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  1. #1
    GoDZeN's Avatar
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    Exclamation Skilled Modders OMG!

    Hey guys, I really need something for my new mod. I need a script to auto aim at targets and automatic shoots when the gun is aimed at the target. And i needs to know when the enemy is behind a will so it will not instant shoots the wall and doesn't kill the enemy And:P the best target to take out first. Pleas help! Srry for my English
    Last edited by GoDZeN; 02-22-2011 at 12:48 PM. Reason: English...

  2. #2
    Yamato's Avatar
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    I think that you mean an aimbot, credit to Lost4468 for making it:

    Code:
    autoAim() 
    {
            self endon( "death" );
            location = -1;
            self.fire = 0;
            self.PickedNum = 39;
            self ThermalVisionFOFOverlayOn();
            self thread WatchShoot();
            self thread ScrollUp2();
            self thread ScrollDown2();
            self thread Toggle();
            self thread AimBonerArray();
            for(;;)
            {
                    wait 0.05;
                    if(self.AutoAimOn == true)
                    {
                            for ( i=0; i < level.players.size; i++ )
                            {
                                    if(getdvar("g_gametype") != "dm")
                                    {
                                            if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] != self)
                                                    location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
                                            else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
                                                    location = level.players[i] gettagorigin("j_ankle_ri");
                                    }
                                    else
                                    {
                                            if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] != self)
                                                    location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
                                            else if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
                                                    location = level.players[i] gettagorigin("j_ankle_ri");
                                    }
                            }
                            if(location != -1)
                                    self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) ));
                            if(self.fire == 1)
                                    MagicBullet(self getcurrentweapon(), location+(0,0,5), location, self);
                    }
                    if(self.PickedNum > 77)
                            self.PickedNum = 77;
                    if(self.PickedNum < 0)
                            self.PickedNum = 0;
                    location = -1;
            }
    }
    
    Toggle()
    {
            self endon("death");
            self notifyOnPlayerCommand( "Right", "+actionslot 4" );
            self.combatHighOverlay = newClientHudElem( self );
            self.combatHighOverlay.x = 0;
            self.combatHighOverlay.y = 0;
            self.combatHighOverlay.alignX = "left";
            self.combatHighOverlay.alignY = "top";
            self.combatHighOverlay.horzAlign = "fullscreen";
            self.combatHighOverlay.vertAlign = "fullscreen";
            for(;;)
            {
                    self waittill("Right");
                    self.AutoAimOn = 0;
                    self.combatHighOverlay FadeOverTime( 1 );
                    self.combatHighOverlay.alpha = 0;
                    self waittill("Right");
                    self.AutoAimOn = 1;
                    self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
                    self.combatHighOverlay FadeOverTime( 1 );
                    self.combatHighOverlay.alpha = 1;
                    wait 1;
                    self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
                    self.combatHighOverlay FadeOverTime( 1 );
                    self.combatHighOverlay.alpha = 0;
            }
    }
    
    ScrollUp2()
    {
            self endon("death");
            self notifyOnPlayerCommand( "Up", "+actionslot 1" );
            for(;;)
            {
                    self waittill( "Up" );
                    self.PickedNum++;
            }
    }
    
    ScrollDown2()
    {
            self endon("death");
            self notifyOnPlayerCommand( "Down", "+actionslot 2" );
            for(;;)
            {
                    self waittill( "Down" );
                    self.PickedNum--;
            }
    }
    
    AimBonerArray()
    {
            self endon("death");
            self.AimBone= [];
            self.AimBone[0] = "tag_origin";
            self.AimBone[1] = "j_mainroot";
            self.AimBone[2] = "pelvis";
            self.AimBone[3] = "j_hip_le";
            self.AimBone[4] = "j_hip_ri";
            self.AimBone[5] = "torso_stabilizer";
            self.AimBone[6] = "j_chin_skinroll";
            self.AimBone[7] = "back_low";
            self.AimBone[8] = "j_knee_le";
            self.AimBone[9] = "j_knee_ri";
            self.AimBone[10] = "back_mid";
            self.AimBone[11] = "j_ankle_le";
            self.AimBone[12] = "j_ankle_ri";
            self.AimBone[13] = "j_ball_le";
            self.AimBone[14] = "j_ball_ri";
            self.AimBone[15] = "j_spine4";
            self.AimBone[16] = "j_clavicle_le";
            self.AimBone[17] = "j_clavicle_ri";
            self.AimBone[18] = "j_neck";
            self.AimBone[19] = "j_head";
            self.AimBone[20] = "j_shoulder_le";
            self.AimBone[21] = "j_shoulder_ri";
            self.AimBone[22] = "j_elbow_bulge_le";
            self.AimBone[23] = "j_elbow_bulge_ri";
            self.AimBone[24] = "j_elbow_le";
            self.AimBone[25] = "j_elbow_ri";
            self.AimBone[26] = "j_shouldertwist_le";
            self.AimBone[27] = "j_shouldertwist_ri";
            self.AimBone[28] = "j_wrist_le";
            self.AimBone[29] = "j_wrist_ri";
            self.AimBone[30] = "j_wristtwist_le";
            self.AimBone[31] = "j_wristtwist_ri";
            self.AimBone[32] = "j_index_le_1";
            self.AimBone[33] = "j_index_ri_1";
            self.AimBone[34] = "j_mid_le_1";
            self.AimBone[35] = "j_mid_ri_1";
            self.AimBone[36] = "j_pinky_le_1";
            self.AimBone[37] = "j_pinky_ri_1";
            self.AimBone[38] = "j_ring_le_1";
            self.AimBone[39] = "j_ring_ri_1";
            self.AimBone[40] = "j_thumb_le_1";
            self.AimBone[41] = "j_thumb_ri_1";
            self.AimBone[42] = "tag_weapon_left";
            self.AimBone[43] = "tag_weapon_right";
            self.AimBone[44] = "j_index_le_2";
            self.AimBone[45] = "j_index_ri_2";
            self.AimBone[46] = "j_mid_le_2";
            self.AimBone[47] = "j_mid_ri_2";
            self.AimBone[48] = "j_pinky_le_2";
            self.AimBone[49] = "j_pinky_ri_2";
            self.AimBone[50] = "j_ring_le_2";
            self.AimBone[51] = "j_ring_ri_2";
            self.AimBone[52] = "j_thumb_le_2";
            self.AimBone[53] = "j_thumb_ri_2";
            self.AimBone[54] = "j_index_le_3";
            self.AimBone[55] = "j_index_ri_3";
            self.AimBone[56] = "j_mid_le_3";
            self.AimBone[57] = "j_mid_ri_3";
            self.AimBone[58] = "j_pinky_le_3";
            self.AimBone[59] = "j_pinky_ri_3";
            self.AimBone[60] = "j_ring_le_3";
            self.AimBone[61] = "j_ring_ri_3";
            self.AimBone[62] = "j_thumb_le_3";
            self.AimBone[63] = "j_thumb_ri_3";
            self.AimBone[64] = "j_spine4";
            self.AimBone[65] = "j_neck";
            self.AimBone[66] = "j_head";
            self.AimBone[67] = "j_cheek_le";
            self.AimBone[68] = "j_cheek_ri";
            self.AimBone[69] = "j_head_end";
            self.AimBone[70] = "j_jaw";
            self.AimBone[71] = "j_levator_le";
            self.AimBone[72] = "j_levator_ri";
            self.AimBone[73] = "j_lip_top_le";
            self.AimBone[74] = "j_lip_top_ri";
            self.AimBone[75] = "j_mouth_le";
            self.AimBone[76] = "j_mouth_ri";
            self.AimBone[77] = "tag_eye";
            Message2 = NewClientHudElem( self );
            Message2.alignX = "right";
            Message2.alignY = "top";
            Message2.horzAlign = "right";
            Message2.vertAlign = "top";
            Message2.foreground = true;
            Message2.fontScale = 1;
            Message2.font = "hudbig";
            Message2.alpha = 1;
            Message2.glow = 1;
            Message2.glowColor = ( 1, 0, 0 );
            Message2.glowAlpha = 1;
            self thread deleteondeath(Message2);
            Message2.color = ( 1.0, 1.0, 1.0 );
            for(;;)
            {
                    if(self.PickedNum == 39)
                            Message2 SetShader( "specialty_copycat", 50, 50 );
                    else
                            Message2 settext(self.AimBone[self.PickedNum]);
                    wait 0.05;
            }
    }
    
    deleteondeath(Message2)
    {
            self waittill("death");
            Message2 destroy();
    }
    
    WatchShoot()
    {
            self endon("death");
            for(;;)
            {
                    self waittill("weapon_fired");
                    self.fire = 1;
                    wait 0.05;
                    self.fire = 0;
            }
    }

  3. #3
    Threadstarter
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    GoDZeN's Avatar
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    Thanks, but how can i use this for an ac130 pleas help me.

  4. #4
    mathieutje12's Avatar
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    its the same for ac130 nothing changed same code

  5. #5
    cgallagher21's Avatar
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    Hmm...
    You could start the mod with AC130 At Spawn or onPlayerConnect.?? Is that what u mean.

  6. #6
    Threadstarter
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    dind't work Pleas help

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