Post: Code for legit aimbot thats in HostOnlys TS Menu ??
02-15-2015, 07:03 PM #1
YungRoads
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07-13-2015, 12:36 AM #11
Originally posted by TehMerkMods View Post
This guy was asking for an aimbot that only works if the target is in the crosshairs and ignore Gentle/Matroix he doesn't understand that you are probs one of the most known guys in this section


I'm sorry but I've never seen him before except for today
07-13-2015, 12:36 AM #12
Originally posted by TehMerkMods View Post
This guy was asking for an aimbot that only works if the target is in the crosshairs and ignore Gentle/Matroix he doesn't understand that you are probs one of the most known guys in this section

Originally posted by Gentle
I'm sorry but I've never seen him before except for today


Oh, gotcha, I have something like that, thank you for explaining.
And oh bahahaha, am I really? :p
He mustn't have realized I'm feverdex cause of the name change, idk lol
07-13-2015, 12:41 AM #13
Originally posted by John View Post
Oh, gotcha, I have something like that, thank you for explaining.
And oh bahahaha, am I really? :p
He mustn't have realized I'm feverdex cause of the name change, idk lol


oh then yes, I do know you
07-13-2015, 12:42 AM #14
Originally posted by lonicink View Post
I need that legit aimbot code for gsc thats in HostOnly's TS Menu

Idk if this is exactly what you're looking for, but it does the job for me.
So, here's our main code for the aimbot
    
doAimbot()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");

self thread WeapFire();
for(;Winky Winky
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]) || !self getDot(player) > .90)
continue;
if(isDefined(aimAt))
{
if(self getDot(player) > self getDot(aimAt))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(self adsbuttonpressed())
{
if(self.fire)
{
aimAt thread [[level.callbackPlayerDamage]](self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "torso", 0, 0);
self.fire = false;
}
}
}
wait 0.01;
}
}


Here's a code I use to check whether the player's within your fov
    
getDot(player)
{
normal = vectornormalize( player.origin - self.origin );
forward = anglesToForward( self.angles );
dot = vectordot( forward, normal );
return dot;
}


And lastly, you'll need this function which is for like checking for when you shoot
    
WeapFire()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");
self.fire = false;

for(;Winky Winky
{
self waittill("weapon_fired");
self.fire = true;
wait 0.01;
self.fire = false;
}
}


So, just put all of this together and to start it, you'd simply call something like:
    
self thread doAimbot();
07-13-2015, 12:48 AM #15
Originally posted by John View Post
Idk if this is exactly what you're looking for, but it does the job for me.
So, here's our main code for the aimbot
    
doAimbot()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");

self thread WeapFire();
for(;Winky Winky
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]) || !self getDot(player) > .90)
continue;
if(isDefined(aimAt))
{
if(self getDot(player) > self getDot(aimAt))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(self adsbuttonpressed())
{
if(self.fire)
{
aimAt thread [[level.callbackPlayerDamage]](self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "torso", 0, 0);
self.fire = false;
}
}
}
wait 0.01;
}
}


Here's a code I use to check whether the player's within your fov
    
getDot(player)
{
normal = vectornormalize( player.origin - self.origin );
forward = anglesToForward( self.angles );
dot = vectordot( forward, normal );
return dot;
}


And lastly, you'll need this function which is for like checking for when you shoot
    
WeapFire()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");
self.fire = false;

for(;Winky Winky
{
self waittill("weapon_fired");
self.fire = true;
wait 0.01;
self.fire = false;
}
}


So, just put all of this together and to start it, you'd simply call something like:
    
self thread doAimbot();


for the crosshair I use docs
    isRealistic(nerd) {
self.angles = 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;
}

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