Post: Proper Silent Aim release
02-05-2015, 11:30 AM #1
lutsch1234
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); So yesterday i made something really cool so i thought i would share it with you guys.
Maybe someone has an Idea how to make it better.
What the Silent aim does is kill every visibil enemy around you even if they are behind you i tried to fix this so it would only kill the enemys in front of you but i dont get it to work maybe someone of you gets it would be cool.
Thanks for your time heres the code:

    doAimbots()
{
if(self.aim==0)
{
self thread Aimbot();
self.aim=1;
self iPrintln("Aimbot [^2ON^7]");
}
else
{
self notify("EndAutoAim");
self.aim=0;
self iPrintln("Aimbot [^1OFF^7]");
}
}
Aimbot()
{
self endon("disconnect");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_spinelower" ), false, self ) ) ) //Remove this and the next line to use it through walls Winky Winky
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("j_head"), player getTagOrigin("j_spinelower"), aimAt getTagOrigin("j_spinelower"))) aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_spinelower", 0, 1);
}

}
}
Last edited by lutsch1234 ; 02-05-2015 at 12:20 PM.
02-05-2015, 03:28 PM #2
Loz
Vault dweller
Originally posted by lutsch1234 View Post
So yesterday i made something really cool so i thought i would share it with you guys.
Maybe someone has an Idea how to make it better.
What the Silent aim does is kill every visibil enemy around you even if they are behind you i tried to fix this so it would only kill the enemys in front of you but i dont get it to work maybe someone of you gets it would be cool.
Thanks for your time heres the code:

    doAimbots()
{
if(self.aim==0)
{
self thread Aimbot();
self.aim=1;
self iPrintln("Aimbot [^2ON^7]");
}
else
{
self notify("EndAutoAim");
self.aim=0;
self iPrintln("Aimbot [^1OFF^7]");
}
}
Aimbot()
{
self endon("disconnect");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_spinelower" ), false, self ) ) ) //Remove this and the next line to use it through walls Winky Winky
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("j_head"), player getTagOrigin("j_spinelower"), aimAt getTagOrigin("j_spinelower"))) aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_spinelower", 0, 1);
}

}
}


do you know whats silent aim is? because this is an unfair aimbot
02-05-2015, 05:06 PM #3
lutsch1234
Bounty hunter
thats why its called proper silent aim u Need to set viewangels to get it work like a real silent aim
02-05-2015, 08:08 PM #4
Boughhhh
Bounty hunter
Gtfo please Winky Winky

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