LightbulbPerfect Silent Aim

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Perfect Silent Aim
Here you go "my" 97% perfect 100% lua silent aimbot (i copy mutch of ponyhack)
you have to fix: make it faster for autoshoot
make you own target-selection and give it the variable "v"


hook.Add("CreateMove", "psilent", function(cmd)
v = [your function .. that return a player ] //get the target from getvangle
local wep = LocalPlayer():GetActiveWeapon() //Get our weapon
if v ~= nil and wep != nil then //if v == nil so if there no player to aim at and the weapon is nil
if old_angs != nil then //if old_angs not nil
cmd:SetViewAngles(old_angs) //if old angle is a angle then set the view angle to the old_angs
old_angs = nil //set the old_angs to nil
cmd:ClearButtons() //clear all buttons
return //return ...
end
if cmd:KeyDown( IN_ATTACK ) then //if our IN_ATTACK Key is down
if (math****und(CurTime(),4)) >= (math****und(wep:GetNextPrimaryFire(),4)) and wep:CanPrimaryAttack() then//I round the CurTime and the GetNextPrimaryFire ofcause if i used the 15 dig number it never went true O.o we also check if the clip isnt empty and we can shoot
old_angs = cmd:GetViewAngles() //if we can shoot we save the angle
v:SetAnimation( 0 ) //set the animation to 0
local targethead = v:LookupBone"ValveBiped.Bip01_Head1") //get the aimbone
local targetheadpos,targetheadang = v:GetBonePosition(targethead) //get the position of the targetbone
cmd:SetViewAngles( ((targetheadpos+ Vector(0, 0, 2)) - LocalPlayer():GetShootPos()):Angle() ) //Set the view angle to the enemy
else return end
end
end
end )






First Post yey

(pls dont flame me 4 bad englis or some fourum fails.. idk im new :3)
This is not perfect silent aim, you can't acheive pSilent without chocking commands
Quote Originally Posted by Ariaa View Post
This is not perfect silent aim, you can't acheive pSilent without chocking commands
They don't know how to achieve such a beauty.
Quote Originally Posted by _Robby View Post
They don't know how to achieve such a beauty.
As if, you do. I've never seen a glimpse of intelligence from you.
lmao psilent has been out for 3 years and you guys still cant do it right, if at all

bool GameUtil::IsReadyToFireBullet()
{
if (!weapon)
return false;

if (weapon->GetPrimaryClip() <= 0)
return false;

float curtime = local->GetTickBase() * globals->interval;

if (local->GetNextAttack() > curtime)
return false;

if (weapon->GetNextPrimaryAttack() > curtime)
return false;

return true;
}

for lua

local function IsReadyToFireBullet()
if not (weapon and weapon:IsValid()) then return false end
if weapon:Clip1() <= 0 then return false end

local curtime = globaltime

if weapon:GetNextPrimaryAttack() > curtime then return false end

local act = weapon:GetActivity()

// you can improve upon this yourself
if act == ACT_VM_DRAW then return false end
if act == ACT_VM_RELOAD then return false end

return true
end
though this wont help since 99% of you will still be stuck on curtime

Quote Originally Posted by _Robby View Post
They don't know how to achieve such a beauty.
i already did the same shit with host_timescale a long time ago, albeit a much worse method (delta time between clip changes)
but its nothing new
Quote Originally Posted by Flying Gooby View Post
As if, you do. I've never seen a glimpse of intelligence from you.
Why I never! How dare such a pathetic, simpleminded runt question my intelligence! I'll have you know, "Flying Gooby", that I graduated TOP in my SE classes at MIT!

youtube.com/watch?v=TU3oBClxkQo . See for yourself and look into your screen(my eyes) and tell me otherwise!

Quote Originally Posted by ExiledStyles View Post
lmao psilent has been out for 3 years and you guys still cant do it right, if at all



though this wont help since 99% of you will still be stuck on curtime



i already did the same shit with host_timescale a long time ago, albeit a much worse method (delta time between clip changes)
but its nothing new
While starting to learn up on C++, I've read over the purpose of "bSendPackets" and what it does, which resembles the use of timescale. It's something that majority of people who "code Lua" would not think of doing. Even with everyone now knowing what stops ucmds from being sent server-sided, it's doubtful they'll figure it out anytime soon. Ghetto, but works!
Quote Originally Posted by _Robby View Post
I've read over the purpose of "bSendPackets" and what it does, which resembles the use of timescale.
bSendPackets isn't the same as host_timescale at all
Quote Originally Posted by _Robby View Post
Why I never! How dare such a pathetic, simpleminded runt question my intelligence! I'll have you know, "Flying Gooby", that I graduated TOP in my SE classes at MIT!

youtube.com/watch?v=TU3oBClxkQo . See for yourself and look into your screen(my eyes) and tell me otherwise!



While starting to learn up on C++, I've read over the purpose of "bSendPackets" and what it does, which resembles the use of timescale. It's something that majority of people who "code Lua" would not think of doing. Even with everyone now knowing what stops ucmds from being sent server-sided, it's doubtful they'll figure it out anytime soon. Ghetto, but works!
Your version of C++ is copy and paste!
Quote Originally Posted by Kona-chan View Post
bSendPackets isn't the same as host_timescale at all
Well, obviously. As I said, "resembles". If you use it correctly, they can be used to achieve the same outcome.

Quote Originally Posted by suchisgood View Post
Your version of C++ is copy and paste!
But... it's not C++, weirdo.
Quote Originally Posted by ExiledStyles View Post
lmao psilent has been out for 3 years and you guys still cant do it right, if at all



though this wont help since 99% of you will still be stuck on curtime



i already did the same shit with host_timescale a long time ago, albeit a much worse method (delta time between clip changes)
but its nothing new
nice copy paste
its nearly perfectsilence
lmao fix your curtime

- - - Updated - - -

http://pastebin.com/iXvweytr
Quote Originally Posted by rata110873 View Post
Cal'm you'r tits is hi's firs't pos't
pls stop /2short
Quote Originally Posted by zombiiju View Post
Here you go "my" 97% perfect 100% lua silent aimbot (i copy mutch of ponyhack)
you have to fix: make it faster for autoshoot
make you own target-selection and give it the variable "v"


hook.Add("CreateMove", "psilent", function(cmd)
v = [your function .. that return a player ] //get the target from getvangle
local wep = LocalPlayer():GetActiveWeapon() //Get our weapon
if v ~= nil and wep != nil then //if v == nil so if there no player to aim at and the weapon is nil
if old_angs != nil then //if old_angs not nil
cmd:SetViewAngles(old_angs) //if old angle is a angle then set the view angle to the old_angs
old_angs = nil //set the old_angs to nil
cmd:ClearButtons() //clear all buttons
return //return ...
end
if cmd:KeyDown( IN_ATTACK ) then //if our IN_ATTACK Key is down
if (math****und(CurTime(),4)) >= (math****und(wep:GetNextPrimaryFire(),4)) and wep:CanPrimaryAttack() then//I round the CurTime and the GetNextPrimaryFire ofcause if i used the 15 dig number it never went true O.o we also check if the clip isnt empty and we can shoot
old_angs = cmd:GetViewAngles() //if we can shoot we save the angle
v:SetAnimation( 0 ) //set the animation to 0
local targethead = v:LookupBone"ValveBiped.Bip01_Head1") //get the aimbone
local targetheadpos,targetheadang = v:GetBonePosition(targethead) //get the position of the targetbone
cmd:SetViewAngles( ((targetheadpos+ Vector(0, 0, 2)) - LocalPlayer():GetShootPos()):Angle() ) //Set the view angle to the enemy
else return end
end
end
end )






First Post yey

(pls dont flame me 4 bad englis or some fourum fails.. idk im new :3)
Good job achieving pakistan silent aim!
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