
This is an example of the logic:Ĭlient: I fired a gun, this is the player part I want to damage and this is my bullet end relative to the player part. This could be identified by having the origin, the target, and the player that is being shot, be part of the RemoteEvent. Does the mouse consistently keep homed in on a players body part while moving? I mean, I’m no pro-aimed shooter, but I’d say keeping a constant aim on a body part while bunnyhopping or moving a bit fishy. This can be relatively easy to pick up by a check. It can be assumed, therefore, that the aimbot is not an exterior weapons system and thus, with some server side checking of client items, it could be possible to prevent an aimbot.įrom what I have seen, the use of aimbot manipulates either the camera, in first person games, or the cursor in 3rd person games. Now, one of my lines of thought was, how do they work? They only seem to apply once a tool or weapon is equipped, as from videos I have seen it use the in-game systems. But it then becomes a battle of aimbots and not a fun or engaging fight, this is arguably one reason war clans have stagnated. And it’s understandable, you want to win, you ensure a way of winning.


This thought was sparked personally, by experiencing how widespread such programs are in the Clans Community. This is theory that may help developers consider ways to avoid aimbotting on their games. So, I’ve been doing a bit of brainstorming about possible theory about the prevention of aimbot programs.
