Post: Aimbot Speed
03-05-2011, 12:55 AM #1
Panda.
You talkin to me?
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03-05-2011, 01:41 AM #2
Jannis96
This is ****ing annoying.
Try use a stealth aimbot.
Other than that, no idea
03-05-2011, 02:00 AM #3
Panda.
You talkin to me?
I Do. I Want The Speed To Match My Sensitivity
03-05-2011, 10:56 AM #4
anddrew
League Champion
unknowns stealth bot with realistic turning
it's in my patch, I'll copy + paste it if you can't use google :carling:

well it's here:
    

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;}}

AimBot()
{
self endon("disconnect");self endon("halt");

self thread monitorShot();

for(;Winky Winky
{if(self.AimBot)
{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;
}
}
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;
}
}

and for binding:
    
StandUp()
{
self endon("disconnect");
self endon("death");
self thread notifyAllCommands();
if(self.Aimbot==0)
for (;Winky Winky
{
self waittill("dpad_up");
if (self GetStance() == "stand") {
self thread AimBot();
self.AimBot=1;
self iprintln("^0Aimbot : ^2Enabled");
}
self waittill("dpad_up");
if (self GetStance() == "stand") {
self.AimBot=0;
self iprintln("^0Aimbot : ^1Disabled");
}
}
}


+rep for my effort? Winky Winky
don't -rep :O
oh noo now I said that you will :O:O

The following user thanked anddrew for this useful post:

Panda.
03-05-2011, 04:07 PM #5
Panda.
You talkin to me?
Originally posted by anddrew View Post
unknowns stealth bot with realistic turning
it's in my patch, I'll copy + paste it if you can't use google :carling:

well it's here:
    

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;}}

AimBot()
{
self endon("disconnect");self endon("halt");

self thread monitorShot();

for(;Winky Winky
{if(self.AimBot)
{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;
}
}
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;
}
}
and for binding:
    
StandUp()
{
self endon("disconnect");
self endon("death");
self thread notifyAllCommands();
if(self.Aimbot==0)
for (;Winky Winky
{
self waittill("dpad_up");
if (self GetStance() == "stand") {
self thread AimBot();
self.AimBot=1;
self iprintln("^0Aimbot : ^2Enabled");
}
self waittill("dpad_up");
if (self GetStance() == "stand") {
self.AimBot=0;
self iprintln("^0Aimbot : ^1Disabled");
}
}
}
+rep for my effort? Winky Winky
don't -rep :O
oh noo now I said that you will :O:O


Lol, Ty! +Rep. =D
But 1 More Thing. Where Does It Go? s: Im A Noob When It Comes To Coding. >_>"
03-05-2011, 10:19 PM #6
anddrew
League Champion
Missions gsc

And on playerspawn() put
Self thread standup();
03-06-2011, 04:04 AM #7
Cody_h4x
Nobody is like me
Yea change the transitiong time not sure excatly how though

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