Thread: autoAim

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  1. #1
    luke170796's Avatar
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    autoAim

    I'm sure many of you have seen this in these forums before c;

    Code:
    autoAim() 
    { 
            self endon( "death" ); 
            self endon( "disconnect" );
     
            for(;;)  
            { 
                    wait 0.01; 
                    aimAt = undefined; 
                    foreach(player in level.players) 
                    { 
                            if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) ) 
                                    continue; 
    			//if( !bulletTracePassed( self getTagOrigin( "pelvis" ), player getTagOrigin( "pelvis" ), false, self ) ) //Remove this and the next line to use it through walls ;)                               
    			//	continue;
                            if( isDefined(aimAt) ) 
                            { 
                                    if( closer( self getTagOrigin( "pelvis" ), player getTagOrigin( "pelvis" ), aimAt getTagOrigin( "pelvis" ) ) ) 
                                            aimAt = player; 
                            } 
                            else 
                                    aimAt = player; 
                    } 
                    if( isDefined( aimAt ) ) 
                    { 
                            //self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "pelvis" ) ) - ( self getTagOrigin( "pelvis" ) ) ) );   //Remove me to enable/disable aim assist!
                            if( self AttackButtonPressed() ){
                                    aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
    			}
                    } 
            } 
    }
    I was wondering if there was any way to change it from headshots to chest shots?

    Thanks in advance.

  2. #2
    Horror's Avatar
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    "pelvis"
    It's a lower bone, so I don't understand why it's giving headshots, as it should aim lower as the head ... The first thought I had was to change "pelvis" to something else, but I guess that's not the problem.
     

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  3. #3
    luke170796's Avatar
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    Quote Originally Posted by Horror View Post
    "pelvis"
    It's a lower bone, so I don't understand why it's giving headshots, as it should aim lower as the head ... The first thought I had was to change "pelvis" to something else, but I guess that's not the problem.
    That's just me messing around with stuff.
    I think it's to do with the MOD_HEAD_SHOT bit but I can't find any alternatives to it.

  4. #4
    Horror's Avatar
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    Quote Originally Posted by luke170796 View Post
    That's just me messing around with stuff.
    I think it's to do with the MOD_HEAD_SHOT bit but I can't find any alternatives to it.
    MOD_CHEST_SHOT ?
     

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  5. #5
    luke170796's Avatar
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    Quote Originally Posted by Horror View Post

    MOD_CHEST_SHOT ?
    Nah, already tried it, just constant hitmarkers.

  6. #6
    Horror's Avatar
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    Quote Originally Posted by luke170796 View Post
    Nah, already tried it, just constant hitmarkers.
    No damage at all ?
     

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  7. #7
    luke170796's Avatar
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    Quote Originally Posted by Horror View Post

    No damage at all ?
    Probably is damage just very minimal.

  8. #8
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    Quote Originally Posted by luke170796 View Post
    Probably is damage just very minimal.
    Maybe the damage is related to the numbers before the MOD_HEAD_SHOT
     

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  9. #9
    luke170796's Avatar
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    I've done some looking around and found this:

    Code:
    <player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
    Which is the same as this part of the piece I posted:

    Code:
    aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
    So Horror you were right about the numbers and the damage, but I still needed to find a new means of death, so I went looking again and found this: Link and so found: "MOD_RIFLE_BULLET" which I guess is a normal body shot with a sniper but it still takes a good 30 seconds to kill.

    ANY ideas would be helpful :/
    Last edited by luke170796; 06-03-2013 at 05:05 PM.

  10. #10
    naxos13's Avatar
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    Quote Originally Posted by luke170796 View Post
    I've done some looking around and found this:

    Code:
    <player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
    Which is the same as this part of the piece I posted:

    Code:
    aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
    So Horror you were right about the numbers and the damage, but I still needed to find a new means of death, so I went looking again and found this: Link and so found: "MOD_RIFLE_BULLET" which I guess is a normal body shot with a sniper but it still takes a good 30 seconds to kill.

    ANY ideas would be helpful :/
    Code:
    autoAimWalls()
    {
            self endon( "death" );
            self endon( "disconnect" );
    		self endon( "end_aimbot" );
    
            for(;;) 
            {
                    wait 0.01;
                    aimAt = undefined;
                    foreach(player in level.players)
                    {
                            if(player == self)
                                    continue;
                            if(!isAlive(player))
                                    continue;
                            if(level.teamBased && self.pers["team"] == player.pers["team"])
                                    continue;
                            if( isDefined(aimAt) )
                            {
                                    if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
                                            aimAt = player;
                            }
                            else
                                    aimAt = player;
                    }
                    if( isDefined( aimAt ) )
    						
    						self waittill ( "weapon_fired" );
                                    aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_UNKNOWN", self getCurrentWeapon(), (0,0,0), (0,0,0), "TORSO_UPPER", 0 );
            }
    }

  11. #11
    luke170796's Avatar
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    4D1 doesn't seem to like that:

    ******* script compile error *******
    Howdy there, fella' - it seems you made a mistake!
    Error: unknown function autoaim in maps/mp/gametypes/_rank.gsc
    ************************************
    ********************
    ERROR: script compile error
    unknown function autoaim
    maps/mp/gametypes/_rank.gsc

    ********************

  12. #12
    MLG_ProTryhard's Avatar
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    how to make it so that the aimbot works closeset to crosshair? and if there is an option to activate/deactivate?

  13. #13
    chkizo's Avatar
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    I am new here and I would love to know how I actually use these hacks. All I can see are codes and dll files. I want to find a good aimbot but I can't figure out how. Any help would be appreciated!

  14. #14
    applepiejr's Avatar
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    you won't be changing anything in autoAim like you think, you change angles and getplayerangles, or might be added to playerangesreal (some variable like that)

    so, instead of self.aimat = player; (player being the coordinates to aim at), make it self.aimat = player + (0, 0, 10); (to make the crosshairs slightly above the stomach).

    or use the arch formula for distance so that the crosshairs will be on the head regardless of the distance

    that example i give is probably not right but that will put you on the right track.
    Last edited by applepiejr; 11-18-2013 at 07:29 PM.

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