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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?
Reply

#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]
Reply

#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
Reply

#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.
Reply

#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

Reply

#20
that was hard to understand damn...
Reply



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