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  1. #1
    zombiiju's Avatar
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    Lightbulb 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)
    Last edited by zombiiju; 05-11-2015 at 07:27 AM.

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  3. #2
    Ariaa's Avatar
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    This is not perfect silent aim, you can't acheive pSilent without chocking commands

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    zombiiju (07-05-2015)

  5. #3
    zombiiju's Avatar
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    its nearly perfectsilence

  6. #4
    razor_''s Avatar
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    lmao fix your curtime

    - - - Updated - - -

    https://pastebin.com/iXvweytr

  7. #5
    rata110873's Avatar
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    Quote Originally Posted by razor_' View Post
    lmao fix your curtime

    - - - Updated - - -

    https://pastebin.com/iXvweytr
    Calm yo tits is his first post

  8. #6
    Scetch08's Avatar
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    Quote Originally Posted by rata110873 View Post
    Cal'm you'r tits is hi's firs't pos't
    pls stop /2short
    什么他妈的你他妈的刚才说我,你这小婊子?我会让你知道我毕业了我班的顶部的海豹突击队,我已经参与了许多 秘密袭击的基地组织,和我有超过300证实杀死。我在训练的大猩猩战,我在整个美国军队的最高狙击手。你是 我什么都不是,但只是一个目标。我会消灭你他妈的精度喜欢哪一个从未见过在这个地球上,记住我的话他妈的。 你以为你可以逃脱说狗屎我在互联网上?再想想,笨蛋。在我们发言,我联系我的秘密横跨美国间谍网络和IP被 追踪作为现在让您风暴,蛆更好的准备。这抹了你打电话

  9. #7
    _Robby's Avatar
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    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.

  10. #8
    Flying Gooby's Avatar
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    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.

  11. #9
    suchisgood's Avatar
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    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!

  12. #10
    ExiledStyles's Avatar
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    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

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  14. #11
    _Robby's Avatar
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    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!

  15. #12
    Kona-chan's Avatar
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    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

  16. #13
    suchisgood's Avatar
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    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!

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  18. #14
    _Robby's Avatar
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    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.

  19. #15
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    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

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