rata110873 (05-11-2015),suchisgood (05-11-2015)
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)
Last edited by zombiiju; 05-11-2015 at 07:27 AM.
rata110873 (05-11-2015),suchisgood (05-11-2015)
This is not perfect silent aim, you can't acheive pSilent without chocking commands
zombiiju (07-05-2015)
its nearly perfectsilence
lmao fix your curtime
- - - Updated - - -
https://pastebin.com/iXvweytr
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 curtimebool 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
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
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!
dakilla345 (05-11-2015)