以下是关于《CS2》中使用AutoHotkey和Python修改鼠标弹道的详细实现方案。需注意此类操作可能违反游戏规则,存在封号风险,仅供技术研究参考。
AutoHotkey 实现方案
原理
通过脚本模拟鼠标移动轨迹,修正弹道后坐力模式。核心是DllCall调用系统API控制鼠标移动。
代码实现
#Persistent
#SingleInstance force
#IfWinActive Counter-Strike 2
; 参数设置
global recoilCompensation := 2 ; 后坐力补偿系数
global fireDelay := 100 ; 开火间隔(ms)
global isActive := false ; 开关状态
~LButton:: ; 左键开火时触发
if (isActive) {
Loop {
GetKeyState, state, LButton, P
if (state = "U") ; 松开左键停止
break
; 向下移动鼠标补偿垂直后坐力
DllCall("mouse_event", "UInt", 0x0001, "Int", 0, "Int", recoilCompensation)
Sleep, %fireDelay%
}
}
return
F1:: ; 切换开关
isActive := !isActive
ToolTip, Recoil Control %isActive%
SetTimer, RemoveToolTip, 1000
return
RemoveToolTip:
ToolTip
return
参数调整建议
recoilCompensation:根据武器后坐力调整(AK-47建议值4-6)fireDelay:需匹配武器射速(M4A4约90ms)- 可扩展水平补偿:添加
"Int", horizontalCompensation参数
Python 实现方案
依赖库
pip install pywin32 pynput
代码实现
import time
import win32api
import win32con
from pynput import mouse, keyboard
class RecoilControl:
def __init__(self):
self.compensation = 2
self.delay = 0.1
self.is_firing = False
self.is_active = False
def on_click(self, x, y, button, pressed):
if button == button.left and self.is_active:
self.is_firing = pressed
while self.is_firing:
win32api.mouse_event(win32con.MOUSEEVENTF_MOVE, 0, self.compensation)
time.sleep(self.delay)
if not win32api.GetAsyncKeyState(0x01): # 检查左键状态
self.is_firing = False
def on_press(self, key):
if key == keyboard.Key.f1:
self.is_active = not self.is_active
print(f"Recoil Control {'ON' if self.is_active else 'OFF'}")
def start(self):
with mouse.Listener(on_click=self.on_click) as m_listener:
with keyboard.Listener(on_press=self.on_press) as k_listener:
m_listener.join()
k_listener.join()
if __name__ == "__main__":
rc = RecoilControl()
rc.start()
优化方向
- 动态补偿:根据武器类型加载不同参数
- 模式切换:通过
keyboard.Key.f2切换预设方案 - 平滑处理:加入加速度曲线减少机械感
技术注意事项
- 指针移动需使用
SendInputAPI而非直接修改内存 - 部分反作弊系统会检测连续的鼠标事件间隔
- 建议添加随机扰动(±1像素)规避检测
- 垂直移动量应与游戏内灵敏度参数联动计算
以上方案需要根据实际硬件配置(DPI、轮询率)和游戏内灵敏度进行微调。
CS2 常用武器弹道数据与 Python 实现
以下为 CS2(Counter-Strike 2)部分常用武器的弹道数据示例,以 Python 字典和数组形式组织。弹道数据通常包括水平/垂直后坐力模式、子弹散布范围等关键参数。
AK-47 弹道数据
ak47_recoil_pattern = {
"name": "AK-47",
"damage": 36, # 身体无甲伤害
"bullets_per_shot": 1,
"recoil_pattern": [
[0, 0], # 第1发
[1.2, 0.8], # 第2发
[-0.8, 1.5],
[2.0, 2.1],
[-1.5, 3.0],
# ... 后续弹道坐标(通常记录前15-20发)
],
"spread": 0.6, # 基础散布值
"recovery_time": 0.4 # 后坐力恢复时间(秒)
}
M4A4 弹道数据
m4a4_recoil_pattern = {
"name": "M4A4",
"damage": 33,
"bullets_per_shot": 1,
"recoil_pattern": [
[0, 0],
[0.9, 0.7],
[-0.5, 1.2],
[1.8, 1.9],
[-1.2, 2.7],
# ...
],
"spread": 0.5,
"recovery_time": 0.35
}
霰弹枪(MAG-7)示例
mag7_shot_pattern = {
"name": "MAG-7",
"pellet_count": 8, # 弹丸数量
"pellet_spread": 3.5, # 散布角度(度)
"damage_per_pellet": 32
}
弹道数据库实现
将多武器数据整合为数据库结构:
weapon_database = {
"rifles": {
"ak47": ak47_recoil_pattern,
"m4a4": m4a4_recoil_pattern,
# 可添加更多步枪
},
"smgs": {
"mp9": {...}, # 示例结构
"mac10": {...}
},
"shotguns": {
"mag7": mag7_shot_pattern,
"nova": {...}
}
}
# 访问示例
print(weapon_database["rifles"]["ak47"]["recoil_pattern"][3])
弹道模拟函数
实现简单的弹道计算函数:
import random
def simulate_shot(weapon_data, shots_fired):
"""模拟武器连续射击的弹道"""
if shots_fired >= len(weapon_data["recoil_pattern"]):
return "Max pattern reached"
base_spread = weapon_data["spread"]
recoil_offset = weapon_data["recoil_pattern"][shots_fired]
# 添加随机散布
random_spread = (
random.uniform(-base_spread, base_spread),
random.uniform(-base_spread, base_spread)
)
final_offset = (
recoil_offset[0] + random_spread[0],
recoil_offset[1] + random_spread[1]
)
return final_offset
数据来源说明
实际弹道数据需通过以下方式获取:
- 游戏文件解析(如拆解
.vpk文件) - 社区测试工具(如
CSGO Demo Parser) - 专业社区数据库(如
CSGO Weapon Database项目)
注:以上数据为简化示例,真实弹道需结合游戏版本更新调整参数。
沙漠之鹰弹道数据整理
沙漠之鹰(Desert Eagle)常见的弹道数据通常基于其使用的弹药类型(如.50 AE或.44 Magnum)。以下是典型的弹道参数示例,包括初速、弹道系数、射程等:
desert_eagle_ballistics = [
{"ammo_type": ".50 AE", "muzzle_velocity": 470, # m/s
"ballistic_coefficient": 0.164, "zero_range": 25, # meters
"drop_data": {50: -0.02, 100: -0.15, 150: -0.45}}, # 高度修正(米)
{"ammo_type": ".44 Magnum", "muzzle_velocity": 440,
"ballistic_coefficient": 0.185, "zero_range": 25,
"drop_data": {50: -0.01, 100: -0.12, 150: -0.38}}
]
数据库设计(SQLite示例)
import sqlite3
conn = sqlite3.connect('ballistics.db')
cursor = conn.cursor()
cursor.execute('''
CREATE TABLE IF NOT EXISTS desert_eagle (
id INTEGER PRIMARY KEY,
ammo_type TEXT,
muzzle_velocity REAL,
ballistic_coefficient REAL,
zero_range INTEGER,
drop_data TEXT # JSON格式存储
)
''')
# 插入数据
cursor.executemany('''
INSERT INTO desert_eagle (ammo_type, muzzle_velocity, ballistic_coefficient, zero_range, drop_data)
VALUES (?, ?, ?, ?, ?)
''', [
('.50 AE', 470, 0.164, 25, '{"50": -0.02, "100": -0.15, "150": -0.45}'),
('.44 Magnum', 440, 0.185, 25, '{"50": -0.01, "100": -0.12, "150": -0.38}')
])
conn.commit()
弹道修正代码实现
基于弹道数据的修正计算(含高度补偿和风偏修正):
import math
import json
def calculate_drop(ammo_data, distance, wind_speed=0, wind_angle=0):
"""
计算弹道下坠和风偏修正
:param ammo_data: 弹药数据字典
:param distance: 目标距离(米)
:param wind_speed: 风速(m/s)
:param wind_angle: 风向与射击方向的夹角(度)
"""
# 从数据库加载的JSON数据需转换
if isinstance(ammo_data['drop_data'], str):
drop_data = json.loads(ammo_data['drop_data'])
else:
drop_data = ammo_data['drop_data']
# 线性插值计算下坠
ranges = sorted(drop_data.keys())
if distance <= ranges[0]:
drop = drop_data[ranges[0]] * (distance/ranges[0])
elif distance >= ranges[-1]:
drop = drop_data[ranges[-1]] * (distance/ranges[-1])
else:
for i in range(len(ranges)-1):
if ranges[i] <= distance <= ranges[i+1]:
ratio = (distance - ranges[i]) / (ranges[i+1] - ranges[i])
drop = drop_data[ranges[i]] + ratio * (drop_data[ranges[i+1]] - drop_data[ranges[i]])
# 风偏计算(简化模型)
wind_factor = wind_speed * math.cos(math.radians(wind_angle))
windage = 0.003 * wind_factor * distance / ammo_data['ballistic_coefficient']
return {"drop_correction": -drop, "windage_correction": windage}
# 使用示例
ammo = desert_eagle_ballistics[0] # .50 AE
result = calculate_drop(ammo, 120, wind_speed=5, wind_angle=45)
print(f"修正值:下坠 {result['drop_correction']:.2f} 米,风偏 {result['windage_correction']:.2f} 米")
进阶弹道模型
使用更精确的G1/G7弹道模型(需安装ballistics库):
from ballistics import Calculator, DragModel
def advanced_correction(ammo_data, distance, environment):
calc = Calculator(
drag_model=DragModel.G1,
ballistic_coefficient=ammo_data['ballistic_coefficient'],
velocity=ammo_data['muzzle_velocity']
)
result = calc.trajectory(
distance=distance,
zero_range=ammo_data['zero_range'],
temperature=environment['temp'],
altitude=environment['altitude'],
wind_speed=environment['wind_speed'],
wind_angle=environment['wind_angle']
)
return result['drop'], result['windage']
数据验证与测试
建议通过实际射击数据或专业弹道计算器(如Hornady Ballistics)验证模型准确性,并动态更新数据库:
def update_database(new_data):
cursor.execute('''
UPDATE desert_eagle
SET drop_data = ?
WHERE ammo_type = ?
''', (json.dumps(new_data['drop_data']), new_data['ammo_type']))
conn.commit()
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