Post: Multiplayer Aimbot (not zombies!)
12-15-2010, 11:23 AM #1
Karoolus
I'm the W@W Menu Guy !
(adsbygoogle = window.adsbygoogle || []).push({}); I used the mw2 aimbot & changed it a little until i got it working ^^

    ToggleAutoAim()
{
self endon ( "disconnect" );
self endon ( "death" );
self.aim = false;
for(;Winky Winky
{
if(self MeleeButtonPressed() && self GetStance() == "prone")
{
if(self.aim == false )
{
self.aim = true;
self iPrintlnBold("Auto-Aim ^2ON");
self thread AutoAim();
}
else
{
self.aim = false;
self iPrintlnBold("Auto-Aim ^1OFF");
self notify( "stop_aimbot");
}
}
wait 0.2;
}
}

autoAim()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "stop_aimbot");
for(;Winky Winky
{
wait 0.01;
aimAt = undefined;
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)) || (player getEntityNumber() == 0))
continue;
if(isDefined(aimAt))
{
if( Distance(self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" )) < Distance( self getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ))
aimAt = player;
}
else
aimAt = player;
if(isDefined(aimAt))
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if(self AttackButtonPressed())
aimAt thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0);
}
}
}
}


it works just fine Dancing
enable/disable auto-aim = go prone & knife

this can be useful for the ppl that know how to put the code in their patch Winky Winky
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The following 2 users say thank you to Karoolus for this useful post:

IW_JOSH, Skyl1n3
12-15-2010, 02:57 PM #2
Janiboy
☆ janiboy95 ☆
yeah aimbot :tits::tits::tits:
12-15-2010, 08:11 PM #3
x2BK
Blaze Up
when u make a monster patch in the future include this
12-15-2010, 08:23 PM #4
Dreamcather
Call me Eddie Winky Winky
Nice work:P
12-15-2010, 08:51 PM #5
jkry_2_1_
Call Me The CodFather
what would the code be if i wanted this to be toggled with L2?
12-15-2010, 09:00 PM #6
Swavely
Got XBL- Add SwavelyHD
Sweet! Karoolus = BEAST!
Also read my email i got something you need to know
12-15-2010, 09:25 PM #7
Karoolus
I'm the W@W Menu Guy !
Originally posted by jkry
what would the code be if i wanted this to be toggled with L2?


    ToggleAutoAim()
{
self endon ( "disconnect" );
self endon ( "death" );
self.aim = false;
for(;Winky Winky
{
if(self SecondaryOffhandButtonPressed())
{
if(self.aim == false )
{
self.aim = true;
self iPrintlnBold("Auto-Aim ^2ON");
self thread AutoAim();
}
else
{
self.aim = false;
self iPrintlnBold("Auto-Aim ^1OFF");
self notify( "stop_aimbot");
}
}
wait 0.2;
}
}

autoAim()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "stop_aimbot");
for(;Winky Winky
{
wait 0.01;
aimAt = undefined;
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)) || (player getEntityNumber() == 0))
continue;
if(isDefined(aimAt))
{
if( Distance(self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" )) < Distance( self getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ))
aimAt = player;
}
else
aimAt = player;
if(isDefined(aimAt))
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if(self AttackButtonPressed())
aimAt thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0);
}
}
}
}


now just pressing L2 will toggle the aimbot.. Smile

The following user thanked Karoolus for this useful post:

bizman
12-15-2010, 11:04 PM #8
_xl2eVo_
Wish I'd been active b4..
Originally posted by jkry
what would the code be if i wanted this to be toggled with L2?


These are the binds i can remember off the top of my head...

FragButton = R2
SecondaryOffhandButton = L2
UseButton = sqaure
MeleeButton = circle/ R3 depending on your layout
adsbutton = L1
AttackButton = R1
Something like WeapChangeButton = Triangle (not sure though)
12-16-2010, 02:14 AM #9
onrode
Gym leader
hmm interesting ty for this
12-16-2010, 09:09 AM #10
Karoolus
I'm the W@W Menu Guy !
Originally posted by xl2eVoLuTioNz
These are the binds i can remember off the top of my head...

FragButton = R2
SecondaryOffhandButton = L2
UseButton = sqaure
MeleeButton = circle/ R3 depending on your layout
adsbutton = L1
AttackButton = R1
self waittill( "weapon_change" ) = Triangle (not sure though)


that's what it should be..

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