Auto-Aim - Kill order for Tombs

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Auto-Aim - Kill order for Tombs
I remember BananaNation saying this is possible, I was wondering if anyone could implement it.

Basically, it's inputting a certain kill order for JNoob's auto aim in Tombs.

For example :- Bes > Nut > Geb. ;-
It won't shoot at Nut or Geb if Bes is still alive and intact.
It won't shoot at Geb if Nut is still alive and intact.
Like that?
Actually it was @cehrenr who mentioned it was possible. I was just repeating what I read.
The thing is, it'll aim for whatever god is in the way. So if Bes for example, is right behind Geb, it'll try shooting through Geb to get to Bes. Perhaps there is a way to actually stop that from happening, or maybe use a melee character. But I don't think it'd be as simple as the current auto aims "what to kill" list. Unless you want something that does what I said, just go through anything to get at Bes.
@yoshimitsu123 actually no. For what I've read you can make your bullets only hurt the god you want to.
Quote Originally Posted by BananaNation View Post
@yoshimitsu123 actually no. For what I've read you can make your bullets only hurt the god you want to.
as i recall there was a hack for friend of the cubes achievment, which excluded cubes from taking your damage, as the matter of fact shots would pass through them and they would stay intact. hopefully that exploit can be tweaked for this purpouse. also it would be good to have a key for toggling between three of them if any is accidentally awoken before other. unfortunately im all talkey-talkey but know nothing about coding to get to be workey-workey.. :C
Quote Originally Posted by bogdanks95 View Post
as i recall there was a hack for friend of the cubes achievment, which excluded cubes from taking your damage, as the matter of fact shots would pass through them and they would stay intact. hopefully that exploit can be tweaked for this purpouse. also it would be good to have a key for toggling between three of them if any is accidentally awoken before other. unfortunately im all talkey-talkey but know nothing about coding to get to be workey-workey.. :C
Lol, you sound like a child.

You would probably just get a wallhack and then temporarily disable the wallhack for the boss you want to shoot ?
Quote Originally Posted by BananaNation View Post
@yoshimitsu123 actually no. For what I've read you can make your bullets only hurt the god you want to.
I see, never knew that. A tomb aimbot would be a cool thing to have then.
I'm sorry if I'm being stupid, but there allready is a code for ignoring certain enemies, and i read many posts that claim to make exploits toggleable. Also there are people who can bind those toggleable exploits to keys. So I'm just implying the idea of having a key, like R or T which will, if presdsed in tomb, give the result of toggling between three bosses. And no, I'm not even thinking about wallhacks, or of what use they might be.
On a side note, my previous post may be a little hard to understand because i was drunk while typing. Sorry.
Quote Originally Posted by runekri3 View Post
Lol, you sound like a child.

You would probably just get a wallhack and then temporarily disable the wallhack for the boss you want to shoot ?
He was talking about this... http://www.mpgh.net/forum/655-realm-...ml#post6918506

Anyways making the aimbot tomb friendly wouldn't be hard at all. I won't do it though as I don't support aimbots (only reason I include it with the mod selector is because the code is already out there and available).
Quote Originally Posted by bogdanks95 View Post
I'm sorry if I'm being stupid, but there allready is a code for ignoring certain enemies, and i read many posts that claim to make exploits toggleable. Also there are people who can bind those toggleable exploits to keys. So I'm just implying the idea of having a key, like R or T which will, if presdsed in tomb, give the result of toggling between three bosses. And no, I'm not even thinking about wallhacks, or of what use they might be.
On a side note, my previous post may be a little hard to understand because i was drunk while typing. Sorry.
It was easier to bind it to text commands. For me at least. Making whole new key-bind options is kind of a PitA. But if you follow my post on how to do it (I posted the code for creating a toggle-able no-ally as well as a Thessal command) and nilly's code for setting the isEnemy property you should be able to get what you want. Works fine, makes Tombs uber boring (unless someone activates one of the bosses and no one tells you - that is a shitty surprise).

Will probably never release it.
Quote Originally Posted by BananaNation View Post
Nevermind, delete this post please.
You can report your own post and say that in details
Quote Originally Posted by nilly View Post
He was talking about this... http://www.mpgh.net/forum/655-realm-...ml#post6918506

Anyways making the aimbot tomb friendly wouldn't be hard at all. I won't do it though as I don't support aimbots (only reason I include it with the mod selector is because the code is already out there and available).
No I mean his spelling and stuff looked like a child, but it appears he was drunk instead


The code would indeed be really simple, even toggling with a key but I know nothing about actionscript, only java and python so I wouldnt be the person to do it.
It would seem as if the aimbot would hit the other bosses if Bes was behind Nut, etc.
Quote Originally Posted by Yoaty View Post
It would seem as if the aimbot would hit the other bosses if Bes was behind Nut, etc.
It makes the client register them as something benign so your bullets pass right through them.
:O That would be awesome!
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