level.callbackPlayerDamage()
for example? I want it to look as legit as possible. Either way, my current code is as follows:
combatAxeAimbot()
{
level endon("game_ended");
self endon("disconnect");
self endon("stopCombatAxeAimbot");
while(true)
{
combatAxe = "hatchet_mp";
if(!self hasWeapon(combatAxe))
{
self giveWeapon(combatAxe);
}
self giveMaxAmmo(combatAxe);
self waittill("grenade_fire", grenade, grenadeName);
player = getRandomEnemy();
// self setPlayerAngles(vectorToAngles((player getTagOrigin("j_head")) - (self getTagOrigin("j_head"))));
self thread killOnBounce(grenade, grenadeName, combatAxe, player);
}
}
killOnBounce(grenade, grenadeName, targetGrenadeName, player)
{
if(grenadeName == targetGrenadeName)
{
level endon("game_ended");
self endon("disconnect");
self endon("stopCombatAxeAimbot");
grenade waittill("grenade_bounce");
player thread [[level.callbackPlayerDamage]](self, self, player.maxHealth, 0, "MOD_HEAD_SHOT", targetGrenadeName, (0,0,0), (0,0,0), "head", 0, 0);
}
}
getRandomEnemy()
{
players = array_randomize(level.players);
randomEnemy = undefined;
foreach(player in players)
{
// Do not target ourself, the host or dead players
if(player != self && !player isHost() && isAlive(player) && isEnemy(player))
{
randomEnemy = player;
}
}
return randomEnemy;
}
isEnemy(player)
{
// We are not an enemy of ourself
if(player == self)
{
return false;
}
// On non team-based modes everyone except us must be an enemy
if(!level.teamBased)
{
return true;
}
// On team-based, decide whether teammate or not
return player.team != self.team;
}
setOrigin()
but it didn't work. Also
moveTo()
didn't work. It would've been too funny if I could move the combat axe onto the closest or at least a random enemy after the first bounce but sadly no dice.
level.callbackPlayerDamage()
for example? I want it to look as legit as possible. Either way, my current code is as follows:
combatAxeAimbot()
{
level endon("game_ended");
self endon("disconnect");
self endon("stopCombatAxeAimbot");
while(true)
{
combatAxe = "hatchet_mp";
if(!self hasWeapon(combatAxe))
{
self giveWeapon(combatAxe);
}
self giveMaxAmmo(combatAxe);
self waittill("grenade_fire", grenade, grenadeName);
player = getRandomEnemy();
// self setPlayerAngles(vectorToAngles((player getTagOrigin("j_head")) - (self getTagOrigin("j_head"))));
self thread killOnBounce(grenade, grenadeName, combatAxe, player);
}
}
killOnBounce(grenade, grenadeName, targetGrenadeName, player)
{
if(grenadeName == targetGrenadeName)
{
level endon("game_ended");
self endon("disconnect");
self endon("stopCombatAxeAimbot");
grenade waittill("grenade_bounce");
player thread [[level.callbackPlayerDamage]](self, self, player.maxHealth, 0, "MOD_HEAD_SHOT", targetGrenadeName, (0,0,0), (0,0,0), "head", 0, 0);
}
}
getRandomEnemy()
{
players = array_randomize(level.players);
randomEnemy = undefined;
foreach(player in players)
{
// Do not target ourself, the host or dead players
if(player != self && !player isHost() && isAlive(player) && isEnemy(player))
{
randomEnemy = player;
}
}
return randomEnemy;
}
isEnemy(player)
{
// We are not an enemy of ourself
if(player == self)
{
return false;
}
// On non team-based modes everyone except us must be an enemy
if(!level.teamBased)
{
return true;
}
// On team-based, decide whether teammate or not
return player.team != self.team;
}
setOrigin()
but it didn't work. Also
moveTo()
didn't work. It would've been too funny if I could move the combat axe onto the closest or at least a random enemy after the first bounce but sadly no dice.
killOnBounce(grenade, grenadeName, targetGrenadeName)
{
if(grenadeName == targetGrenadeName)
{
level endon("game_ended");
self endon("disconnect");
self endon("stopCombatAxeAimbot");
// Wait till the axe bounces
grenade waittill("grenade_bounce");
player = getRandomEnemy();
combatAxeModel = spawn("script_model", grenade.origin);
grenade linkTo(combatAxeModel);
combatAxeModel moveTo(player.origin, 0.01);
// player thread [[level.callbackPlayerDamage]](self, self, player.maxHealth, 0, "MOD_IMPACT", targetGrenadeName, (0,0,0), (0,0,0), "head", 0, 0);
// grenade delete();
}
}
player thread [[level.callbackPlayerDamage]](grenade, self, player.maxHealth, 0, "MOD_HEAD_SHOT", targetGrenadeName, (0,0,0), (0,0,0), "head", 0, 0);
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