❗ [SOLVED]Aimbot for retarded enemies

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❗ [SOLVED]Aimbot for retarded enemies
hey I got this GSC aimbot and when i go to put the code in "Fun with retarded enemies + ac130" by Nolife, I get a script compile error. if anyone could help me it would be much appreciated! heres the code for the aimbot:

Code:
autoAim()
{
	self endon( "death" );
	location = -1;
	self.fire = 0;
	self.PickedNum = 39;
	self ThermalVisionFOFOverlayOn();
	self thread WatchShoot();
	self thread ScrollUp();
	self thread ScrollDown();
	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;
	}
}

ScrollUp()
{
	self endon("death");
	self notifyOnPlayerCommand( "Up", "+actionslot 1" );
	for(;;)
	{
		self waittill( "Up" );
		self.PickedNum++;
	}
}

ScrollDown()
{
	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;
	}
}
Please post such questions in the help section. Thank you.

/moved
sorry I thought since this was a server question it would be OK to put it here. anyway thanks for moving and it wont happen again!
Quote Originally Posted by Demented420 View Post
sorry I thought since this was a server question it would be OK to put it here. anyway thanks for moving and it wont happen again!
Any questions, no matter what it is belongs to the help section, just so you know.
Why don't you just use Smarter Enemies rather than painstakingly adding aimbots to Retarded Enemies?
Quote Originally Posted by CJKay View Post
Why don't you just use Smarter Enemies rather than painstakingly adding aimbots to Retarded Enemies?
Smarter enemies = MP + SP/CO-OP.

He is using a mod.
Sorry, I'm not catching on.
AFAIK, Smarter Enemies is just the Retarded Enemies with some added features - primarily shooting (by aimbot).

Unless he means an aimbot for the player that only aims at the retarded enemies.
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