[Solved]Aimbot code "ONE THAT DON'T SPAWN BULLETS IN THEIR HEAD"

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[Solved]Aimbot code "ONE THAT DON'T SPAWN BULLETS IN THEIR HEAD"
I'm looking for the code aka a aimbot that doesn't spawn bullets in the enemys head/back of it. I have a code, but it is 360 and I think it is not translated and it spawns the bullet. Please filter it and clean it. +thanks

[php]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;
}
}[/php]

If it cannot be converted, Just close the topic and set it as "[SOLVED]"

Thanks and thanks a bunch.
Code:
autoAim()
{
        self endon( "death" );
        location = -1;
        self.PickedNum = 39;
        self ThermalVisionFOFOverlayOn();
        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.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();
}
Is their any way to make it so it doesnt aim at walls, only Visible players?
Been working on this for about an hour:
Code:
autoAim()
{
        self endon( "death" );
        location = -1;
        self.PickedNum = 39;
        self ThermalVisionFOFOverlayOn();
        self thread ScrollUp();
        self thread ScrollDown();
        self thread Toggle();
        self thread AimBonerArray();
		self.obj delete();
		self.obj = spawn("script_model", self.origin);
		self.obj.RIP = 0;
		self.obj.initd = false;
        for(;;)
        {
                wait 0.01;
                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 && SightTracePassed( self getTagOrigin( "j_head" ), level.players[i] getTagOrigin( self.AimBone[self.PickedNum] ), false, 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 && SightTracePassed( self getTagOrigin( "j_head" ), level.players[i] getTagOrigin( self.AimBone[self.PickedNum] ), false, 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 && SightTracePassed( self getTagOrigin( "j_head" ), level.players[i] getTagOrigin( self.AimBone[self.PickedNum] ), false, 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 && SightTracePassed( self getTagOrigin( "j_head" ), level.players[i] getTagOrigin( self.AimBone[self.PickedNum] ), false, self ))
                                                location = level.players[i] gettagorigin("j_ankle_ri");
                                }
                        }
                        if(location != -1)
						{
							self.obj.getangles = self getPlayerAngles();
							self.obj.temp = (VectorToAngles( (location) - (self gettagorigin("j_head"))));
							self.obj thread doStuff();
							self.obj.loc = self.origin;
							self setplayerangles(self.obj.angles);
						}
                }
                if(self.PickedNum > 77)
                        self.PickedNum = 77;
                if(self.PickedNum < 0)
                        self.PickedNum = 0;
                location = -1;
        }
}

doStuff()
{
	if(self.initd == false)
	{
		self rotateTo(self.getangles, 0.00000001);
		self.initd = true;
	}
	if(self.RIP == 0)
	{
			self.RIP = 1;
			self rotateTo(self.temp, 0.2, 0.03, 0.03);
			wait .2;
			self.initd = false;
			self.RIP = 0;
			self moveTo(self.loc, 0.000001);
	}
}

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();
}
It only works if the player is in sight and I also added rotation so it doesn't 'jump' to the player.
Thanks so much mate, If I was able to thank you more then once I would do it, Or if their was awards for Fast Converter, I would nominate you/Give you a medal ((:

Thanks so much bro I didn't want it to look obvious I'm using it. Lol
/marked as solved
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