MrPenguin, on 19 December 2012 - 08:00 AM, said:

Just... forget it.
For reference sake:
We know weapon projectile velocities.
The velocity of your 'mech and the position of your 'mech is held within the game's working memory region right there on your sticks of RAM in your machine.
The velocity of your opponent's 'mech, it's orientation, it's distance - All also held within the game's working memory region regardless of how serversided the game is or is not. It has to send data to your client to allow it to render 'mech models and thus you hold a copy of all positional 'mech information.
We also know latency numbers too - Both for yourself and your targets.
Hitting specific parts of a 'mech is also not hard either. Do you even know how rigging, animation and skeletons work? Each part of a 'mech's vertices can be modified by a skeleton mesh underlying the primary model mesh. These are seperate entities that typically act as muscle and bone to allow fluid and in some cases procedural/interpolation of animations. Which means once again the "skeletal structure" of all 'mechs is stored on your RAM in your computer. The data's right there and as it's so closely tied to Direct3D rendering finding out how to access it is not difficult either.
So we know both how long it will take an enemy 'mech to get a specified position, how long it will take a projectile to reach a specified position (and thus what 3d vector to aim along), the latency numbers between you and them to ascertain where they "really" are in conjunction with the server. We also know where specifically positioned skeletons in the 'mech and thus we can choose our focus point for attack. We also know our latency so we can ascertain how much further to lead a target due to firing authorisation from the server.
But what about convergence for shooting ballistic weapons far into the distance? To be honest, I don't have a reliable answer for this. But if you get close enough to the enemy it stops being a factor (and it's never a factor with lasers).
So with all laser weapons, using mathematics we can nail perfect shots 100% of the time since they are pinpoint hitscan weapons.
With all projectile weapons once the target's movement slows down or once a close enough distance has been achieved we can also nail perfect shots I'd say about 80% of the time.
This is not magic. It is not luck. It is not entirely impossible. A reasonable knowledge of physics, maths (mechanics) and maths (calculus).
Scaremongering is bad. But hiding your head under the rocks saying "IT'S NOT POSSIBLE TO MAKE WEAPONS HIT 100% OF THE TIME, IT'S POWERED BY MAGIC!" is also bad.
Just because you're too ******** to understand that all the basic foundations you need for an aimbot (projectile velocities, projectile falloff, all known targets in the game world and their affinity (friend or foe), your world position, enemy's world position, your displacement, enemy's displacement, your latency, enemy's latency) are sat as tiny differences in voltage in your RAM - And then all the vertex and index buffers for models, bump maps, collision/hit box meshes, skeletal mesh data etc. are sat in your GPU's RAM (and are obtainable by detouring or hooking D3D and D3DX functions, methods or classes and writing your own) and the D3DX library has a ton of simple, fast, optimised helper functions (and most commercial game engine code will also contain countless predicates and functors for ascertaining whether something is within a viewing frustrum, is within line of sight [depth-buffers] etc.) - It's all right there.
I'm a game programmer. Writing code for an aimbot is fundamentally the same as writing code for an AI with 100% accuracy. You just manipulate data held in your computer's RAM and index and vertex buffer data in your GPU's RAM (in the form of interfaces to Direct3D meshes) to hit where you want, when you want.
Aimbots are real. They exist. They're a real problem to games. I'm a Legendary Founder, I sunk $120 into this game because I wanted it to succeed.
I may be wrong in what I say. I'm not going to say I'm 100% factually correct in my assessments. But the more I learn about games, I more I learn about programming, about DirectX/Direct3D and OpenGL, the more I learn about computer science, software engineering, object-orientied programming - The more informed my conclusions become.
Magic? Pfft. Maths is scarier than magic. On the 21st it's far more likely that Mathematics is the root cause of Rapture 2012 than the Mayan Prophecy or Magic.
And finding a working aimbot is as simple as finding a mathematician and a programmer who has an understanding of the Windows API, the DirectX API and the many structures of storing data within computer games.
And you'd be surprised at how often the mathematician is also the programmer.
Edited by Timberpoes, 19 December 2012 - 08:35 AM.