Post: Combat Axe Aimbot
02-09-2016, 01:39 AM #1
BullyWiiPlaza
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); Does anyone know how to make the combat axe hit a certain player without using
    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;
}

I tried setting the origin of the grenade entity using
    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.

Also how do I make the death icon in the killfeed to be the combat axe? None of the death types from You must login or register to view this content. seem to be right.
Last edited by BullyWiiPlaza ; 02-09-2016 at 01:41 AM.
02-09-2016, 05:30 AM #2
jwm614
NextGenUpdate Elite
Originally posted by BullyWiiPlaza View Post
Does anyone know how to make the combat axe hit a certain player without using
    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;
}

I tried setting the origin of the grenade entity using
    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.

Also how do I make the death icon in the killfeed to be the combat axe? None of the death types from You must login or register to view this content. seem to be right.


meansofdeath == "MOD_IMPACT"

The following user thanked jwm614 for this useful post:

BullyWiiPlaza
02-09-2016, 12:42 PM #3
BullyWiiPlaza
Climbing up the ladder
Originally posted by jwm614 View Post
meansofdeath == "MOD_IMPACT"

Great, that's exactly it. Do you also happen to know how to teleport or move a grenade? I think the "common" functions for it don't work :/
02-09-2016, 12:48 PM #4
Loz
Vault dweller
Originally posted by BullyWiiPlaza View Post
Great, that's exactly it. Do you also happen to know how to teleport or move a grenade? I think the "common" functions for it don't work :/


try link it to a script_model & then move the script_model
02-09-2016, 01:57 PM #5
BullyWiiPlaza
Climbing up the ladder
Originally posted by Loz View Post
try link it to a script_model & then move the script_model

Hmm, nope. The axe doesn't move at all.
    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();
}
}

Nevermind, I got the killcam fixed <3
    player thread [[level.callbackPlayerDamage]](grenade, self, player.maxHealth, 0, "MOD_HEAD_SHOT", targetGrenadeName, (0,0,0), (0,0,0), "head", 0, 0);

But homing battle axes would be better.
Last edited by BullyWiiPlaza ; 02-09-2016 at 03:53 PM.
02-09-2016, 03:05 PM #6
jwm614
NextGenUpdate Elite
Originally posted by Loz View Post
try link it to a script_model & then move the script_model


I thought u made that aimbot already or were trying a while ago
02-09-2016, 03:43 PM #7
Loz
Vault dweller
Originally posted by jwm614 View Post
I thought u made that aimbot already or were trying a while ago


i did something similar ages ago you remember correctly Smile
but i was using magicGrenade/magicGrenadeManual to spawn it but unlike older cods it doesnt take a origin as target but a velocity, so yeah wasnt accurate @ all
02-10-2016, 11:58 AM #8
BullyWiiPlaza
Climbing up the ladder
Originally posted by Loz View Post
so yeah wasnt accurate @ all

My combat axe code is also inaccurate but kinda hilarious:
The axe goes its regular path but always kills somebody when it bounces off something lol

The following user thanked BullyWiiPlaza for this useful post:

itsNebulah
04-28-2017, 12:59 AM #9
Could somebody help me fix the combat axe aimbot because when i inject my menu it freezes
04-28-2017, 11:09 AM #10
Originally posted by yPerfectionist View Post
Could somebody help me fix the combat axe aimbot because when i inject my menu it freezes

Maybe because you need to make your own? Winky Winky

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