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[1.0.2.1] Autoaim indication+addins (NO PROXIMITY SNAPPING FOR AUTOAIM BUT...)


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Krzysztof_Chodak #861 Posted 01 April 2016 - 06:20 PM

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no updates needed; works fine in 9.14.1

DOC73 #862 Posted 02 April 2016 - 10:19 AM

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View PostKrzysztof_Chodak, on 01 April 2016 - 06:20 PM, said:

no updates needed; works fine in 9.14.1

 

Hi,

yes it is work. Good job as always. ;)

 

But if you have "debug = true" in "python.log" writes Info with path to 0.9.14 and not 0.9.14.1. 

 

Example:

NOTICE: [NOTE] (res_mods\0.9.14\scripts\client\gui\mods\mod_autoaim_indicator.py,

 

best regards

DOC73

 



zgred182 #863 Posted 02 April 2016 - 05:42 PM

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View PostKrzysztof_Chodak, on 31 March 2016 - 09:20 PM, said:

 

 

probable fix for fallout mode, try and let me know; sorry for the delay

 

With fix everything works fine in Rampage mode



spamhamstar #864 Posted 02 April 2016 - 06:01 PM

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Just looking for some clarification. Are you likely to get banned if you use this mod?

 

To me it appears very much that it gives you an unfair advantage not normally available in the game. I understand it doesn't actually change the mechanics of how autoaim works i.e it will still only lock onto the centre of the target, but surely never having to actually aim at a target before locking on is cheating? You can also lock onto targets that you wouldn't normally be able to when you don't have a clear line of sight. Basically it seems to be quicker & more reliable than having to aquire autoaim manually. 

 

So, if it doesn't give you a clear advantage, why does anyone use it?

 

Then again how can it be advertised for years on the official wot forum if it's not allowed?

 

So yeh if anyone could advise on this, or even just give your opinions given WG's perpetual silence about mods, that'd be great thanks.

 

thanks Krzysztof missed link on OP

 

Please can everyone below stop replying to my post in this thread as this is not the correct place for this discussion as Krzysztof mentioned. Sorry i'm fairly new to forum use so not sure the correct proceedure for moving/removing this. thanks


Edited by spamhamstar, 03 April 2016 - 11:01 AM.


Krzysztof_Chodak #865 Posted 02 April 2016 - 06:52 PM

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there is different thread mentioned in opening post for such discussions

NeMirt1ngas #866 Posted 02 April 2016 - 07:02 PM

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Cheaters !!!! unable to play as good as other players so your cheating with auto aim and so on just so u could think that u are good. But your not. I am just waiting till a mod comes out that Clearly shows enemy players moving on the minimap and their possitions when they are not even spotted so that wargaming would FINNALY do something 

Quaksen #867 Posted 02 April 2016 - 07:18 PM

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View PostNeMirt1ngas, on 02 April 2016 - 06:02 PM, said:

Cheaters !!!! unable to play as good as other players so your cheating with auto aim and so on just so u could think that u are good. But your not. I am just waiting till a mod comes out that Clearly shows enemy players moving on the minimap and their possitions when they are not even spotted so that wargaming would FINNALY do something 

 

Your first post is a completely braindead one, lol.... do you even realize that the autoaim is a function in the game itself?... :facepalm:

Also, 9.14.1 was also a patch for an exploit that let people do exactly what you described :P

(Person 1 uses an infected mod, Person 2 on the other team has a mod that lets you use that information, Person 2 gets to see all of Person 1's team on the minimap at all times. :P )



pe3pa #868 Posted 02 April 2016 - 08:09 PM

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View Postspamhamstar, on 02 April 2016 - 06:01 PM, said:

Just looking for some clarification. Are you likely to get banned if you use this mod?

no, even on ASIA server which has the most strict ruleset this mod is specifically allowed. 

 

View Postspamhamstar, on 02 April 2016 - 06:01 PM, said:

To me it appears very much that it gives you an unfair advantage not normally available in the game. I understand it doesn't actually change the mechanics of how autoaim works i.e it will still only lock onto the centre of the target, but surely never having to actually aim at a target before locking on is cheating? You can also lock onto targets that you wouldn't normally be able to when you don't have a clear line of sight. Basically it seems to be quicker & more reliable than having to aquire autoaim manually. 

mod alows you to enable auto aim in a different way and through objects. doing something in a different way isn't what i would consider unfair.

 

View Postspamhamstar, on 02 April 2016 - 06:01 PM, said:

So, if it doesn't give you a clear advantage, why does anyone use it?

because it's more convenient for some.

 

 

View PostNeMirt1ngas, on 02 April 2016 - 07:02 PM, said:

Cheaters !!!! unable to play as good as other players so your cheating with auto aim 

lol



donk81 #869 Posted 03 April 2016 - 06:54 PM

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Hi all, how do i run this with another modpack that doesnt have autoaim snap? I installed the other modpack first then Krzysztof's and there seems to be a bit of conflict.

 

Anyway to get around this? Thx



leeuniverse #870 Posted 03 April 2016 - 10:57 PM

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View Postdonk81, on 03 April 2016 - 10:54 AM, said:

Hi all, how do i run this with another modpack that doesnt have autoaim snap? I installed the other modpack first then Krzysztof's and there seems to be a bit of conflict.

 

Anyway to get around this? Thx

 

​By giving us more info......  What mod pack did you install?

What mods are in it EXACTLY?



mcbean777 #871 Posted 06 April 2016 - 01:17 PM

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Are you sure this mod is allowed by WG???.

 

https://eu.wargaming.net/developers/documentation/rules/rules/

 

Wargaming Developers Partner Program Rules:

 

Creation of Derivative Works

Wargaming.net allows the Participants to use and modify art, models, music, data on game objects, statistical, non-personal data about players, game interface (hereinafter the “Content”;) of World of Tanks, World of Tanks: Blitz, World of Warplanes, World of Warships, World of Tanks: Generals (hereinafter “Wargaming.net Games”;) in derivative works of the Participants provided they comply with the following conditions:

  1. No modifications should be created requesting or otherwise receiving the payer’s email address and/or password in Wargaming.net Games. The user can only log in using a Wargaming.net ID.
  2. Wargaming.net Games Content will not be used to create competing MMO/Action products, in single-player games or games of any other genres.
  3. Any non-interactive (without user participation) data collection from Wargaming.net Game websites performed through APIs other than WG Public APIs, is not allowed.
  4. Advertising in modifications of the game client is not allowed in either text, graphic or audio form.
  5. No modifications shall be created which, according to Wargaming.net, bring undesirable changes to the gameplay of Wargaming.net Games. The list includes, but is not limited to:
    1. Transparent textures on game objects penetrated by game armament.
    2. Replacement of game models with collision models.
    3. Explicit highlighting of game objects that may seem dangerous as non-hazardous (e.g., white textures on destroyed tanks).
    4. Any changes to auto-aim (e.g., leading targets, automatic targeting of vulnerable areas).
    5. Fixing for the player the position of the other players that are not visible by the rules of the game visibility (locking the position of the player that disappeared from sight on map by tracer flares, display of the name of an enemy player that inflicted a non-critical hit remaining out of sight, etc.).
    6. Fixing the destruction of destructible objects on the minimap.
    7. Camera which is not attached to the position of a player, a “free” camera, able to move in three dimensions, and the use of artillery mode for other types of vehicles.
    8. Using keyboard macros in game situations (e.g., automation of work of “manual fire extinguisher”, except for an automatic shot from a reloaded weapon).
    9. Indication of an aiming point of other players which is different from its visual representation based on the position of a standard, unmodified 3D vehicle model operated by the player.
    10. Full or partial automation sending a vehicle to battle, its operating and firing (use of bots).
  6. No derivative works should be created, which according to Wargaming.net damage the company’s reputation.
  7. No assumption of authorship is allowed as well as hiding or removing the copyright notice placed within Wargaming.net Games Content.

 

Regards.

 



Quaksen #872 Posted 06 April 2016 - 01:19 PM

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View Postmcbean777, on 06 April 2016 - 12:17 PM, said:

Are you sure this mod is allowed by WG???.

 

This mod does nothing of what you're bolding. The bolded part is what an auto-aiming AIM BOT does.

This mod does not lead targets.

This mod does not target vulnerable areas.

This mod functions like the WoT auto-aim feature. (Aiming at the center of the tank, always).


Edited by Quaksen, 06 April 2016 - 01:19 PM.


Aslain #873 Posted 06 April 2016 - 01:20 PM

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whatever

remove this post


Edited by Aslain, 06 April 2016 - 01:31 PM.


pe3pa #874 Posted 06 April 2016 - 01:56 PM

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View Postmcbean777, on 06 April 2016 - 01:17 PM, said:

Are you sure this mod is allowed by WG???.

 

https://eu.wargaming.net/developers/documentation/rules/rules/

 

Wargaming Developers Partner Program Rules:

 

Creation of Derivative Works

Wargaming.net allows the Participants to use and modify art, models, music, data on game objects, statistical, non-personal data about players, game interface (hereinafter the “Content”;) of World of Tanks, World of Tanks: Blitz, World of Warplanes, World of Warships, World of Tanks: Generals (hereinafter “Wargaming.net Games”;) in derivative works of the Participants provided they comply with the following conditions:

  1. No modifications should be created requesting or otherwise receiving the payer’s email address and/or password in Wargaming.net Games. The user can only log in using a Wargaming.net ID.
  2. Wargaming.net Games Content will not be used to create competing MMO/Action products, in single-player games or games of any other genres.
  3. Any non-interactive (without user participation) data collection from Wargaming.net Game websites performed through APIs other than WG Public APIs, is not allowed.
  4. Advertising in modifications of the game client is not allowed in either text, graphic or audio form.
  5. No modifications shall be created which, according to Wargaming.net, bring undesirable changes to the gameplay of Wargaming.net Games. The list includes, but is not limited to:
    1. Transparent textures on game objects penetrated by game armament.
    2. Replacement of game models with collision models.
    3. Explicit highlighting of game objects that may seem dangerous as non-hazardous (e.g., white textures on destroyed tanks).
    4. Any changes to auto-aim (e.g., leading targets, automatic targeting of vulnerable areas).
    5. Fixing for the player the position of the other players that are not visible by the rules of the game visibility (locking the position of the player that disappeared from sight on map by tracer flares, display of the name of an enemy player that inflicted a non-critical hit remaining out of sight, etc.).
    6. Fixing the destruction of destructible objects on the minimap.
    7. Camera which is not attached to the position of a player, a “free” camera, able to move in three dimensions, and the use of artillery mode for other types of vehicles.
    8. Using keyboard macros in game situations (e.g., automation of work of “manual fire extinguisher”, except for an automatic shot from a reloaded weapon).
    9. Indication of an aiming point of other players which is different from its visual representation based on the position of a standard, unmodified 3D vehicle model operated by the player.
    10. Full or partial automation sending a vehicle to battle, its operating and firing (use of bots).
  6. No derivative works should be created, which according to Wargaming.net damage the company’s reputation.
  7. No assumption of authorship is allowed as well as hiding or removing the copyright notice placed within Wargaming.net Games Content.

 

Regards.

 

 

the mod isn't developed as part of the developer partner programm and doesn't need to follow the rules for such mods. 

Edited by Kaeptn, 06 April 2016 - 02:06 PM.


Quaksen #875 Posted 06 April 2016 - 02:11 PM

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View PostKaeptn, on 06 April 2016 - 12:56 PM, said:

 

the mod isn't developed as part of the developer partner programm and doesn't need to follow the rules for such mods. 

 

Yet if it doesn't follow said rules - it would be quite illegal to use. ;)

sneaK202 #876 Posted 06 April 2016 - 03:12 PM

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hi all,i use this mod along with qb mod pack but since the last mini patch it has stopped working any body else had this problem and any possible fixers 

 

 

 



fartgun #877 Posted 06 April 2016 - 05:03 PM

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yes. i am having the same issue with autoaim and qb mod. haven't found a fix. anyone with ideas?

 



pe3pa #878 Posted 06 April 2016 - 06:50 PM

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View PostsneaK202, on 06 April 2016 - 03:12 PM, said:

hi all,i use this mod along with qb mod pack but since the last mini patch it has stopped working any body else had this problem and any possible fixers 

View Postfartgun, on 06 April 2016 - 05:03 PM, said:

yes. i am having the same issue with autoaim and qb mod. haven't found a fix. anyone with ideas?

 

 

mod is working normally. prvoide python log if it's not working for you.



sneaK202 #879 Posted 06 April 2016 - 08:11 PM

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this might sound like a daft question but what do you mean provide python log

Edited by sneaK202, 06 April 2016 - 08:12 PM.


Quaksen #880 Posted 06 April 2016 - 08:12 PM

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View PostsneaK202, on 06 April 2016 - 07:11 PM, said:

this might sound like a daft question to you but what do you mean provide python mod

 

python LOG, not mod... it's a file in your World of Tanks directory, called python.log :)




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