Crossfire Script Aimbot Release
I have found a crossfire aimbot script on the internet. I do not know if it works but do know that it is new. If you use my base please give me the dll once you make it. PLease also do not release public gets patched to fast. Also this script is not in the process of being completed it is finished and ready to use I do not know how to compile though. Someone please post and tell me what to do with it here is a preview.
THIS IS A AUTOMAN SCRIPT.
#
# Project: MAT Automaton
#
# Aiming & utilities
# - Copyright (C) 2011 dB. All rights reserved.
#
# Python imports
import os
import json
# Automaton imports
from Automaton.System import Register
from Automaton.Outputs import Logger
from Automaton import AntTweakBar
from Automaton import Keys
# Unreal imports
from Unreal.Core import Vector, Rotator, Color
from Unreal.Core import Object as ObjectClass
from Unreal.Engine import Actor as ActorClass
from Unreal.Engine import Pawn as PawnClass
from Unreal.Engine import Texture as TextureClass
from Unreal.Engine import Weapon as WeaponClass
# Fetch important functions
DynamicLoadObject = FindFunction ( ObjectClass, 'DynamicLoadObject' )
# Physics constants
(PHYS_None, PHYS_Walking,
PHYS_Falling, PHYS_Swimming,
PHYS_Flying, PHYS_Rotating,
PHYS_Projectile, PHYS_Interpolating,
PHYS_MovingBrush, PHYS_Spider,
PHYS_Trailer, PHYS_Ladder,
PHYS_RootMotion, PHYS_Karma,
PHYS_KarmaRagDoll, PHYS_Hovering) = range ( 16 )
# Pawn bit constants
(EPB_UseItem, EPB_God,
EPB_Dance, EPB_Speedup,
EPB_AutoAim, EPB_Mini,
EPB_Talking, EPB_7,
EPB_FilterBadState, EPB_Hide,
EPB_Second, EPB_Third,
EPB_12, EPB_13,
EPB_14, EPB_15,
EPB_MagicChange, EPB_Frozen,
EPB_Chaos, EPB_Speeddown,
EPB_LightingStrike, EPB_Vertigo,
EPB_CorpseChange, EPB_EvilPigChange,
EPB_Terminator, EPB_25,
EPB_26, EPB_27,
EPB_28, EPB_29,
EPB_30, EPB_Max) = range ( 32 )
# Bone constants
(BONE_Head, BONE_Root) = range ( 2 )
# Team constants
(TEAM_Blue, TEAM_Red) = range ( 2 )
# Aiming modes
(AIMING_Health, AIMING_Distance, AIMING_Key) = range ( 3 )
class Aiming(object):
def __init__(self):
# Defaults
self.Wireframe = False
self.Wallhack = False
self.AlwaysDraw = False
self.AutoAim = False
self.AutoFire = False
self.FriendlyFire = False
self.LatencyCorrection = False
self.SecondaryFire = False
self.AimKey = Keys.Shift
self.AimMode = AIMING_Health
self.BonePrecedence = BONE_Head
# Initialization
self.KeyDown = False
self.Viewport = None
self.WhiteTexture = None
self.AimingModes = {
AIMING_Health : self.__best_byhealth,
AIMING_Distance : self.__best_bydistance,
AIMING_Key : self.__best_bykey
}