Modern Warfare Aim Assist Findings
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Modern Warfare Aim Assist Findings
Team,
Here are the statistical findings from all my aim assist test performed in Modern Warfare. If you would like me to elaborate on anything just let me know. Basically, a full orbital path in the direction of the enemy results in the best tracking. Below is an example of how you can achieve this in script and a chart explaining the concepts. Also a video of the Orbital Aim Assist in action. Hopefully you find this useful.
USER101
Here are the statistical findings from all my aim assist test performed in Modern Warfare. If you would like me to elaborate on anything just let me know. Basically, a full orbital path in the direction of the enemy results in the best tracking. Below is an example of how you can achieve this in script and a chart explaining the concepts. Also a video of the Orbital Aim Assist in action. Hopefully you find this useful.
USER101
- Code: Select all
// USERS ORBITAL AIM ASSIST
if (aimAssist & !get_val(BUTTON_7)) if(!training){
if (get_val(STICK_1_X) > 0.0 )aimAssistCW = TRUE;
if (get_val(STICK_1_X) < 0.0 )aimAssistCW = FALSE;
if(is_active(BUTTON_8) * is_release(STICK_1_X) * is_release(STICK_1_Y) * !training) {
if (aimAssistCW){
set_val(STICK_1_X, aimAssistRadius * sin(aimAssistAngle));
set_val(STICK_1_Y, aimAssistRadius * cos(aimAssistAngle));
}else{
set_val(STICK_1_X, aimAssistRadius * cos(aimAssistAngle));
set_val(STICK_1_Y, aimAssistRadius * sin(aimAssistAngle));
}
aimAssistAngle += 0.01 * (fix32)elapsed_time();
}
}
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USER101 - Sergeant Major
- Posts: 100
- Joined: Mon Dec 03, 2018 5:45 pm
Re: Modern Warfare Aim Assist Findings
If you are looking at this and thinking to yourself that the ellipse would still work so long as your ellipse height was greater than the dead zone value.. Then, technically you are right it would still work, but the time it takes to go from y2.5 to x-5 in an ellipse is shorter than the time of going from y5 to x-5 in a full circle.. This means that "technically" the full orbital circle route keeps you moving in the enemies direction longer. Additionally, this chart does not account for Vertical deadzone. Each degree of movement the enemy has vertically will increase the deadzone space for an ellipse. An example of this would be that an enemy is still falling in from the sky floating directly towards or away from you. Ultimately, the full Orbital Directional Aim Assist should be the best working solution.
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USER101 - Sergeant Major
- Posts: 100
- Joined: Mon Dec 03, 2018 5:45 pm
Re: Modern Warfare Aim Assist Findings
This is very intersting, thank you for sharing.
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J2Kbr - General of the Army
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Re: Modern Warfare Aim Assist Findings
This must have taken a lot of time to develop and test. Thank you so much for sharing. You continue to provide great contributions to the community.
Based on the code, I am assuming that you are using Button_8 for ADS. What are you using "training" to do?
Based on the code, I am assuming that you are using Button_8 for ADS. What are you using "training" to do?
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UK_Wildcats - Brigadier General
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- Joined: Thu Jan 08, 2015 6:53 pm
Re: Modern Warfare Aim Assist Findings
UK_Wildcats_Fans wrote:What are you using "training" to do?
This snippet is straight from user101's MW script, it has training mode for anti-recoil, you can remove this.
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- Mad
- Major General
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Re: Modern Warfare Aim Assist Findings
Thank you
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UK_Wildcats - Brigadier General
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Re: Modern Warfare Aim Assist Findings
If using the is_release for the sticks, this would seem to work when not using the joysticks. Am I understanding this wrong?
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UK_Wildcats - Brigadier General
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Re: Modern Warfare Aim Assist Findings
UK_Wildcats_Fans wrote:If using the is_release for the sticks, this would seem to work when not using the joysticks. Am I understanding this wrong?
Yes, you would not have control over the right stick otherwise.
Example:
- Code: Select all
fix32 aimAssistRadius = 30f;
fix32 aimAssistAngle;
bool aimAssistCW;
main {
// USERS ORBITAL AIM ASSIST
if(get_val(STICK_1_X) > 0.0 )aimAssistCW = TRUE;
if(get_val(STICK_1_X) < 0.0 )aimAssistCW = FALSE;
//if(is_active(BUTTON_8) * is_release(STICK_1_X) * is_release(STICK_1_Y)) {
if(is_active(BUTTON_8)) {
if(aimAssistCW){
set_val(STICK_1_X, aimAssistRadius * sin(aimAssistAngle));
set_val(STICK_1_Y, aimAssistRadius * cos(aimAssistAngle));
} else {
set_val(STICK_1_X, aimAssistRadius * cos(aimAssistAngle));
set_val(STICK_1_Y, aimAssistRadius * sin(aimAssistAngle));
}
aimAssistAngle += 0.01 * (fix32)elapsed_time();
}
}
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- Mad
- Major General
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- Joined: Wed May 22, 2019 5:39 am
Re: Modern Warfare Aim Assist Findings
I played around with it to see how well it would work in BO4 as just a test. I found that it created small delays when going from not moving the stick to moving the stick. I was playing hardcore, so the smallest delays are very noticeable. At first, I thought it was lag, but then I tested in a private match. It was smaller in private matches, but still there.
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UK_Wildcats - Brigadier General
- Posts: 2243
- Joined: Thu Jan 08, 2015 6:53 pm
Re: Modern Warfare Aim Assist Findings
- Code: Select all
const fix32 fire_aimAssistRadius = 13.0;
const fix32 ads_aimAssistRadius = 12.0;
fix32 aimAssistAngle;
main
{
if(get_actual(BUTTON_8))
{
if(get_actual(BUTTON_5))
{
set_val(STICK_1_X, clamp(get_actual(STICK_1_X) + fire_aimAssistRadius * cos(aimAssistAngle),-100.0,100.0));
set_val(STICK_1_Y, clamp(get_actual(STICK_1_Y) + fire_aimAssistRadius * sin(aimAssistAngle),-100.0,100.0));
}
else
{
set_val(STICK_1_X, clamp(get_actual(STICK_1_X) + ads_aimAssistRadius * cos(aimAssistAngle),-100.0,100.0));
set_val(STICK_1_Y, clamp(get_actual(STICK_1_Y) + ads_aimAssistRadius * sin(aimAssistAngle),-100.0,100.0));
}
if(get_actual(STICK_1_X) > 0.0)aimAssistAngle -= 0.11 * (fix32)elapsed_time();
if(get_actual(STICK_1_X) < 0.0)aimAssistAngle += 0.11 * (fix32)elapsed_time();
}
}
- bonefisher
- Lieutenant General
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