Post: ESP Problems
04-23-2016, 01:28 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hi, i'm wondering if you can help me with my esp code, basically, the code works but the shader doesn't, i have precached and did everything but i can't seem to get it to work. i have tried using a fix but it didn't help.
here is the esp code
    
ToggleWallHack()
{
if(!self.ToggleWallHack)
{
self thread enableESP();
self maps\mp\killstreaks\_spyplane::callsatellite("radardirection_mp");
self iprintlnbold("ESP Box ^2ON");
self.ToggleWallHack=true;
}
else
{
self thread disableESP();
self iprintlnbold("ESP Box ^1OFF");
self.ToggleWallHack=false;
}
}



enableESP()
{
//self setDvar("r_esp", "1");
self thread getTargets();
}

disableESP()
{
//self setDvar("r_esp", "0");
self notify("esp_end");
for(i=0;i<self.esp.targets.size;i++)
self.esp.targets[i].hudbox destroy();
}

getTargets()
{
self endon("esp_end");
for(;Winky Winky
{
self.esp = spawnStruct();
self.esp.targets = [];
a = 0;
for(i=0; i<level.players.size; i++)
{
if(self != level.players[i])
{
self.esp.targets[a] = spawnStruct();
self.esp.targets[a].player = level.players[i];
self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin,1);
self thread monitorTarget( self.esp.targets[a] );
a++;
}
}
level waittill("connected", player );
self notify("esp_target_update");
}
}

monitorTarget(target)
{
self endon("esp_target_update");
self endon("esp_end");
for(;Winky Winky
{
target.hudbox destroy();
h_pos = target.player.origin;
t_pos = target.player.origin;
if(bulletTracePassed(self getTagOrigin("j_spine4"), target.player getTagOrigin("j_spine4"), false, self))
{
if(distance(self.origin,target.player.origin)<=1800)
{
if(level.teamBased && target.player.pers["team"] != self.pers["team"])
{ target.hudbox = self createBox(h_pos, 900);
target.hudbox.color = (0,1,0); }
if(!level.teamBased)
{ target.hudbox = self createBox(h_pos, 900);

target.hudbox.color = (0,1,0); }
}
else
target.hudbox = self createBox(t_pos,900);
}
else
target.hudbox = self createBox(t_pos,100);

if(!isAlive(target.player))
{
target.hudbox destroy();
if(level.teamBased && target.player.pers["team"] != self.pers["team"]) {
target.hudbox = self createBox(t_pos, 900);
target.hudbox setShader(level.deads, 6, 6);
}
else if(!level.teamBased)
{ target.hudbox = self createBox(t_pos, 900);
target.hudbox setShader(level.deads, 6, 6);
}
}

if(self.pers["team"] == target.player.pers["team"] && level.teamBased)
{
target.hudbox destroy();
if(distance(target.player.origin,self.origin) < 3)
target.hudbox = self createBox(t_pos, 900);

}

wait 0.01;
}
}

createBox(pos,type)
{
shader = newClientHudElem( self );
shader.sort = 0;
shader.archived = false;
shader.x = pos[0];
shader.y = pos[1];
shader.z = pos[2] + 30;
shader setShader(level.esps, 6, 6);
shader setWaypoint(true,true);
shader.alpha = 0.80;
shader.color = (1,0,0);
return shader;
}
(adsbygoogle = window.adsbygoogle || []).push({});
04-23-2016, 01:30 PM #2
Procyon
Gym leader
Do you have the level.esps in your init?
04-23-2016, 01:35 PM #3
yes and thanks for the very quick reply
04-23-2016, 01:44 PM #4
DF_AUS
NextGenUpdate Elite
Originally posted by Comical
hi, i'm wondering if you can help me with my esp code, basically, the code works but the shader doesn't, i have precached and did everything but i can't seem to get it to work. i have tried using a fix but it didn't help.
here is the esp code
    
ToggleWallHack()
{
if(!self.ToggleWallHack)
{
self thread enableESP();
self maps\mp\killstreaks\_spyplane::callsatellite("radardirection_mp");
self iprintlnbold("ESP Box ^2ON");
self.ToggleWallHack=true;
}
else
{
self thread disableESP();
self iprintlnbold("ESP Box ^1OFF");
self.ToggleWallHack=false;
}
}



enableESP()
{
//self setDvar("r_esp", "1");
self thread getTargets();
}

disableESP()
{
//self setDvar("r_esp", "0");
self notify("esp_end");
for(i=0;i<self.esp.targets.size;i++)
self.esp.targets[i].hudbox destroy();
}

getTargets()
{
self endon("esp_end");
for(;Winky Winky
{
self.esp = spawnStruct();
self.esp.targets = [];
a = 0;
for(i=0; i<level.players.size; i++)
{
if(self != level.players[i])
{
self.esp.targets[a] = spawnStruct();
self.esp.targets[a].player = level.players[i];
self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin,1);
self thread monitorTarget( self.esp.targets[a] );
a++;
}
}
level waittill("connected", player );
self notify("esp_target_update");
}
}

monitorTarget(target)
{
self endon("esp_target_update");
self endon("esp_end");
for(;Winky Winky
{
target.hudbox destroy();
h_pos = target.player.origin;
t_pos = target.player.origin;
if(bulletTracePassed(self getTagOrigin("j_spine4"), target.player getTagOrigin("j_spine4"), false, self))
{
if(distance(self.origin,target.player.origin)<=1800)
{
if(level.teamBased && target.player.pers["team"] != self.pers["team"])
{ target.hudbox = self createBox(h_pos, 900);
target.hudbox.color = (0,1,0); }
if(!level.teamBased)
{ target.hudbox = self createBox(h_pos, 900);

target.hudbox.color = (0,1,0); }
}
else
target.hudbox = self createBox(t_pos,900);
}
else
target.hudbox = self createBox(t_pos,100);

if(!isAlive(target.player))
{
target.hudbox destroy();
if(level.teamBased && target.player.pers["team"] != self.pers["team"]) {
target.hudbox = self createBox(t_pos, 900);
target.hudbox setShader(level.deads, 6, 6);
}
else if(!level.teamBased)
{ target.hudbox = self createBox(t_pos, 900);
target.hudbox setShader(level.deads, 6, 6);
}
}

if(self.pers["team"] == target.player.pers["team"] && level.teamBased)
{
target.hudbox destroy();
if(distance(target.player.origin,self.origin) < 3)
target.hudbox = self createBox(t_pos, 900);

}

wait 0.01;
}
}

createBox(pos,type)
{
shader = newClientHudElem( self );
shader.sort = 0;
shader.archived = false;
shader.x = pos[0];
shader.y = pos[1];
shader.z = pos[2] + 30;
shader setShader(level.esps, 6, 6);
shader setWaypoint(true,true);
shader.alpha = 0.80;
shader.color = (1,0,0);
return shader;
}


Try the fixed ESP code,the thread is drifting around here somewhere,anyways,here is the code,see if you have the same outcome.


    
doRadar()
{
self.Radar = booleanOpposite(self.Radar);
self iPrintln(booleanReturnVal(self.Radar, "Red Boxes: [^1Disabled^7]", "Red Boxes: [^2Enabled^7]"));

if (self.Radar)
{ self thread GetTargets(); }
else
{
for(i = 0; i < self.esp.targets.size; i++)
self.esp.targets[i].hudbox destroy();
self notify("esp_end");
}
}

GetTargets()
{
self endon("esp_end");
self endon("disconnect");

for(;Winky Winky
{
self.esp = spawnStruct();
self.esp.targets = [];
a = 0;
for(i = 0; i < level.players.size; i++)
{
if (self != level.players[i])
{
self.esp.targets[a] = spawnStruct();
self.esp.targets[a].player = level.players[i];
self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin, 1);
self thread monitorTarget(self.esp.targets[a]);
self thread WaitDestroy_ESPBox(self.esp.targets[a]);
a++;
}
wait 0.05;
}
level waittill("connected", player);
self notify("UpdateTarget_ESPWallHack");
}
}

monitorTarget(target)
{
self endon("UpdateTarget_ESPWallHack");
self endon("esp_end");
self endon("disconnect");

for(;Winky Winky
{
target.hudbox destroy();
h_pos = target.player.origin;
if (getDvar("g_gametype") != "dm")
{
if (level.teamBased && target.player.pers["team"] != self.pers["team"])
{
if (bulletTracePassed(self getTagOrigin("j_head"), target.player getTagOrigin("j_head"), false, self))
{
if (distance(self.origin, target.player.origin) <= 999999)
{
target.hudbox = self createBox(h_pos, 900);
target.hudbox.color = (0, 1, 0);
}
}
else target.hudbox = self createBox(h_pos, 100);
}
else if (level.teamBased && target.player.pers["team"] == self.pers["team"])
{ target.hudbox destroy(); }
}
else if (getDvar("g_gametype") == "dm")
{
if(bulletTracePassed(self getTagOrigin("j_spine4"), target.player getTagOrigin("j_spine4"), false, self))
{
if(distance(self.origin,target.player.origin) <= 999999)
{
if(!level.teamBased)
{
target.hudbox = self createBox(h_pos, 900);
target.hudbox.color = (0, 1, 0);
}
}
else target.hudbox = self createBox(h_pos, 900);
}
else target.hudbox = self createBox(h_pos, 100);
}

if(!isAlive(target.player))
{ target.hudbox destroy(); }
wait 0.01;
}
}

WaitDestroy_ESPBox(target)
{
self waittill("UpdateTarget_ESPWallHack");
target.hudbox destroy();
}

createBox(pos, type)
{
shader = newClientHudElem(self);
shader.sort = 0;
shader.archived = false;
shader.x = pos[0];
shader.y = pos[1];
shader.z = pos[2] + 30;
shader setShader(level.esps, 6, 6);
shader setWaypoint(true, true);
shader.alpha = 0.80;
shader.color = (1, 0, 0);
return shader;
}
04-23-2016, 01:48 PM #5
thanks but it still doesn't work and i have no idea why? is it because i'm on redacted, im not sure?

i don't know what it is but if i turn my head i can semi see the boxes

You must login or register to view this content.

please close thread fixed it
05-03-2016, 01:38 AM #6
Originally posted by Comical
thanks but it still doesn't work and i have no idea why? is it because i'm on redacted, im not sure?

i don't know what it is but if i turn my head i can semi see the boxes

You must login or register to view this content.

please close thread fixed it


Closed.

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