View Full Version : This video really shows off the Aimbot
Chicken
03-23-2008, 12:01 AM
Just take a look at how fast they go down! Holy shit.
http://youtube.com/watch?v=8xqTsj6lOrE :eek::eek:
Credit: knobjockey'
[myg0t]SourceX
03-23-2008, 12:10 AM
I do believe that is knobjockey's video.
Chicken
03-23-2008, 12:12 AM
Full credit goes to him. I didn't know if the member went to this forum or not. I'll give him credit for now.
knobjockey
03-23-2008, 12:43 AM
yeah i chucked it up on youtube last night
Chicken
03-23-2008, 12:44 AM
yeah i chucked it up on youtube last night
Nice work, Really amazing how well the hack works.
Illmatic
03-23-2008, 02:49 PM
yeh i have to say that bot is so sweet
well made video knob :P
next time use the NoViewChange or whatever it is so your gun doesnt actually point at the people.
royCe
03-23-2008, 05:10 PM
nooo, the point of having noviewchange to 0 is so that viewers can see the speed of the aimbot
lolmate
03-23-2008, 08:12 PM
I love how the Australian guy is like "wow he's actually pretty good. He's unstopable. Usually you can kill the hackers." lmfao
kl33n3x
03-23-2008, 11:45 PM
I remember back in the oldschool Quake days that there was a group of guys from Stanford University that coded an aimbot for it. The one feature it had that I've not seen since (Until EA) was not changing your view based on what it fired at, excellent work. Here is an excerpt about the Stoogebot for anyone interested.
StoogeBot
The first example of an aimbot was the Stanford StoogeBot, a proxy-based system for the game Quake, written by students at Stanford University. The StoogeBot featured a number of different modes (each of which implemented a different strategy), named after members of The Three Stooges. The StoogeBot's operator (known as the "driver") used an unmodified Quake client, and moved around the game world as normal, picking up equipment and pursuing (or, in theory, fleeing from) adversaries. Rather than being connected directly to the Quake server, the driver's client connected to a custom proxy on which the StoogeBot code ran. The driver's movement commands were passed through unaffected, but the StoogeBot assumed responsibility for selecting, targeting, and firing weapons. As Quake's network protocol allowed clients (and thus the StoogeBot) to know the positions of players even when they were obscured by scenery, the StoogeBot had the uncanny ability to shoot players moments after they emerged into view (even with slow-moving weapons such as rockets).
The driver's view didn't turn to match the StoogeBot's inhuman aim, instead behaving as if the StoogeBot wasn't present. The StoogeBot's operation was entirely automatic, and it made no attempt to hide its superhuman prowess. Indeed, it announced its presence (in an in-game chat message) and altered the player's name (as sent to the game server) to include the prefix "*BOT*", and its authors didn't release the source to their program, knowing unscrupulous users would immediately remove this protection. The StoogeBot's skills were so blatant, and any game involving a StoogeBot-assisted player so drastically one-sided, that when hacked StoogeBot (which didn't announce themselves) became available, their use remained glaringly obvious.
purepunk
03-24-2008, 08:19 AM
I remember back in the oldschool Quake days that there was a group of guys from Stanford University that coded an aimbot for it. The one feature it had that I've not seen since (Until EA) was not changing your view based on what it fired at, excellent work. Here is an excerpt about the Stoogebot for anyone interested.
Ya I read about that on wiki. Use to wiki stuff at school like aimbot and counter-strike. Lol
knobjockey
03-24-2008, 04:23 PM
is there any limit to your queerness
Motoman35
03-25-2008, 11:42 PM
LOL, queerness. I haven't used that word in ages.
ROFL, queer... funny word...
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