Post: Stealth Binds Help
10-17-2014, 12:54 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Ok, so I am trying to make a simple stealth binds .gsc with just binds in it.. no menu. But every time I inject it and start the game then choose a class I freeze when spawning in. Is it not possible to make just binds, or am I just dumb..? tears

Example of what my code looks like:
    #include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");
if(self isHost())
{
self thread BuildBinds();
self iprintln("Stealth-Binds Connected");
}
}
}

BuildBinds()
{
if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread Toggle_God();
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread aimBot1();
}
else if (self ActionSlotOneButtonPressed() && self GetStance() == "prone" && self isHost())
{
self thread Invisible();
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "prone" && self isHost())
{
self thread forceHost();
}
}

Toggle_God()
{
if(self.God==false)
{
self iPrintln("God Mode Enabled");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("God Mode Disabled");
self disableInvulnerability();
self.God=false;
}
}

aimBot1()
{
self iPrintLn("Aimbot Enabled");
self endon( "disconnect" );
self endon( "stop_aim1" );
for(;Winky Winky
{
aimAt = undefined;
foreach(player in level.players)
{
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;
}
if(isDefined(aimAt))
{
if(self adsbuttonpressed())
{
//self setplayerangles(VectorToAngles((aimAt getTagOrigin("pelvis")) - (self getTagOrigin("pelvis")))); //If you want This To Lock On Just Remove the notes
if(self attackbuttonpressed()) aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
wait 0.01;
}
}
wait 0.01;
}
}

Invisible()
{
if(self.Hideeeeee==0)
{
self.Hideeeeee=1;
self iPrintln("Invisible");
self hide();
}
else
{
self.Hideeeeee=0;
self iPrintln("Visible");
self show();
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host Enabled");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Disabled");
}
}

Also, I am looking for help and not flaming, so keep it to yourself if you're not going to help please.

EDIT: Problem solved
Last edited by Mantus ; 10-21-2014 at 01:24 AM. Reason: Solved
10-18-2014, 05:24 AM #2
MrToxlcBooty
I defeated!
Originally posted by Myst View Post
Ok, so I am trying to make a simple stealth binds .gsc with just binds in it.. no menu. But every time I inject it and start the game then choose a class I freeze when spawning in. Is it not possible to make just binds, or am I just dumb..? tears

Example of what my code looks like:
    #include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");
if(self isHost())
{
self thread BuildBinds();
self iprintln("Stealth-Binds Connected");
}
}
}

BuildBinds()
{
if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread Toggle_God();
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread aimBot1();
}
else if (self ActionSlotOneButtonPressed() && self GetStance() == "prone" && self isHost())
{
self thread Invisible();
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "prone" && self isHost())
{
self thread forceHost();
}
}

Toggle_God()
{
if(self.God==false)
{
self iPrintln("God Mode Enabled");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("God Mode Disabled");
self disableInvulnerability();
self.God=false;
}
}

aimBot1()
{
self iPrintLn("Aimbot Enabled");
self endon( "disconnect" );
self endon( "stop_aim1" );
for(;Winky Winky
{
aimAt = undefined;
foreach(player in level.players)
{
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;
}
if(isDefined(aimAt))
{
if(self adsbuttonpressed())
{
//self setplayerangles(VectorToAngles((aimAt getTagOrigin("pelvis")) - (self getTagOrigin("pelvis")))); //If you want This To Lock On Just Remove the notes
if(self attackbuttonpressed()) aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
wait 0.01;
}
}
wait 0.01;
}
}

Invisible()
{
if(self.Hideeeeee==0)
{
self.Hideeeeee=1;
self iPrintln("Invisible");
self hide();
}
else
{
self.Hideeeeee=0;
self iPrintln("Visible");
self show();
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host Enabled");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Disabled");
}
}

Also, I am looking for help and not flaming, so keep it to yourself if you're not going to help please.

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Some binds from a superman lobby :P u can use the structure if ud llike idc
10-18-2014, 05:52 AM #3
Originally posted by MrToxlcBooty View Post
You must login or register to view this content.
Some binds from a superman lobby :P u can use the structure if ud llike idc


Aye, thanks bro Smile
Last edited by Mantus ; 10-18-2014 at 05:54 AM. Reason: y u wna no?
10-18-2014, 07:05 AM #4
MrToxlcBooty
I defeated!
Originally posted by Myst View Post
Aye, thanks bro Smile


Anytime Happy
10-18-2014, 08:29 AM #5
OrbitModding
Little One
Originally posted by MrToxlcBooty View Post
Anytime Happy

I tried to add this to MenuInit() on my menu (using sharks base) and nothing happens when I crouch and press any of the DPAD buttons, do you know whats wrong with it?

this is my MenuInit()
    MenuInit()
{
self endon("disconnect");
self endon( "destroyMenu" );
level endon("game_ended");

self.menu = spawnstruct();
self.toggles = spawnstruct();

self.menu.open = false;

self StoreShaders();
self CreateMenu();

for(;Winky Winky
{
if(self meleeButtonPressed() && self adsButtonPressed() && !self.menu.open) // Open.
{
openMenu();
}
if(self.menu.open)
{
if(self useButtonPressed())
{
if(isDefined(self.menu.previousmenu[self.menu.currentmenu]))
{
self submenu(self.menu.previousmenu[self.menu.currentmenu]);
}
else
{
closeMenu();
}
wait 0.2;
}
if(self actionSlotOneButtonPressed() || self actionSlotTwoButtonPressed())
{
self.menu.curs[self.menu.currentmenu] += (Iif(self actionSlotTwoButtonPressed(), 1, -1));
self.menu.curs[self.menu.currentmenu] = (Iif(self.menu.curs[self.menu.currentmenu] < 0, self.menu.menuopt[self.menu.currentmenu].size-1, Iif(self.menu.curs[self.menu.currentmenu] > self.menu.menuopt[self.menu.currentmenu].size-1, 0, self.menu.curs[self.menu.currentmenu])));

self updateScrollbar();
}
if(self jumpButtonPressed())
{
self thread [[self.menu.menufunc[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]]]](self.menu.menuinput[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]], self.menu.menuinput1[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]]);
wait 0.2;
}
if(self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self.menu.open == false)
{
self thread doAimbots2();
wait 0.05;
}
if(self ActionSlotThreeButtonPressed() && self GetStance() == "crouch" && self.menu.open == false)
{
self thread ToggleGod();
wait 0.05;
}
if(self ActionSlotFourButtonPressed() && self GetStance() == "crouch" && self.menu.open == false)
{
self thread Toggle_Hideeeeee();
wait 0.05;
}
if(self ActionSlotTwoButtonPressed() && self GetStance() == "prone" && self.menu.open == false)
{
self thread Toggle_unlimitedammo();
wait 0.05;
}
}
wait 0.05;
}
}
10-18-2014, 11:06 AM #6
aye got my aimbot lol, but idc, good for public lol, your skype?
10-18-2014, 04:52 PM #7
Originally posted by ScaRzModZ View Post
aye got my aimbot lol, but idc, good for public lol, your skype?


Me? Cheesy lol
10-18-2014, 11:26 PM #8
MrToxlcBooty
I defeated!
Originally posted by OrbitModding View Post
I tried to add this to MenuInit() on my menu (using sharks base) and nothing happens when I crouch and press any of the DPAD buttons, do you know whats wrong with it?

this is my MenuInit()
    MenuInit()
{
self endon("disconnect");
self endon( "destroyMenu" );
level endon("game_ended");

self.menu = spawnstruct();
self.toggles = spawnstruct();

self.menu.open = false;

self StoreShaders();
self CreateMenu();

for(;Winky Winky
{
if(self meleeButtonPressed() && self adsButtonPressed() && !self.menu.open) // Open.
{
openMenu();
}
if(self.menu.open)
{
if(self useButtonPressed())
{
if(isDefined(self.menu.previousmenu[self.menu.currentmenu]))
{
self submenu(self.menu.previousmenu[self.menu.currentmenu]);
}
else
{
closeMenu();
}
wait 0.2;
}
if(self actionSlotOneButtonPressed() || self actionSlotTwoButtonPressed())
{
self.menu.curs[self.menu.currentmenu] += (Iif(self actionSlotTwoButtonPressed(), 1, -1));
self.menu.curs[self.menu.currentmenu] = (Iif(self.menu.curs[self.menu.currentmenu] < 0, self.menu.menuopt[self.menu.currentmenu].size-1, Iif(self.menu.curs[self.menu.currentmenu] > self.menu.menuopt[self.menu.currentmenu].size-1, 0, self.menu.curs[self.menu.currentmenu])));

self updateScrollbar();
}
if(self jumpButtonPressed())
{
self thread [[self.menu.menufunc[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]]]](self.menu.menuinput[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]], self.menu.menuinput1[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]]);
wait 0.2;
}
if(self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self.menu.open == false)
{
self thread doAimbots2();
wait 0.05;
}
if(self ActionSlotThreeButtonPressed() && self GetStance() == "crouch" && self.menu.open == false)
{
self thread ToggleGod();
wait 0.05;
}
if(self ActionSlotFourButtonPressed() && self GetStance() == "crouch" && self.menu.open == false)
{
self thread Toggle_Hideeeeee();
wait 0.05;
}
if(self ActionSlotTwoButtonPressed() && self GetStance() == "prone" && self.menu.open == false)
{
self thread Toggle_unlimitedammo();
wait 0.05;
}
}
wait 0.05;
}
}


Pm me your skype ill help
10-23-2014, 06:07 PM #9
Hammy
[b]#Hammy4IMGPerms McCoy[/b]
closed on request,

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