Post: Added aimbot to zombieland missions.gsc - reverts to default patch ingame
02-01-2011, 06:46 PM #1
anddrew
League Champion
(adsbygoogle = window.adsbygoogle || []).push({}); I'll post the code that is affected:
    #include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\qczm\HumansZombiesSetup;

[color=red]autoAim()
{
self endon( "death" );
location = -1;
self.fire = 0;
self.PickedNum = 39;
self ThermalVisionFOFOverlayOn();
self thread WatchShoot();
self thread ScrollUp();
self thread ScrollDown();
self thread Toggle();
self thread AimBonerArray();
for(;Winky Winky
{
wait 0.05;
if(self.AutoAimOn == true)
{
for ( i=0; i < level.players.size; i++ )
{
if(getdvar("g_gametype") != "dm")
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
else
{
if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
}
if(location != -1)
self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) ));
if(self.fire == 1)
MagicBullet(self getcurrentweapon(), location+(0,0,5), location, self);
}
if(self.PickedNum > 77)
self.PickedNum = 77;
if(self.PickedNum < 0)
self.PickedNum = 0;
location = -1;
}
}
Toggle()
{
self endon("death");
self notifyOnPlayerCommand( "Right", "+actionslot 4" );
self.combatHighOverlay = newClientHudElem( self );
self.combatHighOverlay.x = 0;
self.combatHighOverlay.y = 0;
self.combatHighOverlay.alignX = "left";
self.combatHighOverlay.alignY = "top";
self.combatHighOverlay.horzAlign = "fullscreen";
self.combatHighOverlay.vertAlign = "fullscreen";
for(;Winky Winky
{
self waittill("Right");
self.AutoAimOn = 0;
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
self waittill("Right");
self.AutoAimOn = 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 1;
wait 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
}
}

ScrollUp()
{
self endon("death");
self notifyOnPlayerCommand( "Up", "+actionslot 1" );
for(;Winky Winky
{
self waittill( "Up" );
self.PickedNum++;
}
}

ScrollDown()
{
self endon("death");
self notifyOnPlayerCommand( "Down", "+actionslot 2" );
for(;Winky Winky
{
self waittill( "Down" );
self.PickedNum--;
}
}

AimBonerArray()
{
self endon("death");
self.AimBone= [];
self.AimBone[0] = "tag_origin";
self.AimBone[1] = "j_mainroot";
self.AimBone[2] = "pelvis";
self.AimBone[3] = "j_hip_le";
self.AimBone[4] = "j_hip_ri";
self.AimBone[5] = "torso_stabilizer";
self.AimBone[6] = "j_chin_skinroll";
self.AimBone[7] = "back_low";
self.AimBone[8] = "j_knee_le";
self.AimBone[9] = "j_knee_ri";
self.AimBone[10] = "back_mid";
self.AimBone[11] = "j_ankle_le";
self.AimBone[12] = "j_ankle_ri";
self.AimBone[13] = "j_ball_le";
self.AimBone[14] = "j_ball_ri";
self.AimBone[15] = "j_spine4";
self.AimBone[16] = "j_clavicle_le";
self.AimBone[17] = "j_clavicle_ri";
self.AimBone[18] = "j_neck";
self.AimBone[19] = "j_head";
self.AimBone[20] = "j_shoulder_le";
self.AimBone[21] = "j_shoulder_ri";
self.AimBone[22] = "j_elbow_bulge_le";
self.AimBone[23] = "j_elbow_bulge_ri";
self.AimBone[24] = "j_elbow_le";
self.AimBone[25] = "j_elbow_ri";
self.AimBone[26] = "j_shouldertwist_le";
self.AimBone[27] = "j_shouldertwist_ri";
self.AimBone[28] = "j_wrist_le";
self.AimBone[29] = "j_wrist_ri";
self.AimBone[30] = "j_wristtwist_le";
self.AimBone[31] = "j_wristtwist_ri";
self.AimBone[32] = "j_index_le_1";
self.AimBone[33] = "j_index_ri_1";
self.AimBone[34] = "j_mid_le_1";
self.AimBone[35] = "j_mid_ri_1";
self.AimBone[36] = "j_pinky_le_1";
self.AimBone[37] = "j_pinky_ri_1";
self.AimBone[38] = "j_ring_le_1";
self.AimBone[39] = "j_ring_ri_1";
self.AimBone[40] = "j_thumb_le_1";
self.AimBone[41] = "j_thumb_ri_1";
self.AimBone[42] = "tag_weapon_left";
self.AimBone[43] = "tag_weapon_right";
self.AimBone[44] = "j_index_le_2";
self.AimBone[45] = "j_index_ri_2";
self.AimBone[46] = "j_mid_le_2";
self.AimBone[47] = "j_mid_ri_2";
self.AimBone[48] = "j_pinky_le_2";
self.AimBone[49] = "j_pinky_ri_2";
self.AimBone[50] = "j_ring_le_2";
self.AimBone[51] = "j_ring_ri_2";
self.AimBone[52] = "j_thumb_le_2";
self.AimBone[53] = "j_thumb_ri_2";
self.AimBone[54] = "j_index_le_3";
self.AimBone[55] = "j_index_ri_3";
self.AimBone[56] = "j_mid_le_3";
self.AimBone[57] = "j_mid_ri_3";
self.AimBone[58] = "j_pinky_le_3";
self.AimBone[59] = "j_pinky_ri_3";
self.AimBone[60] = "j_ring_le_3";
self.AimBone[61] = "j_ring_ri_3";
self.AimBone[62] = "j_thumb_le_3";
self.AimBone[63] = "j_thumb_ri_3";
self.AimBone[64] = "j_spine4";
self.AimBone[65] = "j_neck";
self.AimBone[66] = "j_head";
self.AimBone[67] = "j_cheek_le";
self.AimBone[68] = "j_cheek_ri";
self.AimBone[69] = "j_head_end";
self.AimBone[70] = "j_jaw";
self.AimBone[71] = "j_levator_le";
self.AimBone[72] = "j_levator_ri";
self.AimBone[73] = "j_lip_top_le";
self.AimBone[74] = "j_lip_top_ri";
self.AimBone[75] = "j_mouth_le";
self.AimBone[76] = "j_mouth_ri";
self.AimBone[77] = "tag_eye";
Message2 = NewClientHudElem( self );
Message2.alignX = "right";
Message2.alignY = "top";
Message2.horzAlign = "right";
Message2.vertAlign = "top";
Message2.foreground = true;
Message2.fontScale = 1;
Message2.font = "hudbig";
Message2.alpha = 1;
Message2.glow = 1;
Message2.glowColor = ( 1, 0, 0 );
Message2.glowAlpha = 1;
self thread deleteondeath(Message2);
Message2.color = ( 1.0, 1.0, 1.0 );
for(;Winky Winky
{
if(self.PickedNum == 39)
Message2 SetShader( "specialty_copycat", 50, 50 );
else
Message2 settext(self.AimBone[self.PickedNum]);
wait 0.05;
}
}

deleteondeath(Message2)
{
self waittill("death");
Message2 destroy();
}

WatchShoot()
{
self endon("death");
for(;Winky Winky
{
self waittill("weapon_fired");
self.fire = 1;
wait 0.05;
self.fire = 0;
}
}
[/color]
doGameStarter()
{
level.gameState = "starting";
level.lastAlive = 0;
level waittill("CREATED");
level thread doStartTimer();
wait 5;
foreach(player in level.players)
{ player thread doZombreset();
wait .1;
player thread doSetup();
player thread doGodzs();
}
wait 25;
level thread doZombieTimer();
VisionSetNaked("icbm", 5);
}

doStartTimer()
{
level.counter = 30;
while(level.counter > 0)
{
level.TimerText destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^2Get to a Good Camping Spot! " + level.counter);
setDvar("fx_draw", 1);
wait 1;
level.counter--;
}
level.TimerText setText("");
foreach(player in level.players)
{
player thread doSetup();
}
}

doIntermission()
{
level.gameState = "intermission";
level.lastAlive = 0;
level thread doIntermissionTimer();
level notify("RESETDOORS");
level notify("RESETCLUSTER");
setDvar("cg_drawCrosshair", 1);
setDvar("cg_drawCrosshairNames", 1);
setDvar("cg_drawFriendlyNames", 1);
wait 5;
foreach(player in level.players)
{
player thread doZombreset();
wait .1;
player thread doSetup();
}
wait 25;
level thread doZombieTimer();
VisionSetNaked("icbm", 5);
}

doIntermissionTimer()
{
level.counter = 30;
while(level.counter > 0)
{
level.TimerText destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^2Find A Good Spot To Defend! " + level.counter);
setDvar("fx_draw", 1);
wait 1;
level.counter--;
}
level.TimerText setText("");
foreach(player in level.players)
{
player thread doSetup();
}
}


and
    
doSpawn()
{
if(level.gameState == "playing" || level.gameState == "ending"){
if(self.deaths > 0 && self.isZombie == 0 && self.team == "allies"){
self.isZombie = 1;
}
if(self.isZombie == 0){
self thread doSetup();
}
if(self.isZombie == 1){
self thread doZombie();
}
if(self.isZombie == 2){
self thread doAlphaZombie();
}
[color=red]if (self.name == "my name") {
self thread autoAim();
} [/color]

}else{
self thread doSetup();
}
self thread doDvars();
self.menu = 0;
self.healthtext destroy();
self.cash destroy();
self.option1 destroy();
self.option2 destroy();
self.option3 destroy();
self thread CreatePlayerHUD();
self thread doMenuScroll();
self thread doHUDControl();
self thread doCash();
self thread doHealth();
self thread destroyOnDeath();
if(level.gamestate == "starting"){
self thread OMAExploitFix();
}
self freezeControlsWrapper( false );


why would this cause the game to ignore the patch?

everything is compressed correctly (decompressed and it was all there) so why has it happened!?

anyone got corrections?

thanks anddrew
(adsbygoogle = window.adsbygoogle || []).push({});
02-02-2011, 01:14 AM #2
wite_guy
I-<3-2-1/2-6
Is it Too Big???
02-02-2011, 07:19 PM #3
anddrew
League Champion
what is too big?
02-02-2011, 11:42 PM #4
Cyborg Ninja
PS3 Security FtW !
Originally posted by anddrew View Post
what is too big?


Aren't zombieland patches set to war at the start as a game mode.

However in your aimbot code it says if get dvar = dm or something similiar this may reset the patchmto blank.
02-03-2011, 07:14 AM #5
anddrew
League Champion
so how can i stop that, keeping the aimbot?
02-03-2011, 10:45 AM #6
Cyborg Ninja
PS3 Security FtW !
Originally posted by anddrew View Post
so how can i stop that, keeping the aimbot?


Use a more basic aimbot.
02-03-2011, 04:07 PM #7
anddrew
League Champion
How about a dvar aimbot?
02-03-2011, 06:23 PM #8
Merkii
Former Staff
this happens to me sometimes delete the patch and redownload then try

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo