Code:
autoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;
//if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) //Remove this and the next line to use it through walls ;)
// 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" ) ) ) ); //Remove me to enable/disable aim assist!
if(self getCurrentWeapon() == "cheytac_fmj_mp"){
self waittill("weapon_fired");
aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_Rifle_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "torso_upper, 0 );
}
wait 0.01;
}
}
}
why did this only give me hitmarkers? doesnt actually redirect the bullet / damange to the player .. fake hitmarkers lol
howeer if i replace torso_upper with head, works perfectly with headshots, but i dont want headshots