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Aim Assist Mod v0.7.5, Now with Multiplayer Support!

PostPosted: Fri Dec 14, 2018 1:37 pm
by RicardoLuis0

Aim Assist Mod v0.7.5
by RicardoLuis0


Universally (hopefully) compatible Aim Assist made with ZScript, primarily intended for controllers, but can also be used with mouse and keyboard. Configurable Settings in Options Menu. Now with Multiplayer Support!

Aim Assist in Action
(These were recorded using an xbox one controller)
Spoiler: v0.3 Debug Mode

Spoiler: v0.1 Gameplay


Download v0.7.5
Download v0.7.5-legacy (for GZDoom 3.x)
Get Source

Spoiler: Changelog

Re: Aim Assist Mod v0.1

PostPosted: Fri Dec 14, 2018 4:10 pm
by gramps
Very nice, looks like the kind of thing that would work well on a mobile port.

Re: Aim Assist Mod v0.1

PostPosted: Fri Dec 14, 2018 4:57 pm
by PhantomDoom741
Seems cool (I still didn't try it, that's why I used seems) and this might make a recreation of the Metroid Prime series' Lock-On feature possible!

Re: Aim Assist Mod v0.1

PostPosted: Fri Dec 14, 2018 6:10 pm
by Arctangent
PhantomDoom741 wrote:Seems cool (I still didn't try it, that's why I used seems) and this might make a recreation of the Metroid Prime series' Lock-On feature possible!

That was already pretty possible - in fact, something like that is almost certainly a lot simpler than this, since that just involves finding a target that the player is close to pointing at, then forcing the player to point at it while they hold down a button. This has aspects of that, sure, but it also has to predict player intentions and make the "latching on" feel natural, so that the player doesn't get stuck on an enemy while trying to turn 180 degrees or lose the sensation of control while trying to play the game normally.

Re: Aim Assist Mod v0.1

PostPosted: Fri Dec 14, 2018 9:36 pm
by elCreyo
This is a very useful mod.

Re: Aim Assist Mod v0.2

PostPosted: Sat Dec 15, 2018 12:23 pm
by Apeirogon
Pro tip : instead of
Code: Select allExpand view
enabled=CVAR.findCVar("AIM_ASSIST_ENABLED").getBool();

you can use
Code: Select allExpand view
class test : eventhandler
{
transient cvar enabled;

override void onregister()
{
enabled = CVAR.findCVar("AIM_ASSIST_ENABLED");
}

}

which then you can use later like
Code: Select allExpand view
aimbot_enabled.getbool();


Its because findCVar function too slow to call to it every tick.

Re: Aim Assist Mod v0.2

PostPosted: Sat Dec 15, 2018 2:29 pm
by RicardoLuis0
Apeirogon wrote:Pro tip : instead of
Code: Select allExpand view
enabled=CVAR.findCVar("AIM_ASSIST_ENABLED").getBool();

you can use
Code: Select allExpand view
class test : eventhandler
{
transient cvar enabled;

override void onregister()
{
enabled = CVAR.findCVar("AIM_ASSIST_ENABLED");
}

}

which then you can use later like
Code: Select allExpand view
aimbot_enabled.getbool();


Its because findCVar function too slow to call to it every tick.


I could change it later, but it isn't called every tick, or even much at all, only on save load and when you click "update" on the options menu, so it isn't really a priority.

Re: Aim Assist Mod v0.3

PostPosted: Thu Dec 20, 2018 12:05 pm
by Jaxxoon R
I found a few issues with this:
1) the player angles slightly up/down towards enemies that are very close to them, leaving the view uncentered once they're dispatched.
2) it does not play well with portals at all, tending to point down and to the left of where the enemy actually is.

Other than that, it's been a very good way to test maps without putting strain on my wrists.

Re: Aim Assist Mod v0.3

PostPosted: Thu Dec 20, 2018 7:33 pm
by RicardoLuis0
Jaxxoon R wrote:I found a few issues with this:
2) it does not play well with portals at all, tending to point down and to the left of where the enemy actually is.

Can you point me to a simple map with portals for testing so that I can try to fix that bug? I don't really know which maps use them.

Re: Aim Assist Mod v0.3

PostPosted: Thu Dec 20, 2018 8:49 pm
by Jaxxoon R
I've attached a simple test map containing two portals.
portals.wad

Re: Aim Assist Mod v0.3

PostPosted: Thu Dec 20, 2018 9:17 pm
by RicardoLuis0
Jaxxoon R wrote:I've attached a simple test map containing two portals.

That was actually surprisingly easy to fix, will update in 0.4, just had to use level.Vec3Diff(), also, for the angle up/down issue, did you try increasing sensitivity in performance settings?

Re: Aim Assist Mod v0.4

PostPosted: Fri Dec 21, 2018 2:07 am
by Jaxxoon R
Excellent, thank you very much! It works great with portals now. Unfortunately, I tried to edit the sensitivity setting like you suggested, but it made no apparent difference.

pitch i'm left with after killing this imp:
Image
pitch centered with the "center view" button:
Image

The player still pitches up towards monsters. And it gets worse the taller the monster is, with enemies like the cyberdemon pitching up so high it can be hard to see where you're going. I feel like it would help things if, within a certain distance, it tried to keep the player's view centered as much as it could without straying too far away from the monster's center of mass.

Re: Aim Assist Mod v0.4

PostPosted: Fri Dec 21, 2018 7:40 am
by RicardoLuis0
Jaxxoon R wrote:The player still pitches up towards monsters. And it gets worse the taller the monster is, with enemies like the cyberdemon pitching up so high it can be hard to see where you're going. I feel like it would help things if, within a certain distance, it tried to keep the player's view centered as much as it could without straying too far away from the monster's center of mass.


that's probably because currently the aim works at a fixed offset subtracted from the monster height (it's configurable, default is 12, but still a fixed value), i'll add some other height calculation options for 0.5, they should fix it for you.

Re: Aim Assist Mod v0.5

PostPosted: Fri Dec 21, 2018 6:21 pm
by PixelWAD
This is genial! Would you be able to implement an option that once you aim (either manually/freelook or by autoaim) so that it also fires the weapon?

Re: Aim Assist Mod v0.5

PostPosted: Sat Dec 22, 2018 9:53 am
by RicardoLuis0
PixelWAD wrote:This is genial! Would you be able to implement an option that once you aim (either manually/freelook or by autoaim) so that it also fires the weapon?

AFAIK it's not really possible to simulate player input in ZScript. You can intercept key presses and cancel them, but not really add new ones. My mod, for example, doesn't simulate mouse input, it just alters player pitch and angle directly.