Post: [RELEASE][CODE] realistic auto 360 bot
03-01-2011, 04:55 PM #1
anddrew
League Champion
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and made this:
[warning - sh*t quality]
[ame=https://www.youtube.com/watch?v=Zfadl01zhQQ]YouTube - realistic auto 360 bot[/ame]


it is more realistic that ..V..'s.
it doesn't jump to people's heads or though walls and it is a lot smoother.
aiming disables the spin.

Directions for use, jump (you spin), press aim and shoot.

I WILL be updating this to make it better but it's taken ages to stop getting syntax errors :(


    
//for binding
// add self.Spinbot = 0; to playerspawned()
CrouchUp()
{
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("dpad_up","+actionslot 1");
if(self.Spinbot==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("^0Three60bot : ^1Disabled");
}
}
}


the actual code
    

SpinBot()
{
self endon("killedbot");
self endon("disconnect");
self thread monitorShot();
self notifyOnPlayerCommand("aim","+speed_throw");
self notifyOnPlayerCommand("fired","+attack");
self waittill("aim");
for (;Winky Winky {
self endon("killedbot");
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);
}
if("fired")
{self thread Spinner();}
wait 0.2;
}
} wait 0.01;
}

Spinner()
{
self notify("killedbot");
self thread SpinBot();
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("jump", "+gostand");
self waittill("jump");
for (;Winky Winky {
self endon("botkilled");
self setPlayerAngles(self.angles + (0, 21, 0));
wait 0.001;
}
}



these codes are also needed (thanks unknown)
    
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;
}
}



turns out the bot works fine if the enemy isn't moving but fails if they move - the aimbot only is on for a mili second :O dunno what to do atm

credits :
Originally posted by ..V.. View Post

Enjoy the epic killcams Smile

original auto 360

Unknown for the realistic autobot.
bucn for his converter


my post count/day was 13.37 before this post :carling:
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The following 3 users say thank you to anddrew for this useful post:

cozmo195, xQuZe-, xT4sSin
03-01-2011, 07:34 PM #20
xQuZe-
You talkin to me?
Originally posted by ..V.. View Post
lol, I dont mind you telling him, I just wondered what he thought of it...


Ohh lol. I though that you now hated me and -repped me and call me a pedo cause of NaThR's sign. ^^

Originally posted by NaThR View Post
it would be good , suprised you didnt relase yourself unless its very buggy or basic , but im sure it could be put to good use and make gametypes like zombies more fun for the player


anything made by you is good:y::y::y:(Not Being A Noob Its True Smile)


He can't release it lol. He stopped putting much effort in mw2 for a while. If he releases this he will get 1000 replies saying OMG YOUR BACK?! I WUV YOU!
03-03-2011, 10:01 AM #21
this is kool man

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