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Need suggestions | FPS aim analyzer

I'm making a tool to make more condemning evidence(linear aiming, accuracy, extreme difference in angles between 2 ticks and more) during manual review of player-demos in CS:GO but I lack imagination as for more features I can add.

As of right now it has:
+Safe way of approaching the game's memory to ensure noone gets falsely banned
+Automatically making & loading ingame-config to make the process faster/more fluent
+Boring but functional GUI - gyazo (dot) com/fd8411db1892255a323a2e62e30d2cc0.png
+Collects player's view-angles for each tick
+Can find nearest enemy and calculate distance to head
+Can use first collected view-angles as baseline and subtracts the rest with it (could be useful for drawing etc.)
+Can convert all the above values from angles to pixels
+Can add aim-time
+Make reports that looks like this (made up values used):
Code
AimAnalyze Report
---------------------------------
Tick: 1/5 | ViewAngles = X: 2,30912  Y: -101,6177 | Distance to HS = X: 2,218454  Y: -360,6094 | Aim-time = No tickrate chosen!
Tick: 1/5 | ViewAngles(px) = X: -1408,227  Y: -32 | Distance to HS(px) = X: -4997,358  Y: -30,74354 | Aim-time = No tickrate chosen!

Tick: 2/5 | ViewAngles = X: 2,45344  Y: -100,2467 | Distance to HS = X: 2,379275  Y: -359,314 | Aim-time = No tickrate chosen!
Tick: 2/5 | ViewAngles(px) = X: -1389,228  Y: -34 | Distance to HS(px) = X: -4979,407  Y: -32,97222 | Aim-time = No tickrate chosen!

Tick: 3/5 | ViewAngles = X: 1,65968  Y: -100,1024 | Distance to HS = X: 1,562638  Y: -358,9358 | Aim-time = No tickrate chosen!
Tick: 3/5 | ViewAngles(px) = X: -1387,228  Y: -23 | Distance to HS(px) = X: -4974,166  Y: -21,65518 | Aim-time = No tickrate chosen!

Tick: 4/5 | ViewAngles = X: 0,3607998  Y: -100,8961 | Distance to HS = X: 0,2875579  Y: -359,7595 | Aim-time = No tickrate chosen!
Tick: 4/5 | ViewAngles(px) = X: -1398,228  Y: -4,999997 | Distance to HS(px) = X: -4985,581  Y: -3,985004 | Aim-time = No tickrate chosen!

Tick: 5/5 | ViewAngles = X: -0,5772802  Y: -100,9683 | Distance to HS = X: -0,6988829  Y: -359,8787 | Aim-time = No tickrate chosen!
Tick: 5/5 | ViewAngles(px) = X: -1399,228  Y: 8,000003 | Distance to HS(px) = X: -4987,232  Y: 9,685184 | Aim-time = No tickrate chosen!

---------------------------------
End of report

On todo list:
+GOTV support (only POV demos are supported atm)
+Adding recoil compensation for weapons such as rifles into "from crosshair to nearest head"-calculations

Any suggestions?
(Apr 27, 2018 11:56 AM)PolarisGang Wrote:  -snip-

What about some backtracking? i dont wanna be that guy, but its easy to implement, check for valid tics and abuse the games built in lag compensation.
You may not need a complete compensation, but maybe draw a area for predicting spread patterns.
Not that i would know anything about game hacking using C#, but the menu looks fine, its a really good start. 😉 Best Of Luck!
"You can pick your friends, you can pick your nose, but you can't pick your friend's nose, because they usually get mad, butt we all know there hiding secrets in there" -James Bond
If you want to make accurate predictions of cheaters using the Overwatch system, why not opt for machine learning (just like Valve is doing right now)? I know SharpNEAT is a good library for the NEAT algorithm in C#, though I am not sure if that is the best algorithm in this case.
(May 3, 2018 06:08 AM)SlowMehMo Wrote:  What about some backtracking? i dont wanna be that guy, but its easy to implement, check for valid tics and abuse the games built in lag compensation.
You may not need a complete compensation, but maybe draw a area for predicting spread patterns.
Not that i would know anything about game hacking using C#, but the menu looks fine, its a really good start.  😉 Best Of Luck!

I mean I could add something for backtracking however I thought it was too obvious for the naked eye. I've participated in 200+ cups and tournaments in CS:GO alone and never seen anyone dumb enough to use backtracking. About the spread, the application launches csgo with a configuration that among other things shows the "spread crosshair". It's really not an issue since the spread is serversided.

As for game hacking, whether you're using C++, C# or VB.NET is irrelevant. Internal cheats are a bit more hassle in managed languages and you're always recommended to use the same language + compiler settings as the game you're making 3rd party code for but it's entirely subjective, the basics work the same.

(May 3, 2018 06:54 AM)Dalvik Wrote:  If you want to make accurate predictions of cheaters using the Overwatch system, why not opt for machine learning (just like Valve is doing right now)? I know SharpNEAT is a good library for the NEAT algorithm in C#, though I am not sure if that is the best algorithm in this case.

This is mostly for cup/tournament admins that sit carefully analyzing PoV demos. Feeding overwatch cases wouldn't be sufficient at all.

UPDATE:
Added warning for linear aiming and at how many occurances
Added warning for most likely inhuman amount of angle/pixel travel between ticks.


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