Two enemies merge into one and the software will aim at the middle.
I am trying to learn more about this lang & topic so I tried it out. Although the enemies are merging into one sort of object and the bot will aim in the middle of both. At this point; it basically does not work with 2 enemies on the screen.
Have same exact issue. Does anyone know how to fix it?
There are two solutions.
The first one: because the target contour is continuous, you can set a threshold. When the new "xHigh" value minus the previous value is greater than the set threshold, it can be considered that there is a second Target, so we don’t need to assign the value of x of the new target to "xHigh".
The second: still set a threshold, xHigh minus xLow can get the width of the hero, when the width is greater than the set threshold, it is considered to have exceeded a target, we can offset from "xLow" to hit the first target or offset from "xHigh" to hit the last target
These two solutions can alleviate your problems, and I'm using the first solution, and I may make some optimizations in the future.
@xtherk Thank you for the answer. Unfortunately I am not a Kotlin dev, I am JS dev but with some advices I think I could manage with that. Any suggestions?
@Crisguaglia In handle function of AimFrameHandler.kt will
if (x > xHigh) xHigh = x
replaced by the
if (x - xHigh < 8 || xHigh == Int.MIN_VALUE) {
if (x > xHigh) xHigh = x
}
This will solve the problem of robots attacking in between two, but this will not solve the problem of two players superimposed on each other.
@xtherk You are a God! It works very well now!!! I have one more question, than I will never bother you again... I noticed when an enemy is strafing (moving quickly from left to right) the aimbot is not tracking very well. Is there anything I could do to fix this issue?
Thanks in advance
@Crisguaglia Some suggestions on the basis of not changing the source code.
Some optimization changes in overwatcheat.cfg :
First one : set aim_duration_multiplier_max = 1.0 for perfectly consistent sleep time.
- Reduce the value of
aim_duration_millis, The smaller the value, the faster the aiming speed. - Reduce the value of
sensitivity, It has nothing to do with the sensitivity of your game. Reducing it can increase the moving distance of your mouse in each frame. This is what I found by looking at the source code - Increase the value of
aim_max_move_pixels, If its value is too small, it will limit the movement distance of the mouse, and the reduction of "sensitivity" will be meaningless. - Increase the
FPSvalue as much as possible when the hardware allows.
@xtherk Thank you very much! It works perfectly! I appreciated your help. See you in game ;)
I do exactly like you told but it seem like doesn't work at all, it still aiming to the middle or am I doing something wrong

I do exactly like you told but it seem like doesn't work at all, it still aiming to the middle or am I doing something wrong
change -> save -> rebuild
Do you have any way to improve this? Because now it will aim like correctly but way worse the tracking is awful now and it’s sometimes going off target for no reason. If it would work like the normal version but only targeting 1 person it would be perfect