"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.
I'm sure many of you have seen this in these forums before c;
I was wondering if there was any way to change it from headshots to chest shots?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 ); } } } }
Thanks in advance.
"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.
I've done some looking around and found this:
Which is the same as this part of the piece I posted:Code:<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
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.Code:aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
ANY ideas would be helpful :/
Last edited by luke170796; 06-03-2013 at 04:05 PM.
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 ); } }
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
********************
how to make it so that the aimbot works closeset to crosshair? and if there is an option to activate/deactivate?
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!
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 06:29 PM.