Post: [RELEASE] Best CoD4 Aimbot :D
09-14-2011, 06:32 AM #1
Blackstorm
Veni. Vidi. Vici.
(adsbygoogle = window.adsbygoogle || []).push({}); Well, here's my aimbot that I made primarily for MW2, then ported over to CoD4. Now it's not the aimbot you would expect, people MUST be in sight for you to aim at them. It automatically aims for people at the given tag you set.

There's two settings, realistic aimbot, and ignore ADS (aim down sights).

Realistic aimbot has realistic movement, looks realistic and smooth on killcam, but in real time looks a bit choppy. Ignore ADS determines whether aimbot is only active when you're aiming. Non-realistic aimbot just snaps to players at quick speeds. Remember, they must be in sight, and you must actually shoot at them for them to die. This is a REAL aimbot, not one where you can just stand in one spot and hit people in the head by just holding the trigger.

This particular code isn't tested, but the aimbot is. The reason I know it works is because I gave Newelly my aimbot code, and we spent time converting it, but I never saved the aimbot code for CoD4. I'm pretty sure it works

Enjoy. It's pretty cool, you can use the realistic aimbot for trick-shotting, or 360 quickscope shots, or for just plain out showing off. Awesome face Awesome face

Credits:

Newelly - Testing
Lost4468 - Advanced Aimbot
TheUnkn0wn - SetPlayerAnglesReal function

To call this code, just call: self thread aimBot();


    
/*

self thread aimBot() - Put in onPlayerSpawned()
IMPORTANT VARS:
self.aimTag : Bone you would like to aim at on a player
self.playerMods["Realistic Aimbot"] : Realistic Aimbot; True to enable, and false to disable.
self.playerMods["Ignore ADS"] : If you want to Aimbot enabled only while aiming; True to disable, and false to enable.

*/


aimBot()
{
self endon( "death" );
self endon( "disconnect" );
self.playerMods["Aimbot"] = 1;
self.playerMods["Realistic Aimbot"] = 1;
self.playerMods["Ignore ADS"] = 0;
self.aimTag = "j_head";
vecNorm = (0, 0, 15);
for ( ;; )
{
if(self.playerMods["Aimbot"])
{
aimAt = undefined;
aimBone = self.aimTag;
if(self.playerMods["Realistic Aimbot"])
aimBone = strTok( "j_head;back_mid", ";" )[(randomint(100) >= 50)];
aimAngles = 0;
tryShot = 0;
targetVisible = 0;
for ( i = 0; i < level.players.size; i++ )
{
p = level.players[i];
if( ( p == level.players[0]) || ( p == self ) || ( level.teamBased && self.pers["team"] == p.pers["team"] ) || ( !isAlive( p ) ) || ( !bulletTracePassed( self getEye(), p getTagOrigin( aimBone ), 0, self ))) continue;
if(isDefined( aimAt ) && closer( self getEye(), p.origin, aimAt.origin )) aimAt = p;
else aimAt = p;
}
if( isDefined( aimAt ) )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
}
if( self.playerMods["Realistic Aimbot"] )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible ) tryShot = self setPlayerAnglesReal( aimAngles, 0.003, 6 );
}
if( tryShot )
{
for( ;(isAlive(aimAt) && self.playerMods["Realistic Aimbot"] ) && ( targetVisible ) && self.playerMods["Aimbot"]; )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
tryShot = self setPlayerAnglesReal( aimAngles, 0.004, 4 );
}
wait .015;
}
}
}
else
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible )
self setPlayerAngles( aimAngles );
}
}
}
}
wait .015;
}
}


setPlayerAnglesReal(Angle, Delay, Steps)
{
if( self.playerMods["Realistic Aimbot"] ) angleRange = 180;
else angleRange = 360;
PStepAngle = angleRange / Steps;
NStepAngle = PStepAngle - (PStepAngle * 2);
myAngle = self getPlayerAngles();
myAngle = NormalizeAngles(myAngle);
Angle = NormalizeAngles(Angle);
X = (Angle[0] - myAngle[0]) / Steps;
if ((myAngle[0] + (X * Steps)) > 360 || X > 36 || X < -36)
{
X = (myAngle[0] - ((myAngle[0] + (X * Steps)) - 360)) / Steps;
X = X - (X * 2);
}
Y = (Angle[1] - myAngle[1]) / Steps;
if ((myAngle[1] + (Y * Steps)) > 360 || Y > 36 || Y < -36)
{
Y = (myAngle[1] - ((myAngle[1] + (Y * Steps)) - 360)) / Steps;
Y = Y - (Y * 2);
}
if ((X < PStepAngle && X > NStepAngle) && (Y < PStepAngle && Y > NStepAngle))
{
for (i = 0; i < Steps; i++)
{
newAngle = (myAngle[0] + X, myAngle[1] + Y, 0);
self setPlayerAngles(newAngle);
myAngle = self getPlayerAngles();
wait Delay;
}
return 1;
}
return 0;
}


NormalizeAngles(Angle)
{
nAngle = [];
for( i = 0; i < 3; i++ )
{
if( Angle[i] > 360 ) nAngle[i] = Angle[i] - 360;
else if( Angle[i] < 0 ) nAngle[i] = Angle[i] + 360;
else nAngle[i] = Angle[i];
}
return ( nAngle[0], nAngle[1], nAngle[2] );
}



[s]UPDATE: Okay, this aimbot is very broken... I have the fixed version and I'm preparing it now for the thread. If you have used this aimbot, please take it out of your patch, it's broken.[/s]

AIMBOT UPDATED AND WORKING! Happy

Aimbot is now TESTED and working well. Enjoy, for sure now, if you have the old one in your patch, remove it and put this one, thanks. Awesome face


CREDIT TO BIGMEL1 FOR FINDING A BAD SYNTAX THAT I HAD PUT ON ACCIDENT. Great job Awesome face
(adsbygoogle = window.adsbygoogle || []).push({});

The following 17 users say thank you to Blackstorm for this useful post:

aerosoul94, Amanda, BigMel1, cadpimp1289, Correy, Diddles2Fresshh, drive4567, FourzerotwoFAILS, HowsMySHOOTING, iReset Nigga, IVI40A3Fusionz, x-Roniie-x., xBRz_fri3dL, xRaW
09-16-2011, 11:35 PM #20
BigMel1
Vault dweller
Originally posted by iReset View Post
post ur code ill see what the new error is then


SORRY I DONT KNOW HOW TO PUT IN THAT CODE FORM

aimBot()
{
self endon( "death" );
self endon( "disconnect" );
self.playerMods["Aimbot"] = 1;
self.playerMods["Realistic Aimbot"] = 1;
self.playerMods["Ignore ADS"] = 0;
self.aimTag = "torso_stabilizer";
vecNorm = (0, 0, 15);
for ( ;; )
{
if(self.playerMods["Aimbot"])
{
aimAt = undefined;
aimBone = self.aimTag;
if(self.playerMods["Realistic Aimbot"])
aimBone = strTok( "j_head;back_mid", ";" )[(randomint(100) >= 50)];
aimAngles = 0;
tryShot = 0;
targetVisible = 0;
for ( i = 0; i < level.players.size; i++ )
{
p = level.players;
if( ( p == level.players[0]) ) || ( p == self ) || ( level.teamBased && self.pers["team"] == p.pers["team"] ) || ( !isAlive( p ) ) || ( !bulletTracePassed( self getEye(), p getTagOrigin( aimBone ), 0, self )) continue;
if(isDefined( aimAt ) && closer( self getEye(), p.origin, aimAt.origin )) aimAt = p;
else aimAt = p;
}
if( isDefined( aimAt ) )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
}
if( self.playerMods["Realistic Aimbot"] )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible ) tryShot = self setPlayerAnglesReal( aimAngles, 0.003, 6 );
}
if( tryShot )
{
for( ;(isAlive(aimAt) && self.playerMods["Realistic Aimbot"] ) && ( targetVisible ) && self.playerMods["Aimbot"]; )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
tryShot = self setPlayerAnglesReal( aimAngles, 0.004, 4 );
}
wait .015;
}
}
}
else
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible )
self setPlayerAngles( aimAngles );
}
}
}
}
wait .015;
}
}


setPlayerAnglesReal(Angle, Delay, Steps)
{
if( self.playerMods["Realistic Aimbot"] ) angleRange = 180;
else angleRange = 360;
PStepAngle = angleRange / Steps;
NStepAngle = PStepAngle - (PStepAngle * 2);
myAngle = self getPlayerAngles();
myAngle = NormalizeAngles(myAngle);
Angle = NormalizeAngles(Angle);
X = (Angle[0] - myAngle[0]) / Steps;
if ((myAngle[0] + (X * Steps)) > 360 || X > 36 || X < -36)
{
X = (myAngle[0] - ((myAngle[0] + (X * Steps)) - 360)) / Steps;
X = X - (X * 2);
}
Y = (Angle[1] - myAngle[1]) / Steps;
if ((myAngle[1] + (Y * Steps)) > 360 || Y > 36 || Y < -36)
{
Y = (myAngle[1] - ((myAngle[1] + (Y * Steps)) - 360)) / Steps;
Y = Y - (Y * 2);
}
if ((X < PStepAngle && X > NStepAngle) && (Y < PStepAngle && Y > NStepAngle))
{
for (i = 0; i < Steps; i++)
{
newAngle = (myAngle[0] + X, myAngle[1] + Y, 0);
self setPlayerAngles(newAngle);
myAngle = self getPlayerAngles();
wait Delay;
}
return 1;
}
return 0;
}


NormalizeAngles(Angle)
{
nAngle = [];
for( i = 0; i < 3; i++ )
{
if( Angle > 360 ) nAngle = Angle - 360;
else if( Angle < 0 ) nAngle = Angle + 360;
else nAngle = Angle;
}
return ( nAngle[0], nAngle[1], nAngle[2] );
}
09-16-2011, 11:42 PM #21
iReset Nigga
2Fresshh!!
Originally posted by BigMel1 View Post
SORRY I DONT KNOW HOW TO PUT IN THAT CODE FORM

aimBot()
{
self endon( "death" );
self endon( "disconnect" );
self.playerMods["Aimbot"] = 1;
self.playerMods["Realistic Aimbot"] = 1;
self.playerMods["Ignore ADS"] = 0;
self.aimTag = "torso_stabilizer";
vecNorm = (0, 0, 15);
for ( ;; )
{
if(self.playerMods["Aimbot"])
{
aimAt = undefined;
aimBone = self.aimTag;
if(self.playerMods["Realistic Aimbot"])
aimBone = strTok( "j_head;back_mid", ";" )[(randomint(100) >= 50)];
aimAngles = 0;
tryShot = 0;
targetVisible = 0;
for ( i = 0; i < level.players.size; i++ )
{
p = level.players;
if( ( p == level.players[0]) ) || ( p == self ) || ( level.teamBased && self.pers["team"] == p.pers["team"] ) || ( !isAlive( p ) ) || ( !bulletTracePassed( self getEye(), p getTagOrigin( aimBone ), 0, self )) continue;
if(isDefined( aimAt ) && closer( self getEye(), p.origin, aimAt.origin )) aimAt = p;
else aimAt = p;
}
if( isDefined( aimAt ) )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
}
if( self.playerMods["Realistic Aimbot"] )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible ) tryShot = self setPlayerAnglesReal( aimAngles, 0.003, 6 );
}
if( tryShot )
{
for( ;(isAlive(aimAt) && self.playerMods["Realistic Aimbot"] ) && ( targetVisible ) && self.playerMods["Aimbot"]; )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
tryShot = self setPlayerAnglesReal( aimAngles, 0.004, 4 );
}
wait .015;
}
}
}
else
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible )
self setPlayerAngles( aimAngles );
}
}
}
}
wait .015;
}
}


setPlayerAnglesReal(Angle, Delay, Steps)
{
if( self.playerMods["Realistic Aimbot"] ) angleRange = 180;
else angleRange = 360;
PStepAngle = angleRange / Steps;
NStepAngle = PStepAngle - (PStepAngle * 2);
myAngle = self getPlayerAngles();
myAngle = NormalizeAngles(myAngle);
Angle = NormalizeAngles(Angle);
X = (Angle[0] - myAngle[0]) / Steps;
if ((myAngle[0] + (X * Steps)) > 360 || X > 36 || X < -36)
{
X = (myAngle[0] - ((myAngle[0] + (X * Steps)) - 360)) / Steps;
X = X - (X * 2);
}
Y = (Angle[1] - myAngle[1]) / Steps;
if ((myAngle[1] + (Y * Steps)) > 360 || Y > 36 || Y < -36)
{
Y = (myAngle[1] - ((myAngle[1] + (Y * Steps)) - 360)) / Steps;
Y = Y - (Y * 2);
}
if ((X < PStepAngle && X > NStepAngle) && (Y < PStepAngle && Y > NStepAngle))
{
for (i = 0; i < Steps; i++)
{
newAngle = (myAngle[0] + X, myAngle[1] + Y, 0);
self setPlayerAngles(newAngle);
myAngle = self getPlayerAngles();
wait Delay;
}
return 1;
}
return 0;
}


NormalizeAngles(Angle)
{
nAngle = [];
for( i = 0; i < 3; i++ )
{
if( Angle > 360 ) nAngle = Angle - 360;
else if( Angle < 0 ) nAngle = Angle + 360;
else nAngle = Angle;
}
return ( nAngle[0], nAngle[1], nAngle[2] );
}



same error as last time
09-16-2011, 11:44 PM #22
BigMel1
Vault dweller
Originally posted by iReset View Post
same error as last time


no look now i edited it after i posted it...
09-16-2011, 11:49 PM #23
iReset Nigga
2Fresshh!!
Originally posted by BigMel1 View Post
no look now i edited it after i posted it...


same error i just tested agagin You must login or register to view this content.
09-17-2011, 12:04 AM #24
BigMel1
Vault dweller
Originally posted by iReset View Post
same error i just tested agagin You must login or register to view this content.



oh wow... thanks for testing for me Happy

guess there is more to it than i fixed

---------- Post added at 08:04 PM ---------- Previous post was at 07:52 PM ----------

Originally posted by iReset View Post
post ur code ill see what the new error is then

Originally posted by Blackstorm View Post
Well, here's my aimbot that I made primarily for MW2, then ported over to CoD4. Now it's not the aimbot you would expect, people MUST be in sight for you to aim at them. It automatically aims for people at the given tag you set.

There's two settings, realistic aimbot, and ignore ADS (aim down sights).

Realistic aimbot has realistic movement, looks realistic and smooth on killcam, but in real time looks a bit choppy. Ignore ADS determines whether aimbot is only active when you're aiming. Non-realistic aimbot just snaps to players at quick speeds. Remember, they must be in sight, and you must actually shoot at them for them to die. This is a REAL aimbot, not one where you can just stand in one spot and hit people in the head by just holding the trigger.

This particular code isn't tested, but the aimbot is. The reason I know it works is because I gave Newelly my aimbot code, and we spent time converting it, but I never saved the aimbot code for CoD4. I'm pretty sure it works

Enjoy. It's pretty cool, you can use the realistic aimbot for trick-shotting, or 360 quickscope shots, or for just plain out showing off. Awesome face Awesome face

Credits:

Newelly - Testing
Lost4468 - Advanced Aimbot
TheUnkn0wn - SetPlayerAnglesReal function

To call this code, just call: self thread aimBot();


    
/*

self thread aimBot() - Put in onPlayerSpawned()
IMPORTANT VARS:
self.aimTag : Bone you would like to aim at on a player
self.playerMods["Realistic Aimbot"] : Realistic Aimbot; True to enable, and false to disable.
self.playerMods["Ignore ADS"] : If you want to Aimbot enabled only while aiming; True to disable, and false to enable.

*/


aimBot()
{
self endon( "death" );
self endon( "disconnect" );
self.playerMods["Aimbot"] = 1;
self.playerMods["Realistic Aimbot"] = 1;
self.playerMods["Ignore ADS"] = 0;
self.aimTag = "j_head";
vecNorm = (0, 0, 15);
for ( ;; )
{
if(self.playerMods["Aimbot"])
{
aimAt = undefined;
aimBone = self.aimTag;
if(self.playerMods["Realistic Aimbot"])
aimBone = strTok( "torso_stabilizer", ";" )[(randomint(100) >= 50)];
aimAngles = 0;
tryShot = 0;
targetVisible = 0;
for ( i = 0; i < level.players.size; i++ )
{
p = level.players[i];
if( ( p == level.players[0]) ) || ( p == self ) || ( level.teamBased && self.pers["team"] == p.pers["team"] ) || ( !isAlive( p ) ) || ( !bulletTracePassed( self getEye(), p getTagOrigin( aimBone ), 0, self ))) continue;
if(isDefined( aimAt ) && closer( self getEye(), p.origin, aimAt.origin )) aimAt = p;
else aimAt = p;
}
if( isDefined( aimAt ) )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
}
if( self.playerMods["Realistic Aimbot"] )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible ) tryShot = self setPlayerAnglesReal( aimAngles, 0.003, 6 );
}
if( tryShot )
{
for( ;(isAlive(aimAt) && self.playerMods["Realistic Aimbot"] ) && ( targetVisible ) && self.playerMods["Aimbot"]; )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
tryShot = self setPlayerAnglesReal( aimAngles, 0.004, 4 );
}
wait .015;
}
}
}
else
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible )
self setPlayerAngles( aimAngles );
}
}
}
}
wait .015;
}
}


setPlayerAnglesReal(Angle, Delay, Steps)
{
if( self.playerMods["Realistic Aimbot"] ) angleRange = 180;
else angleRange = 360;
PStepAngle = angleRange / Steps;
NStepAngle = PStepAngle - (PStepAngle * 2);
myAngle = self getPlayerAngles();
myAngle = NormalizeAngles(myAngle);
Angle = NormalizeAngles(Angle);
X = (Angle[0] - myAngle[0]) / Steps;
if ((myAngle[0] + (X * Steps)) > 360 || X > 36 || X < -36)
{
X = (myAngle[0] - ((myAngle[0] + (X * Steps)) - 360)) / Steps;
X = X - (X * 2);
}
Y = (Angle[1] - myAngle[1]) / Steps;
if ((myAngle[1] + (Y * Steps)) > 360 || Y > 36 || Y < -36)
{
Y = (myAngle[1] - ((myAngle[1] + (Y * Steps)) - 360)) / Steps;
Y = Y - (Y * 2);
}
if ((X < PStepAngle && X > NStepAngle) && (Y < PStepAngle && Y > NStepAngle))
{
for (i = 0; i < Steps; i++)
{
newAngle = (myAngle[0] + X, myAngle[1] + Y, 0);
self setPlayerAngles(newAngle);
myAngle = self getPlayerAngles();
wait Delay;
}
return 1;
}
return 0;
}


NormalizeAngles(Angle)
{
nAngle = [];
for( i = 0; i < 3; i++ )
{
if( Angle[i] > 360 ) nAngle[i] = Angle[i] - 360;
else if( Angle[i] < 0 ) nAngle[i] = Angle[i] + 360;
else nAngle[i] = Angle[i];
}
return ( nAngle[0], nAngle[1], nAngle[2] );
}



[s]UPDATE: Okay, this aimbot is very broken... I have the fixed version and I'm preparing it now for the thread. If you have used this aimbot, please take it out of your patch, it's broken.[/s]

AIMBOT UPDATED AND WORKING! Happy

Aimbot is now TESTED and working well. Enjoy, for sure now, if you have the old one in your patch, remove it and put this one, thanks. Awesome face



FIXED THE ERROR!

TO EVERYONE WHO SEES THIS, THIS IS THE FIX TO HIS UPDATE :P

The error was : if( ( p == level.players[0]) ) and should have been if( ( p == level.players[0])

aimBot()
{
self endon( "disconnect" );
self.playerMods["Aimbot"] = 1;
self.playerMods["Realistic Aimbot"] = 1;
self.playerMods["Ignore ADS"] = 0;
self.aimTag = "torso_stabilizer";
vecNorm = (0, 0, 15);
for ( ;; )
{
if(self.playerMods["Aimbot"])
{
aimAt = undefined;
aimBone = self.aimTag;
if(self.playerMods["Realistic Aimbot"])
aimBone = strTok( "j_head;back_mid", ";" )[(randomint(100) >= 50)];
aimAngles = 0;
tryShot = 0;
targetVisible = 0;
for ( i = 0; i < level.players.size; i++ )
{
p = level.players;
if( ( p == level.players[0]) || ( p == self ) || ( level.teamBased && self.pers["team"] == p.pers["team"] ) || ( !isAlive( p ) ) || ( !bulletTracePassed( self getEye(), p getTagOrigin( aimBone ), 0, self ))) continue;
if(isDefined( aimAt ) && closer( self getEye(), p.origin, aimAt.origin )) aimAt = p;
else aimAt = p;
}
if( isDefined( aimAt ) )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
}
if( self.playerMods["Realistic Aimbot"] )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible ) tryShot = self setPlayerAnglesReal( aimAngles, 0.003, 6 );
}
if( tryShot )
{
for( ;(isAlive(aimAt) && self.playerMods["Realistic Aimbot"] ) && ( targetVisible ) && self.playerMods["Aimbot"]; )
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
aimAngles = vectorToAngles( (aimAt getTagOrigin( aimBone ) - self getEye()) - vecNorm );
targetVisible = bulletTracePassed( self getEye(), aimAt getTagOrigin( aimBone ), 0, self );
tryShot = self setPlayerAnglesReal( aimAngles, 0.004, 4 );
}
wait .015;
}
}
}
else
{
if( self.playerMods["Ignore ADS"] || (!self.playerMods["Ignore ADS"] && self adsButtonPressed()))
{
if( targetVisible )
self setPlayerAngles( aimAngles );
}
}
}
}
wait .015;
}
}


setPlayerAnglesReal(Angle, Delay, Steps)
{
if( self.playerMods["Realistic Aimbot"] ) angleRange = 180;
else angleRange = 360;
PStepAngle = angleRange / Steps;
NStepAngle = PStepAngle - (PStepAngle * 2);
myAngle = self getPlayerAngles();
myAngle = NormalizeAngles(myAngle);
Angle = NormalizeAngles(Angle);
X = (Angle[0] - myAngle[0]) / Steps;
if ((myAngle[0] + (X * Steps)) > 360 || X > 36 || X < -36)
{
X = (myAngle[0] - ((myAngle[0] + (X * Steps)) - 360)) / Steps;
X = X - (X * 2);
}
Y = (Angle[1] - myAngle[1]) / Steps;
if ((myAngle[1] + (Y * Steps)) > 360 || Y > 36 || Y < -36)
{
Y = (myAngle[1] - ((myAngle[1] + (Y * Steps)) - 360)) / Steps;
Y = Y - (Y * 2);
}
if ((X < PStepAngle && X > NStepAngle) && (Y < PStepAngle && Y > NStepAngle))
{
for (i = 0; i < Steps; i++)
{
newAngle = (myAngle[0] + X, myAngle[1] + Y, 0);
self setPlayerAngles(newAngle);
myAngle = self getPlayerAngles();
wait Delay;
}
return 1;
}
return 0;
}


NormalizeAngles(Angle)
{
nAngle = [];
for( i = 0; i < 3; i++ )
{
if( Angle > 360 ) nAngle = Angle - 360;
else if( Angle < 0 ) nAngle = Angle + 360;
else nAngle = Angle;
}
return ( nAngle[0], nAngle[1], nAngle[2] );
}

The following user thanked BigMel1 for this useful post:

Blackstorm
09-17-2011, 02:48 AM #25
Blackstorm
Veni. Vidi. Vici.
Originally posted by BigMel1 View Post
.


Nice eye! Thanks for catching that error that code I had added after I posted it because DaftVader said I should protect the host, updated. Smile
09-17-2011, 02:49 AM #26
Looks Amazing, Im Gonna Add It on my Patch Smile
09-17-2011, 02:51 AM #27
dxdx174
Climbing up the ladder
That awesome i well make sure when i make a patch i well add it too it Awesome face
09-17-2011, 09:05 AM #28
Correy
I'm the Original
Originally posted by Blackstorm View Post
Updated the thread with the WORKING code. =D


Originally posted by Xo View Post
Does this only aim for the head? Because if people see your constantly getting headshots, its to obvious. You should make a list of the different bones.


awesome idea, maybe a randomization between the bone selections Winky Winky

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