Right click Toggle on .gsc
#11
i still have a script of a aimbot that somebody made,
it locks on VISIBLE players, not players through wall
u want that?
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#12
(12-31-2011, 13:42)Yamato Wrote:
(12-30-2011, 23:01)raminr63 Wrote: i want the player that on my marker get aimed and not closer player for this i want help to edit .gsc ?!

I cant understand you, Undecided

oh! i get what he wants Tongue. I shall draw in paint to demonstrate.

[Image: ScHmIdTy56789.png]
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#13
(01-08-2012, 11:25)GscGunner Wrote: i still have a script of a aimbot that somebody made,
it locks on VISIBLE players, not players through wall
u want that?

yes pleas
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#14
omg, that was hard to decipher, I have this code on the zombie mod I am making, it searches for your closest teammate, so, to search your closest enemy, change this part:

Code:
if(player.pers["team"] == self.team) //put !=

Code:
getClosestTeammate() { currentclosest = undefined; closest = undefined; foreach(player in level.players) { if(self == player) break; if(!isAlive(player)) continue; if(player.pers["team"] == self.team) { if(distance(self.origin,player.origin) < 8000) { if(!isDefined(currentclosest)) { closest = player; currentclosest = distance(self.origin,player.origin); } else { if(distance(self.origin,player.origin) < currentclosest) { currentclosest = distance(self.origin,player.origin); closest = player; } } } } } return closest; }

Extra:


Why do { and spaces fuck up?
Reply

#15
(01-10-2012, 16:07)Yamato Wrote: omg, that was hard to decipher, I have this code on the zombie mod I am making, it searches for your closest teammate, so, to search your closest enemy, change this part:

Code:
if(player.pers["team"] == self.team) //put !=

Code:
getClosestTeammate() { currentclosest = undefined; closest = undefined; foreach(player in level.players) { if(self == player) break; if(!isAlive(player)) continue; if(player.pers["team"] == self.team) { if(distance(self.origin,player.origin) < 8000) { if(!isDefined(currentclosest)) { closest = player; currentclosest = distance(self.origin,player.origin); } else { if(distance(self.origin,player.origin) < currentclosest) { currentclosest = distance(self.origin,player.origin); closest = player; } } } } } return closest; }

Extra:


Why do { and spaces fuck up?

Thanks for sharing Yamato but as GscGunner say i just need " it locks on VISIBLE players, not players through wall " Big Grin

i don't need any Closest cod because i have some cods about this and worked good so if you have some code such as GscGunner said pleas share with me
Thanks OMA
Reply

#16
(01-11-2012, 14:48)raminr63 Wrote:
(01-10-2012, 16:07)Yamato Wrote: omg, that was hard to decipher, I have this code on the zombie mod I am making, it searches for your closest teammate, so, to search your closest enemy, change this part:

Code:
if(player.pers["team"] == self.team) //put !=

Code:
getClosestTeammate() { currentclosest = undefined; closest = undefined; foreach(player in level.players) { if(self == player) break; if(!isAlive(player)) continue; if(player.pers["team"] == self.team) { if(distance(self.origin,player.origin) < 8000) { if(!isDefined(currentclosest)) { closest = player; currentclosest = distance(self.origin,player.origin); } else { if(distance(self.origin,player.origin) < currentclosest) { currentclosest = distance(self.origin,player.origin); closest = player; } } } } } return closest; }

Extra:


Why do { and spaces fuck up?

Thanks for sharing Yamato but as GscGunner say i just need " it locks on VISIBLE players, not players through wall " Big Grin

i don't need any Closest cod because i have some cods about this and worked good so if you have some code such as GscGunner said pleas share with me
Thanks OMA

Add this were the continue;s are:

Code:
if(!PointInFov(player.origin)) //this one in case you want the aimbot only shoot to players which are in fov continue; if(!bulletTracePassed(self getTagOrigin("j_head"),player getTagOrigin("j_head"),false,self)) continue;

This anywhere in the code:

Code:
PointInFov(position) { dot = vectordot(anglestoforward(self.angles),vectornormalize(position-self.origin)); return dot >= 0.766; }
Reply

#17
Quote:Add this were the continue;s are:

Code:
if(!PointInFov(player.origin)) //this one in case you want the aimbot only shoot to players which are in fov continue; if(!bulletTracePassed(self getTagOrigin("j_head"),player getTagOrigin("j_head"),false,self)) continue;

This anywhere in the code:

Code:
PointInFov(position) { dot = vectordot(anglestoforward(self.angles),vectornormalize(position-self.origin)); return dot >= 0.766; }


i use this aim-bot cod and so you think where i must add this cod ?

Code:
autoAim() { self endon( "death" ); location = -1; self.fire = 0; self.AutoAimOn = 0; self.PickedNum = 39; self ThermalVisionFOFOverlayOn(); self thread Toggle(); self thread AimBonerArray(); for(;;) { wait 0.05; if(self.AutoAimOn == true) { for ( i=0; i < level.players.size; i++ ) { if(getdvar("g_gametype") != "dm") { if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] != self) location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]); else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self) location = level.players[i] gettagorigin("j_ankle_ri"); } else { if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] != self) location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]); else if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self) location = level.players[i] gettagorigin("j_ankle_ri"); } } if(location != -1) self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) )); if(self.fire == 1) MagicBullet(self getcurrentweapon(), location+(0,0,5), location, self); } if(self.PickedNum > 77) self.PickedNum = 77; if(self.PickedNum < 0) self.PickedNum = 0; location = -1; } } Toggle() { self endon("death"); self notifyOnPlayercommand("mouse2", "+speed_throw"); self notifyOnPlayercommand("mouse2O", "-speed_throw"); for(;;) { self waittill("mouse2"); self.AutoAimOn = 1; self waittill("mouse2O"); self.AutoAimOn = 0; } } AimBonerArray() { self endon("death"); self.AimBone= []; self.AimBone[0] = "tag_origin"; self.AimBone[1] = "j_mainroot"; self.AimBone[2] = "pelvis"; self.AimBone[3] = "j_hip_le"; self.AimBone[4] = "j_hip_ri"; self.AimBone[5] = "torso_stabilizer"; self.AimBone[6] = "j_chin_skinroll"; self.AimBone[7] = "back_low"; self.AimBone[8] = "j_knee_le"; self.AimBone[9] = "j_knee_ri"; self.AimBone[10] = "back_mid"; self.AimBone[11] = "j_ankle_le"; self.AimBone[12] = "j_ankle_ri"; self.AimBone[13] = "j_ball_le"; self.AimBone[14] = "j_ball_ri"; self.AimBone[15] = "j_spine4"; self.AimBone[16] = "j_clavicle_le"; self.AimBone[17] = "j_clavicle_ri"; self.AimBone[18] = "j_neck"; self.AimBone[19] = "j_head"; self.AimBone[20] = "j_shoulder_le"; self.AimBone[21] = "j_shoulder_ri"; self.AimBone[22] = "j_elbow_bulge_le"; self.AimBone[23] = "j_elbow_bulge_ri"; self.AimBone[24] = "j_elbow_le"; self.AimBone[25] = "j_elbow_ri"; self.AimBone[26] = "j_shouldertwist_le"; self.AimBone[27] = "j_shouldertwist_ri"; self.AimBone[28] = "j_wrist_le"; self.AimBone[29] = "j_wrist_ri"; self.AimBone[30] = "j_wristtwist_le"; self.AimBone[31] = "j_wristtwist_ri"; self.AimBone[32] = "j_index_le_1"; self.AimBone[33] = "j_index_ri_1"; self.AimBone[34] = "j_mid_le_1"; self.AimBone[35] = "j_mid_ri_1"; self.AimBone[36] = "j_pinky_le_1"; self.AimBone[37] = "j_pinky_ri_1"; self.AimBone[38] = "j_ring_le_1"; self.AimBone[39] = "j_ring_ri_1"; self.AimBone[40] = "j_thumb_le_1"; self.AimBone[41] = "j_thumb_ri_1"; self.AimBone[42] = "tag_weapon_left"; self.AimBone[43] = "tag_weapon_right"; self.AimBone[44] = "j_index_le_2"; self.AimBone[45] = "j_index_ri_2"; self.AimBone[46] = "j_mid_le_2"; self.AimBone[47] = "j_mid_ri_2"; self.AimBone[48] = "j_pinky_le_2"; self.AimBone[49] = "j_pinky_ri_2"; self.AimBone[50] = "j_ring_le_2"; self.AimBone[51] = "j_ring_ri_2"; self.AimBone[52] = "j_thumb_le_2"; self.AimBone[53] = "j_thumb_ri_2"; self.AimBone[54] = "j_index_le_3"; self.AimBone[55] = "j_index_ri_3"; self.AimBone[56] = "j_mid_le_3"; self.AimBone[57] = "j_mid_ri_3"; self.AimBone[58] = "j_pinky_le_3"; self.AimBone[59] = "j_pinky_ri_3"; self.AimBone[60] = "j_ring_le_3"; self.AimBone[61] = "j_ring_ri_3"; self.AimBone[62] = "j_thumb_le_3"; self.AimBone[63] = "j_thumb_ri_3"; self.AimBone[64] = "j_spine4"; self.AimBone[65] = "j_neck"; self.AimBone[66] = "j_head"; self.AimBone[67] = "j_cheek_le"; self.AimBone[68] = "j_cheek_ri"; self.AimBone[69] = "j_head_end"; self.AimBone[70] = "j_jaw"; self.AimBone[71] = "j_levator_le"; self.AimBone[72] = "j_levator_ri"; self.AimBone[73] = "j_lip_top_le"; self.AimBone[74] = "j_lip_top_ri"; self.AimBone[75] = "j_mouth_le"; self.AimBone[76] = "j_mouth_ri"; self.AimBone[77] = "tag_eye"; }
OMAOMAOMAOMAAwesome
Reply

#18
(01-11-2012, 21:07)raminr63 Wrote:
Quote:Add this were the continue;s are:

Code:
if(!PointInFov(player.origin)) //this one in case you want the aimbot only shoot to players which are in fov continue; if(!bulletTracePassed(self getTagOrigin("j_head"),player getTagOrigin("j_head"),false,self)) continue;

This anywhere in the code:

Code:
PointInFov(position) { dot = vectordot(anglestoforward(self.angles),vectornormalize(position-self.origin)); return dot >= 0.766; }


i use this aim-bot cod and so you think where i must add this cod ?

Code:
autoAim() { self endon( "death" ); location = -1; self.fire = 0; self.AutoAimOn = 0; self.PickedNum = 39; self ThermalVisionFOFOverlayOn(); self thread Toggle(); self thread AimBonerArray(); for(;;) { wait 0.05; if(self.AutoAimOn == true) { for ( i=0; i < level.players.size; i++ ) { if(getdvar("g_gametype") != "dm") { if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] != self) location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]); else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self) location = level.players[i] gettagorigin("j_ankle_ri"); } else { if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] != self) location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]); else if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self) location = level.players[i] gettagorigin("j_ankle_ri"); } } if(location != -1) self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) )); if(self.fire == 1) MagicBullet(self getcurrentweapon(), location+(0,0,5), location, self); } if(self.PickedNum > 77) self.PickedNum = 77; if(self.PickedNum < 0) self.PickedNum = 0; location = -1; } } Toggle() { self endon("death"); self notifyOnPlayercommand("mouse2", "+speed_throw"); self notifyOnPlayercommand("mouse2O", "-speed_throw"); for(;;) { self waittill("mouse2"); self.AutoAimOn = 1; self waittill("mouse2O"); self.AutoAimOn = 0; } } AimBonerArray() { self endon("death"); self.AimBone= []; self.AimBone[0] = "tag_origin"; self.AimBone[1] = "j_mainroot"; self.AimBone[2] = "pelvis"; self.AimBone[3] = "j_hip_le"; self.AimBone[4] = "j_hip_ri"; self.AimBone[5] = "torso_stabilizer"; self.AimBone[6] = "j_chin_skinroll"; self.AimBone[7] = "back_low"; self.AimBone[8] = "j_knee_le"; self.AimBone[9] = "j_knee_ri"; self.AimBone[10] = "back_mid"; self.AimBone[11] = "j_ankle_le"; self.AimBone[12] = "j_ankle_ri"; self.AimBone[13] = "j_ball_le"; self.AimBone[14] = "j_ball_ri"; self.AimBone[15] = "j_spine4"; self.AimBone[16] = "j_clavicle_le"; self.AimBone[17] = "j_clavicle_ri"; self.AimBone[18] = "j_neck"; self.AimBone[19] = "j_head"; self.AimBone[20] = "j_shoulder_le"; self.AimBone[21] = "j_shoulder_ri"; self.AimBone[22] = "j_elbow_bulge_le"; self.AimBone[23] = "j_elbow_bulge_ri"; self.AimBone[24] = "j_elbow_le"; self.AimBone[25] = "j_elbow_ri"; self.AimBone[26] = "j_shouldertwist_le"; self.AimBone[27] = "j_shouldertwist_ri"; self.AimBone[28] = "j_wrist_le"; self.AimBone[29] = "j_wrist_ri"; self.AimBone[30] = "j_wristtwist_le"; self.AimBone[31] = "j_wristtwist_ri"; self.AimBone[32] = "j_index_le_1"; self.AimBone[33] = "j_index_ri_1"; self.AimBone[34] = "j_mid_le_1"; self.AimBone[35] = "j_mid_ri_1"; self.AimBone[36] = "j_pinky_le_1"; self.AimBone[37] = "j_pinky_ri_1"; self.AimBone[38] = "j_ring_le_1"; self.AimBone[39] = "j_ring_ri_1"; self.AimBone[40] = "j_thumb_le_1"; self.AimBone[41] = "j_thumb_ri_1"; self.AimBone[42] = "tag_weapon_left"; self.AimBone[43] = "tag_weapon_right"; self.AimBone[44] = "j_index_le_2"; self.AimBone[45] = "j_index_ri_2"; self.AimBone[46] = "j_mid_le_2"; self.AimBone[47] = "j_mid_ri_2"; self.AimBone[48] = "j_pinky_le_2"; self.AimBone[49] = "j_pinky_ri_2"; self.AimBone[50] = "j_ring_le_2"; self.AimBone[51] = "j_ring_ri_2"; self.AimBone[52] = "j_thumb_le_2"; self.AimBone[53] = "j_thumb_ri_2"; self.AimBone[54] = "j_index_le_3"; self.AimBone[55] = "j_index_ri_3"; self.AimBone[56] = "j_mid_le_3"; self.AimBone[57] = "j_mid_ri_3"; self.AimBone[58] = "j_pinky_le_3"; self.AimBone[59] = "j_pinky_ri_3"; self.AimBone[60] = "j_ring_le_3"; self.AimBone[61] = "j_ring_ri_3"; self.AimBone[62] = "j_thumb_le_3"; self.AimBone[63] = "j_thumb_ri_3"; self.AimBone[64] = "j_spine4"; self.AimBone[65] = "j_neck"; self.AimBone[66] = "j_head"; self.AimBone[67] = "j_cheek_le"; self.AimBone[68] = "j_cheek_ri"; self.AimBone[69] = "j_head_end"; self.AimBone[70] = "j_jaw"; self.AimBone[71] = "j_levator_le"; self.AimBone[72] = "j_levator_ri"; self.AimBone[73] = "j_lip_top_le"; self.AimBone[74] = "j_lip_top_ri"; self.AimBone[75] = "j_mouth_le"; self.AimBone[76] = "j_mouth_ri"; self.AimBone[77] = "tag_eye"; }
OMAOMAOMAOMAAwesome

Ehhh, you should need to edit a big part, Ill make an aimbot today If I have time.
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#19
Quote:Ehhh, you should need to edit a big part, Ill make an aimbot today If I have time.

very very very ... Thanks OMAOMAOMAOMAHeartHeart

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#20
that was hard to understand damn...
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