Post: Blood Splatter?
07-20-2015, 02:59 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); When i use the aimbot the blood splatter doesnt show, i want the code, please, and thank you! Smile
(adsbygoogle = window.adsbygoogle || []).push({});
07-20-2015, 03:05 PM #2
FRINZ
I’m too L33T
Exelo Meme Inster Here ------------------> ..................... <---------------------------

The following user thanked FRINZ for this useful post:

Exelo
07-20-2015, 04:10 PM #3
ummmm?
07-20-2015, 04:12 PM #4
use crosshair aimbot.. as Legit as it gets
07-20-2015, 04:19 PM #5
Is this one good?
    
radiusShot()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(isRealistic(player))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
wait 0.05;
}
}

isRealistic(player)
{
self.angles = self getPlayerAngles();
need2Face = vectorToAngles( greasyNerd getTagOrigin("pelvis") - self getTagOrigin("pelvis") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 25)
return true;
else
return false;
}
07-20-2015, 04:25 PM #6
Originally posted by xNightt View Post
Is this one good?
    
radiusShot()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(isRealistic(player))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
wait 0.05;
}
}

isRealistic(player)
{
self.angles = self getPlayerAngles();
need2Face = vectorToAngles( greasyNerd getTagOrigin("pelvis") - self getTagOrigin("pelvis") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 25)
return true;
else
return false;
}


use this
    
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;
}


//The aimbot
doDaAim() {
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill( "weapon_fired");
abc=0;
foreach(player in level.players) {
if(isRealistic(player))
{
if(self.pers["team"] != player.pers["team"]) {
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_"))
{
x = randomint(10);
if(x==1) {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
} else {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}
}
}
}
if(isAlive(player) && player.pers["team"] == "axis") {
abc++;
}
}
if(abc==0) {
self notify("last_killed");
}
}
}

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo