Post: Avanced Trickshot Aimbot (loz azza menu v2)
10-04-2016, 05:51 PM #1
Exen
Gobble
(adsbygoogle = window.adsbygoogle || []).push({}); I search for a couple of month how to repair this code but i can't always i get an gsc error or doesn't works.

    
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" );
}
}
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10-04-2016, 11:34 PM #2
Kronos
Former Staff
Originally posted by Exen View Post
I search for a couple of month how to repair this code but i can't always i get an gsc error or doesn't works.

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" );
}
}


Moved to Call of Duty: Black Ops 2 GSC Mods and Scripts Questions as this is a GSC Question and Tidied up the thread for you
10-04-2016, 11:38 PM #3
NmfV2
Do a barrel roll!
    

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(;Winky Winky
{
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;
}
10-04-2016, 11:41 PM #4
Default Avatar
Remy
Guest
Originally posted by NmfV2 View Post


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(;Winky Winky
{
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;
}


=Z 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(;Winky Winky
{
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;
}

The following user thanked Remy for this useful post:

DF_AUS
10-04-2016, 11:46 PM #5
NmfV2
Do a barrel roll!
Originally posted by Remy View Post
=Z 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(;Winky Winky
{
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;
}



i was doing something quick lol
10-04-2016, 11:57 PM #6
Default Avatar
Remy
Guest
Originally posted by NmfV2 View Post
i was doing something quick lol


No worries not end of the world :p just looks cleaner
10-05-2016, 11:50 AM #7
Exen
Gobble
thx soo much !
10-05-2016, 08:15 PM #8
NmfV2
Do a barrel roll!
Originally posted by Exen View Post
thx soo much !


No problem buddy
10-05-2016, 08:15 PM #9
NmfV2
Do a barrel roll!
This can be closed
10-06-2016, 12:42 PM #10
Kronos
Former Staff
Question Answered Thread Closed

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