Hello,
Here is a small script I made today(the Aimbot() one, the other one I made it some time ago, not today). I made it to satisfy @ raminr63 code request.
What it does?:
- No recoil and no spread on weapon while aiming with sights.
- When you click right mouse button it will aim the closest player in your Field of View(so, no auto 180 headshots).
- Detects Riot Shields.
- The player must be visible(with some thin walls it can fails).
- Aims more or less smoothly the players head(sometimes is not 100% accurate)
Code: Aimbot()
{
self endon( "death" );
self endon( "disconnect" );
target = undefined;
self setSpreadOverride( 0 );
self player_recoilScaleOn( 0 );
while(1)
{
target = self getClosestPlayer();
if ( self AdsButtonPressed() )
{
angulation = VectorToAngles( target getTagOrigin( "j_head" ) - self getTagOrigin( "j_head" ) );
firstangles = ( ( angulation[0] - self.angles[0] ) / 3, ( ( angulation[1] + self.angles[1] + 720 ) / 2 ) - 360, 0 );
self setPlayerAngles( abs( ( firstangles[0], firstangles[1], 0 ) ) );
wait 0.05;
self setPlayerAngles( ( angulation[0], angulation[1], 0 ) );
if ( target getCurrentWeapon() == "riotshield_mp" && self AttackButtonPressed() )
MagicBullet( self getCurrentWeapon(), target.origin + ( 0, 0, 40 ), target.origin, self );
}
wait 0.05;
}
}
getClosestPlayer()
{
ptarget = undefined;
shortest = undefined;
for ( index = 0; index < level.players.size; index++ )
{
player = level.players[index];
if ( player.sessionstate != "playing" )
continue;
if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ) + ( 0, 0, 40 ), false, self ) )
continue;
if( !isAlive( player ) )
continue;
if ( VectorDot( anglesToForward( self.angles ), VectorNormalize( player.origin - self.origin ) ) <= 0.766 )
continue;
if ( player.pers["team"] != self.pers["team"] )
{
if ( distance( self.origin, player.origin ) < 99999999999999 )
{
if ( !isDefined( shortest ) )
{
ptarget = player;
shortest = distance( self.origin, player.origin );
}
else
{
if ( distance( self.origin, player.origin ) < shortest )
{
shortest = distance( self.origin, player.origin );
ptarget = player;
}
}
}
}
}
return ptarget;
}
If you like it, I think I can improve it, for any suggestion tell him ->
Thanks for reading
(01-12-2012, 17:57)Yamato Wrote: Hello,
Here is a small script I made today(the Aimbot() one, the other one I made it some time ago, not today). I made it to satisfy @raminr63 code request.
What it does?:
- No recoil and no spread on weapon while aiming with sights.
- When you click right mouse button it will aim the closest player in your Field of View(so, no auto 180 headshots).
- Detects Riot Shields.
- The player must be visible(with some thin walls it can fails).
- Aims more or less smoothly the players head(sometimes is not 100% accurate)
----
If you like it, I think I can improve it, for any suggestion tell him ->
Thanks for reading
Looks good, could use some optimizations though.
ex. Replace
with
I like more the distance function, is the one I use in most of my codes.
When I saw the thread title I was like 'Yay another thread that I can delete'
But sadly, no.
Anyway, GJ
(01-12-2012, 19:20)jariz Wrote: When I saw the thread title I was like 'Yay another thread that I can delete'
But sadly, no.
Anyway, GJ
Sadly?
01-12-2012, 19:33
(This post was last modified: 01-12-2012, 19:37 by JariZ.)
I like using my mod powers
is that illegal?
01-12-2012, 20:22
(This post was last modified: 01-12-2012, 20:56 by raminr63.)
Quote:If you like it, I think I can improve it, for any suggestion tell him ->
Thanks for reading
Thanks Yamato ,
i love you man. good work.
Yamato is it possible to use randomly AimBone because it's use only j_head !!
my means such as this cod: ( you know better than me )
Code: ---> gettagorigin(self.AimBone[self.PickedNum])
self thread AimBonerArray();
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";
}
(01-12-2012, 20:22)raminr63 Wrote: Quote:If you like it, I think I can improve it, for any suggestion tell him ->
Thanks for reading
Thanks Yamato ,
i love you man. good work.
Yamato is it possible to use randomly AimBone because it's use only j_head !!
my means such as this cod: ( you know better than me )
Code: ---> gettagorigin(self.AimBone[self.PickedNum])
self thread AimBonerArray();
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";
}
Here you go, it will shot random tags:
Code: Aimbot()
{
self endon( "death" );
self endon( "disconnect" );
target = undefined;
self setSpreadOverride( 0 );
self player_recoilScaleOn( 0 );
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";
while(1)
{
target = self getClosestPlayer();
if ( self AdsButtonPressed() )
{
angulation = VectorToAngles( target getTagOrigin( "j_head" ) - self getTagOrigin( self.AimBone[ RandomInt( self.AimBone.size ) ] ) );
firstangles = ( ( angulation[0] - self.angles[0] ) / 3, ( ( angulation[1] + self.angles[1] + 720 ) / 2 ) - 360, 0 );
self setPlayerAngles( abs( ( firstangles[0], firstangles[1], 0 ) ) );
wait 0.05;
self setPlayerAngles( ( angulation[0], angulation[1], 0 ) );
if ( target getCurrentWeapon() == "riotshield_mp" && self AttackButtonPressed() )
MagicBullet( self getCurrentWeapon(), target.origin + ( 0, 0, 40 ), target.origin, self );
}
wait 0.05;
}
}
getClosestPlayer()
{
ptarget = undefined;
shortest = undefined;
for ( index = 0; index < level.players.size; index++ )
{
player = level.players[index];
if ( player.sessionstate != "playing" )
continue;
if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ) + ( 0, 0, 40 ), false, self ) )
continue;
if( !isAlive( player ) )
continue;
if ( VectorDot( anglesToForward( self.angles ), VectorNormalize( player.origin - self.origin ) ) <= 0.766 )
continue;
if ( player.pers["team"] != self.pers["team"] )
{
if ( distance( self.origin, player.origin ) < 99999999999999 )
{
if ( !isDefined( shortest ) )
{
ptarget = player;
shortest = distance( self.origin, player.origin );
}
else
{
if ( distance( self.origin, player.origin ) < shortest )
{
shortest = distance( self.origin, player.origin );
ptarget = player;
}
}
}
}
}
return ptarget;
}
thanks bout not work it always take j_head...
Another release if wasnt him mw2 would be dead, keep up the good work man.
Thanks Barata...
Don't worry if things aren't the way you planned, in the end everything will solve itself...
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