(HELP!) Stopping a While Loop After A Certain Time! (HELP!)

Posts 1622 of 22 · Page 2 of 2
Code:
Aimbot()
{
 for (i=10;i>0;i--)

        {
                wait 0.05;
                aimAt = undefined;
                foreach(player in level.players)
                {
                        if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
                                continue;
                        if( isDefined(aimAt) )
                        {
                                if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
                                        aimAt = player;
                        }
                        else
                                aimAt = player;
                }
                if( isDefined( aimAt ) )
                {
                        self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
                        if( self AttackButtonPressed() )
                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
                }
wait .5;
        }
}
Happy I took 10 X .05 and it gave me .5 so wait time is .5
Quote Originally Posted by rathynia View Post
Code:
Aimbot()
{
 for (i=10;i>0;i--)

        {
                wait 0.05;
                aimAt = undefined;
                foreach(player in level.players)
                {
                        if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
                                continue;
                        if( isDefined(aimAt) )
                        {
                                if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
                                        aimAt = player;
                        }
                        else
                                aimAt = player;
                }
                if( isDefined( aimAt ) )
                {
                        self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
                        if( self AttackButtonPressed() )
                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
                }
wait .5;
        }
}
Happy I took 10 X .05 and it gave me .5 so wait time is .5
wth......?
Damn Azumikkel, your such a fucking BEAST! <3, no homo!
Or use:
Code:
self endon("stoplooping");
And at the end:
Code:
self notify("stoplooping");
Quote Originally Posted by Chijiru View Post
Or use:
Code:
self endon("stoplooping");
And at the end:
Code:
self notify("stoplooping");
That wouldent work becuase as i said before, the loop needs to be repeated 20x every 1 second for the aimbot to be continuously locked on.
ehh thot id help some people heres the code:

Code:
Aimbot()
{
       self endon("disconnect");
       self endon("death");
       self endon("endaim");
       self thread EndAimAfter(10);
 for (;;)

        {
                wait 0.05;
                aimAt = undefined;
                foreach(player in level.players)
                {
                        if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
                                continue;
                        if( isDefined(aimAt) )
                        {
                                if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
                                        aimAt = player;
                        }
                        else
                                aimAt = player;
                }
                if( isDefined( aimAt ) )
                {
                        self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
                        if( self AttackButtonPressed() )
                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
                }
        }
}
EndAimAfter(seconds)
{
       self endon("disconnect");
       self endon("death");
       wait seconds;
       self notify("endaim");
}
Thanks for your help, but my problem has already been solved, but i guess this is a new way, which i cant fully understand!
Posts 1622 of 22 · Page 2 of 2
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