Post: What is wrong with this code?
02-26-2011, 09:20 PM #1
anddrew
League Champion
(adsbygoogle = window.adsbygoogle || []).push({}); This code is MEANT to:
crouch and press up to enable
crouch and press x to start spinning
press L1 (aim) to stop spinning and enable aimbot
stop aimbot once shot is fired
jumping at anytime will stop spinning + aimbot

am I taking the mick asking for help with such a big thread?

    
onPlayerSpawned()
{

self endon("disconnect");
for(;Winky Winky

{

self waittill("spawned_player");
if (self isHost())

{

self thread doCommands();
self freezeControlsWrapper(0);
self.spinbot = 0;
}
}
}

doCommands()
{

self thread notifyAllCommands();
self thread CrouchUp();
self thread stopspin();

}
notifyAllCommands()
{

self notifyOnPlayerCommand("dpad_up","+actionslot 1");
self notifyOnPlayerCommand("dpad_down","+actionslot 2");
self notifyOnPlayerCommand("dpad_left","+actionslot 3");
self notifyOnPlayerCommand("dpad_right","+actionslot 4");
self notifyOnPlayerCommand("melee", "+melee");
self notifyOnPlayerCommand("jump","+gostand");
self notifyOnPlayerCommand( "aim", "+speed_throw" );
self notifyOnPlayerCommand( "shoot", "+attack" );




}

CrouchUp()
{
self endon("disconnect");
self endon("death");
self thread notifyAllCommands();
if(self.Aimbot==0)
for (;Winky Winky
{
self waittill("dpad_up");
if (self GetStance() == "crouch")
{
self thread spinner();
self.spinbot = 1;
self iprintln("^0Three60 ^2GOD");
}
self waittill("dpad_up");
if (self GetStance() == "crouch")
{
self.spinbot = 0;
self iprintln("^0Three60 ^2n00b");
self notify("killedbot");
}
}
}
spinner()
{
self notify("killedbot");
self thread spinBot();
self endon("disconnect");
for (;Winky Winky
{
if(self.spinbot){
self endon("botkilled");
self waittill("jump");
if (self GetStance()=="crouch")
{
self setPlayerAngles(self.angles + (0, 21, 0));
wait 0.001;
}
}}}


spinbot()
{
self endon("killedbot");
self endon("disconnect");
self endon("death");
self endon("shot");
self waittill("aim");
for (;Winky Winky {
self notify("botkilled");
aimAt = undefined;
AimAngle=undefined;
TempAngle=undefined;
DoShot=0;
foreach(player in level.players) {
if ((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"]==player.pers["team"]) || (!self.SuperDeepImpact && !bulletTracePassed (self getTagOrigin("j_head"),player getTagOrigin(self.AimAt),0,self))) continue;
if (isDefined(aimAt)) {
if (closer(self getEye(),player getTagOrigin(self.AimAt), aimAt getTagOrigin(self.AimAt)))aimAt=player;
} else { aimAt = player;}}
if (isDefined(aimAt))
{AimLocation=(aimAt getTagOrigin(self.AimAt));
AimAngle=VectorToAngles(AimLocation-self getEye());

if(self.RealAim) { doRealAim(AimAngle,AimLocation,aimAt,self.AimAt);
} else {
self setPlayerAngles(AimAngle);
if(self.Shot)MagicBullet(self getCurrentWeapon(),AimLocation+(0,0,10),AimLocation,self);}}
wait 0.01;
self waittill("shoot");
{
self notify("shot");
self notify("botkilled");
}
}}

stopspin()
self waittill("jump");
if (self GetStance()=="stand")
{
self notify("shot");
self notify("botkilled");
}


this is required but not written by me:
    

monitorShot()
{

self endon("death");self endon("halt");self endon("disconnect");for(;Winky Winky
{
self waittill("weapon_fired");self.Shot=1;wait 0.015;self.Shot=0;

}

}



doRealAim(Angle,AimLocation,Ent,AimAt)
{

if(Ent getCurrentWeapon()=="riotshield_mp")
{
AimAt="j_ankle_ri";AimLocation=Ent getTagOrigin("j_ankle_ri");
Angle=VectorToAngles(AimLocation-self getEye());

}

DoShot=self setPlayerAngesReal(Angle,0.005,5);
if(DoShot)
{

for(;Winky Winky
{
if(self.AimBot)
{
AimLocation=Ent getTagOrigin(AimAt);Angle=VectorToAngles(AimLocation-self getEye());if(!bulletTracePassed(self getEye(),AimLocation,0,self)||!isAlive(Ent))break;
DoShot=self thread setPlayerAngesReal(Angle,0.005,3);
if(self.Shot&&Awesome faceoShot)MagicBullet(self getCurrentWeapon(),AimLocation+(0,0,10),AimLocation,self);

}
else
{
break;
}
wait 0.05;
}

}

}


setPlayerAngesReal(Angle,Delay,Steps)
{

PStepAngle=360/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=1;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)
{

X=Angle[0];
Y=Angle[1];
Z=Angle[2];
if(X<0)X=Angle[0]+360;
if(Y<0)Y=Angle[1]+360;
if(Z<0)Z=Angle[2]+360;
if(X>360)X=Angle[0]-360;
if(Y>360)Y=Angle[1]-360;
if(Z>360)Z=Angle[2]-360;
return (X,Y,Z);


}


RandomBone()
{

self endon("disconnect");
self endon("death");
for(;Winky Winky

{
if(self.AimRnd)

{
A=randomint(50);
self.AimAt="j_head";
if(A<45)self.AimAt="back_mid";


}

wait 0.35;

}


}



I'm trying to put the unknowns realistic aimbot into a auto 360 code with toggle and safety switch (jumping disables)
(adsbygoogle = window.adsbygoogle || []).push({});
02-27-2011, 02:31 AM #2
From my knowledge you can't use binds with the X button. I'll try to look at this further.
02-27-2011, 10:56 AM #3
anddrew
League Champion
Originally posted by TasteTheRainBow View Post
From my knowledge you can't use binds with the X button. I'll try to look at this further.


you can.
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