlled, and others operate solely on game-data using memory or packet work to produce actions. StoogeBot is an example of an aimbot (among other things) that operates solely memory and packets. More common, however, are human controlled aimbots.

Color Based Aimbots

The first of these kinds appeared with the first popular FPS games including quake, quake II, counter-strike, etc. These first aimbots were notoriously inaccurate and worked by replacing models with solid color enhancements which displayed vibrant colors while in-game. These were generally solid yellow, green, blue, and red, and each team generally had different color models. With these custom colored models in place, an application began scanning the screen for the color of said models. When it detected a colored model, it instantly moved the mouse on top of the x and y coordinates the color was located at and thus the player aims at the target automatically. Later versions of the color aimbots used spots of colors on a model's head instead of a full body colored model to enhance the potency. Many were detected using these when a player would spray his or her decal on the wall and the aimbot would foolishly aim at the wall instead of any players-- a rather comical effect.

Graphics Driver Based Aimbots

A step up in potency are graphic driver based aimbots. These types of hacks hijack control to the current API used to render a game's graphics to the screen to locate players and other objects. Once a player has been identified and tagged as the target, a series of calculations are performed to take the three dimensional location of a single coordinate within this model and convert it to a two dimensional set of coordinates. This pair of x and y values is then used in conjunction with some input API to move the cursor to the specified location, thus causing the player to aim at the target.

Memory, Engine, and Client Based Aimbots

Above graphics driver based aimbots are the most potent of all, memory based aimbots. Memory based aimbots are applications which read memory that stores the player's current viewing angles in the game and locates targets using graphics driver methods or by finding coordinate information in memory and using trigonometry calculates the desired angles to aim at a specific point on the enemy. Doing so causes the game to instantly jerk and aim at the target and remain there with extreme accuracy. A step above this is engine aimbots which use parts of the game's engine to query player coordinates and angles in order to perform the same actions which are generally more reliable than solely memory based ones. The previous two methods are generally referred to as "hybrid" aimbots-- that is they're a mixture of client and memory/graphic driver methods. A step above both of these are client aimbots which intercept client code ( generally using the information specified in an official SDK ) and directly modify the client to aim at the target in a similar manner as the previous two. This one is famous for the lock-on feature which means that while the aimbot is locked onto a target, even if you move your mouse you will not stray from the target. These three types of aimbots are incredibly potent.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Video: Halo PC clan {SGC} aimbots

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