kStop being a idiot and doing things that you don't know how to do. It is simple. You are a begginer, doing a resolver that is really decent isn't something easy.You need to understand the game and his respective engine, to really know what the hell you are doing. If you plan to use randombruteforce, you should just don't do a resolver and focus on safepoint. You can easily achieve it by +60 and -60 in the player original (non-resolved) animation). After that you see the points that they got in common and give preference to them. Really simple and more useful that this shit that you call "resolver".
i think i have done something similar.just use reverse setup velocity to get max desync angle so when enemy moves the desync angle gets clamped so you wont be trying to resolve someone using 58 when their max desync angle is smth like 29 at max velocity (i think 29 is max desync value for when moving at full speed on ground feel free to correct me) so you should try doing something like this when getting angles to resolve
float resolver_yaw = std :: clamp(58, 0, flMaxBodyYaw);
and bruteforce + - that angle and if you miss that just / 2 for a basic resolver if you wanna try make it hit more try doing smth to guess the enemy desync side it should help you hit more often
if (data->m_extending) {
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));
return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
}
else
{
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 29.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 29.f)));
return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f;
}
its pandora resolver... not yoursi think i have done something similar.
Is that the right one?C++:if (data->m_extending) { float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f))); return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f; } else { float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 29.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 29.f))); return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f; }
Done, thanks for your reply!If Standing: + - 120 + - 58
If Moving: Low Velocity: + - 58
High Velocity: + - 28 (I Think)
In Air: + - 15 (I Think)
if (g_cl.m_speed < 3.5f) {
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 120.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 120.f)));
return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
return flLeftFireYawDelta > flRightFireYawDelta ? -120.f : 120.f;
}
if (g_cl.m_speed > 3.5f && !g_movement.m_slow_motion) {
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 28.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 28.f)));
return flLeftFireYawDelta > flRightFireYawDelta ? -28.f : 28.f;
}
if (!record->m_fFlags & FL_ONGROUND) {
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 15.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 15.f)));
return flLeftFireYawDelta > flRightFireYawDelta ? -15.f : 15.f;
}
yeaits pandora resolver... not yours
max desync angle = 60. why you using 120?Done, thanks for your reply!
C++:if (g_cl.m_speed < 3.5f) { float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f))); float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 120.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 120.f))); return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f; return flLeftFireYawDelta > flRightFireYawDelta ? -120.f : 120.f; } if (g_cl.m_speed > 3.5f && !g_movement.m_slow_motion) { float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 28.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 28.f))); return flLeftFireYawDelta > flRightFireYawDelta ? -28.f : 28.f; } if (!record->m_fFlags & FL_ONGROUND) { float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 15.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 15.f))); return flLeftFireYawDelta > flRightFireYawDelta ? -15.f : 15.f; }
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 120.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 120.f)));
wooops my badmax desync angle = 60. why you using 120?
C++:float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 120.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 120.f)));
Yeah neverlose obviously bruteforces the angles 180 and 360.
wdym MaxBodydelta = 58max desync angle = 60. why you using 120?
C++:float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 120.f))); float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 120.f)));
It gets clamped anyways.wdym MaxBodydelta = 58
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