chaimbot()
{
self endon( "disconnect" );
self endon( "stop_aim" );
victim(undefined);
self waittill( "weapon_fired" );
if( !(self isonground()) )
{
abc=0; *
foreach( player in level.players )
*
{
if( isrealistic( player ) )
{
if( self.pers[ "team"] == player.pers[ "team"] && level.teambased || !(isalive( player )) && player.pers["team"] == "axis")
{
}
else
{
if( IsDefined( victim ) )
{
if( closer( self gettagorigin( "j_head" ), player gettagorigin( "j_head" ), victim gettagorigin( "j_head" ) ) )
{
victim = player;
}
}
else
{
}
}
}
}
if( IsDefined( victim ) )
{
weaponclass = getweaponclass( self getcurrentweapon() );
if( weaponclass == "weapon_sniper" )
{
x = randomint( 10 );
if( x == 1 )
{
victim thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_HEAD_SHOT", self getcurrentweapon(), ( 0, 0, 0 ), ( 0, 0, 0 ), "head", 0, 0 );
playfx( level._effect[ "blood"], victim gettagorigin( "j_head" ) );
if( self.trail )
{
magicbullet( self getcurrentweapon(), self gettagorigin( "tag_weapon_right" ) + anglestoforward( self getplayerangles() ) * 75, victim gettagorigin( "j_head" ), self );
}
}
else
{
victim thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_RIFLE_BULLET", self getcurrentweapon(), ( 0, 0, 0 ), ( 0, 0, 0 ), "spinelower", 0, 0 );
playfx( level._effect[ "blood"], victim gettagorigin( "j_spinelower" ) );
if( self.trail )
{
magicbullet( self getcurrentweapon(), self gettagorigin( "tag_weapon_right" ) + anglestoforward( self getplayerangles() ) * 75, victim gettagorigin( "j_spinelower" ), self );
}
}
}
}
}
}
isrealistic( nerd )
{
theangles = self getplayerangles();
need2face = vectortoangles( nerd gettagorigin( "j_mainroot" ) - self gettagorigin( "j_mainroot" ) );
aimdistance = length( need2face - self.angles );
if( aimdistance < 25 )
return true;
else
return false;
}
toggletrail()
{
if( self.trail )
{
self.trail = 0;
self iprintln( "Fake Bullet Trail ^1Disabled" );
}
else
{
self.trail = 1;
self iprintln( "Fake Bullet Trail ^2Enabled" );
}
}
toggleaimbotz()
{
if( !(self.aimz) )
{
self.aimz = 1;
self thread crosshairEB();
self iprintln( "Advanced Crosshair Aimbot ^2Enabled" );
}
else
{
self.aimz = 0;
self notify( "stop_aim" );
self iprintln( "Advanced Crosshair Aimbot ^1Disabled" );
}
}
crosshairEB()
{
self endon( "disconnect" );
self endon( "stop_aim" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
if(!(self isonground()))
{
foreach(player in level.players)
{
if(isOnCrosshair(player))
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("pelvis"), player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else
aimAt = player;
}
}
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
else
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "spinelower", 0, 0 );
}
}
wait 0.05;
}
}
isOnCrosshair(victim) //Credits to @BillinAssDoctor
{
currAngles = self getPlayerAngles();
facing = vectorToAngles(victim getTagOrigin("j_spinelower") - self getTagOrigin("j_spinelower"));
aimDist = length(facing - currAngles);
if(aimDist < 15)
return true;
else
return false;
}

Wrap your code in [code] tags
toggleaimbotz()
{
if( !(self.aimz) )
{
self.aimz = 1;
self thread crosshairEB();
self iprintln( "Advanced Crosshair Aimbot ^2Enabled" );
}
else
{
self.aimz = 0;
self notify( "stop_aim" );
self iprintln( "Advanced Crosshair Aimbot ^1Disabled" );
}
}
crosshairEB()
{
self endon( "disconnect" );
self endon( "stop_aim" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
if(!(self isonground()))
{
foreach(player in level.players)
{
if(isOnCrosshair(player))
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("pelvis"), player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else
aimAt = player;
}
}
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
else
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "spinelower", 0, 0 );
}
}
wait 0.05;
}
}
isOnCrosshair(victim) //Credits to @BillinAssDoctor
{
currAngles = self getPlayerAngles();
facing = vectorToAngles(victim getTagOrigin("j_spinelower") - self getTagOrigin("j_spinelower"));
aimDist = length(facing - currAngles);
if(aimDist < 15)
return true;
else
return false;
}
Wrap your code in [code] tags
toggleaimbotz()
{
if( !(self.aimz) )
{
self.aimz = 1;
self thread crosshairEB();
self iprintln( "Advanced Crosshair Aimbot ^2Enabled" );
}
else
{
self.aimz = 0;
self notify( "stop_aim" );
self iprintln( "Advanced Crosshair Aimbot ^1Disabled" );
}
}
crosshairEB()
{
self endon( "disconnect" );
self endon( "stop_aim" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
if(!(self isonground()))
{
foreach(player in level.players)
{
if(isOnCrosshair(player))
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("pelvis"), player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else
aimAt = player;
}
}
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
else
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "spinelower", 0, 0 );
}
}
wait 0.05;
}
}
isOnCrosshair(victim) //Credits to @BillinAssDoctor
{
currAngles = self getPlayerAngles();
facing = vectorToAngles(victim getTagOrigin("j_spinelower") - self getTagOrigin("j_spinelower"));
aimDist = length(facing - currAngles);
if(aimDist < 15)
return true;
else
return false;
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.