Post: fakebullettrail question
03-30-2016, 02:59 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); can anyone help me to fix the fakebullettrail code? the bullettrail should go to the enemy but it doesnt


    
fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}
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04-01-2016, 08:30 AM #11
iRnZ
NextGenUpdate Elite
Originally posted by akse View Post
so that means there are still 2 bullettrails in the normal perspective and in the killcam?


maybe ;d
04-01-2016, 09:34 AM #12
akse
Do a barrel roll!
Originally posted by iReZ View Post
maybe ;d


well doesnt look like it.. tried it.. or am i just doing something wrong?
04-01-2016, 04:51 PM #13
iRnZ
NextGenUpdate Elite
Originally posted by akse View Post
well doesnt look like it.. tried it.. or am i just doing something wrong?


this work fin maybe u dont know how to use
04-01-2016, 05:28 PM #14
akse
Do a barrel roll!
Originally posted by iReZ View Post
this work fin maybe u dont know how to use


it works but the bullet trail sometimes doesnt hit and when it hits there are 2 of them going into 2 diffrent directions.
04-01-2016, 06:34 PM #15
iRnZ
NextGenUpdate Elite
Originally posted by akse View Post
it works but the bullet trail sometimes doesnt hit and when it hits there are 2 of them going into 2 diffrent directions.


yeah that its bullet trail fake bullet
04-02-2016, 02:00 PM #16
Originally posted by arbus94 View Post
can anyone help me to fix the fakebullettrail code? the bullettrail should go to the enemy but it doesnt


    
fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}


Please use code tags
04-02-2016, 03:30 PM #17
itsSorrow
In my man cave
Originally posted by arbus94 View Post
can anyone help me to fix the fakebullettrail code? the bullettrail should go to the enemy but it doesnt


    
fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}


omg I love this code because its so bad xD
here let me give u the working one...

    
toggleAim()
{
if (!isDefined(self.aimtrick))
{
self thread TrickShotAimbot();
self.aimtrick = true;
self iprintln("^2Aimbot Enabled");
}
else
{
self notify("stop_trickshoting");
self.aimtrick = undefined;
self iprintln("^1Aimbot Disabled");
}
}

isRealistic(nerd) {
self.angles = self getPlayerAngles();
need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 17)
return true;
else
return false;
}
//The aimbot
TrickShotAimbot() {
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_"))
{
target = player;
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 );
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
} else {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}
if(isAlive(player) && player.pers["team"] == "axis") {
abc++;
}
}
if(abc==0) {
self notify("last_killed");
}
}
}

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