Post: Aimbot or Explosive bullets for sniper code help
10-04-2015, 03:19 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); does anyone know the code for the aimbot or explosive bullets were when you zoom in, if the enemy is in your crosshair or scope it will kill them?
like aimbot but it looks legit.
sorry for bad english
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10-04-2015, 03:13 PM #11
itsSorrow
In my man cave
Originally posted by akaCuzi View Post
Do you mean EB for all snipers cause i can give that to you when i get home? You can toggle the range and damage of it if you are using it to trickshot?


idk the title does have Explosive bullets in it
10-04-2015, 05:11 PM #12
Originally posted by GentleSlugger View Post
idk the title does have Explosive bullets in it


Im aware
10-04-2015, 05:55 PM #13
Humble
Little One
Be more specific please would you like explosive bullets or crosshair aimbot?
10-05-2015, 02:53 AM #14
Originally posted by akaCuzi View Post
Do you mean EB for all snipers cause i can give that to you when i get home? You can toggle the range and damage of it if you are using it to trickshot?


yes pleaseee!!
10-05-2015, 02:57 AM #15
Originally posted by Humble View Post
Be more specific please would you like explosive bullets or crosshair aimbot?


EB but it dosnt explode you or kill you and only kills the person thats in your scope when your zoomed in
10-05-2015, 03:27 AM #16
Just use godmode and the EB?
10-05-2015, 07:58 PM #17
Originally posted by indianajones10 View Post
yes pleaseee!!


//Switch EB Type
SwitchEB()
{
if(self.HSEB == "MOD_RIFLE_BULLET")
{
self.HSEB = "MOD_HEAD_SHOT";
self iPrintln("Explosive Bullets Type: ^1Headshot");
self.HSEB1 = "Headshot";
}
else
{
self.HSEB = "MOD_RIFLE_BULLET";
self iPrintln("Explosive Bullets Type: ^1Body");
self.HSEB1 = "Body";
}
}
// EB Ranges
toggleEB()
{
if(self.Range == "Off")
{
self notify("NewRange");
self thread radiusShot(100);
self.Range = "100";
}
else if(self.Range == "100")
{
self notify("NewRange");
self thread radiusShot(200);
self.Range = "200";
}
else if(self.Range == "200")
{
self notify("NewRange");
self thread radiusShot(300);
self.Range = "300";
}
else if(self.Range == "300")
{
self notify("NewRange");
self thread radiusShot(400);
self.Range = "400";
foreach(player in level.players)
player iPrintln("^1" + self.name + " ^7Has Enabled Explosive Bullets To ^1400!");
}
else if(self.Range == "400")
{
self notify("NewRange");
self thread radiusShot(500);
self.Range = "500";
foreach(player in level.players)
player iPrintln("^1" + self.name + " ^7Has Enabled Explosive Bullets To ^1500!");
}
else if(self.Range == "500")
{
self notify("NewRange");
self thread radiusShot(0);
self.Range = "Off";
}
self iPrintln("Explosive Bullets: ^1" + self.Range);
}


radiusShot(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, self.HSEB, self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
wait 0.05;
}
}

I DO NOT TAKE THE CREDIT FOR THIS!!!

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