[Release]Advanced Aimbot - Toggle on/off - Select all possible aimbones -

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[Release]Advanced Aimbot - Toggle on/off - Select all possible aimbones -
[Use Modloader]
Unzip file and put it modloade folder, and configure ur modder ini file.

[Included in the _rank.gsc file]
Edited the "magicbullets" out cause of the massive respawn killing.
3 Line instruction at start included.



How to use this ingame? [watch in 1080p full hd]



Press N button Ingame to turn it on / off.
Use 4 and 5 to navigate through all Aimbones


[This video is from the creator of the original aimbot code]


[original aimbot code taken from xbox360 website]

Aimbot4ALL.rar MD5:00818d4a2a13a15f08047ca117033c3b - VirSCAN.org Scanners did not find malware!ⓘ

Virustotal. MD5: 00818d4a2a13a15f08047ca117033c3bⓘ
Aimbot4ALL.rarattachment deleted · 271 downloads before removal
I thought we already had an aimbot. Nice anyways.
Quote Originally Posted by [FAP]C-Drug[/FAP] View Post
I thought we already had an aimbot. Nice anyways.
yes but this way everyone in the lobby has one what makes it more fun for everyone. And il make a video in a bit this is better than any other aimbot out there (never misses)
btw you leached this and it doesnt work the correct way?!

maybe you solved we will see
Quote Originally Posted by Zyixc View Post
btw you leached this and it doesnt work the correct way?!

maybe you solved we will see
yes i got this from a xbox360 code but got it working properly
why is the file so f@cking big ??
give me a link .. plz for download
Quote Originally Posted by uninvited66 View Post
give me a link .. plz for download
hold on bro tested this, worked fine, changed text and wouldnt even load into the map idk why but im fixin it now
here is an _gsc aimbot, credits to Lost4468.
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;
	}
}
vid:

maybe this helps you in some way
Quote Originally Posted by Archangel View Post
here is an _gsc aimbot, credits to Lost4468.
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;
	}
}
vid: YouTube - Modern warfare 2 GSC aimbot, pc/360ⓘ

maybe this helps you in some way
pahhaa hilarious vid
Quote Originally Posted by Make My Day View Post


pahhaa hilarious vid
yeah its same one
Dude hahahhahahahaha u can see that the multi-kill score goes up to 2600 xD
Add credits!
Holy fuck that aimbot looks sick !!
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