InfoGarry's Mod Script Thread
Well the bhop script I posted a page ago is pretty retarded. I fixed it since then:
Most recent version: https://github.com/LennyPenny/Lennys...Lenny/bhop.lua
See the post a page back for usage instructions, they are the same as before.
Code:
--[[
Lennys Scripts by Lenny. (STEAM_0:0:30422103)
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/.
Credit to the author must be given when using/sharing this work or derivative work from it.
]]
-- thanks to vexx21322 for help with the bitwise arithmetics
CreateClientConVar("lenny_bhop", 0)
local function bhopper( cmd )
if input.IsKeyDown(KEY_SPACE) then
if LocalPlayer():IsOnGround() then
cmd:SetButtons(cmd:GetButtons())
else
cmd:SetButtons(bit.band(cmd:GetButtons(), bit.bnot(IN_JUMP)))
end
end
end
-- preperation
hook.Remove("CreateMove", "bunnyhop")
if GetConVarNumber("lenny_bhop") == 1 then
hook.Add("CreateMove", "bunnyhop", bhopper)
end
-- end of prep
cvars.AddChangeCallback("lenny_bhop", function()
if GetConVarNumber("lenny_bhop") == 1 then
hook.Add("CreateMove", "bunnyhop", bhopper)
else
hook.Remove("CreateMove", "bunnyhop")
end
end)
MsgC(Color(0,255,0), "\nLenny Bhop initialized!\n")
See the post a page back for usage instructions, they are the same as before.
All these esps drawing a line from your crosshair to players got me the idea to make an aimbot based off of that.
It aims to the nearest head relative to your crosshair.
It might not be very optimized but here you go:
Always up to date version here:
https://github.com/LennyPenny/Lennys...ny/aimsnap.lua
lenny_aimsnap to enable
lenny_aimsnap_snap to set snap your aim onto the head marked by the green line
+lenny_aim to be kept snapped onto the nearest head
It aims to the nearest head relative to your crosshair.
It might not be very optimized but here you go:
Code:
--[[
Lennys Scripts by Lenny. (STEAM_0:0:30422103)
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/.
Credit to the author must be given when using/sharing this work or derivative work from it.
]]
CreateClientConVar("lenny_aimsnap", 0)
local midx = ScrW()*.5
local midy = ScrH()*.5
local function sorter(v1, v2)
if v1[3] < v2[3] then
return true
end
end
local disfromaim = {}
local function aimsnap()
disfromaim = {}
surface.SetDrawColor(Color(255,255,255))
for k, v in pairs(ents.GetAll()) do
if v:IsPlayer() or v:IsNPC() then
if v != LocalPlayer() then
local hat = v:LookupBone("ValveBiped.Bip01_Head1")
if hat then
local hatpos, hatang = v:GetBonePosition(hat)
local scrpos = hatpos:ToScreen()
if scrpos.visible then
table.insert(disfromaim, {v, scrpos, math.Dist(midx,midy, scrpos.x,scrpos.y), hatpos})
end
end
end
end
end
table.sort(disfromaim, sorter)
surface.SetDrawColor(Color(0 , 255, 0))
if disfromaim[1] then
surface.DrawLine(midx, midy, disfromaim[1][2].x, disfromaim[1][2].y)
end
end
concommand.Add("lenny_aimsnap_snap", function()
if disfromaim[1] then
LocalPlayer():SetEyeAngles((disfromaim[1][4] - LocalPlayer():GetShootPos()):Angle())
else
chat.AddText("No Target!")
end
end)
concommand.Add("+lenny_aim", function()
if GetConVarNumber("lenny_aimsnap") == 0 then
chat.AddText("lenny_aimsnap must be 1 !!!")
else
hook.Add("CreateMove", "snappyaim", function(cmd)
if disfromaim[1] then
cmd:SetViewAngles((disfromaim[1][4] - LocalPlayer():GetShootPos()):Angle())
end
end)
end
end)
concommand.Add("-lenny_aim", function()
hook.Remove("CreateMove", "snappyaim")
end)
hook.Remove("HUDPaint", "aimsnap")
if GetConVarNumber("lenny_aimsnap") == 1 then
hook.Add("HUDPaint", "aimsnap", aimsnap)
end
-- end of prep
cvars.AddChangeCallback("lenny_aimsnap", function()
if GetConVarNumber("lenny_aimsnap") == 1 then
hook.Add("HUDPaint", "aimsnap", aimsnap)
else
hook.Remove("HUDPaint", "aimsnap")
end
end)
MsgC(Color(0,255,0), "\nLennys AimSnap initialized!\n")
https://github.com/LennyPenny/Lennys...ny/aimsnap.lua
lenny_aimsnap to enable
lenny_aimsnap_snap to set snap your aim onto the head marked by the green line
+lenny_aim to be kept snapped onto the nearest head
Any of you guys mind maybe sending me a working, reliable LUA bypasser? Thanks in advance.
I've been using Pickles Bypass v2 and it's worked really well so far. You just need an injector like Extreme Injector V2 and then you select the Pickles bypass .dll and inject it into your HL2 process ID. Links below!
Pickles Bypass: http :// www .mpgh. net / forum / 713-garrys-mod-hacks-cheats / 679051-gmod-pickles-bypass-v2.html
Extreme Injector: http :// www .mpgh. net / forum / 292-combat-arms-spammers-injectors-multi-tools /530125-extreme-injector-v2-1-a.html
Remove the spaces between the characters in the links above - for some reason I can't post links... even when they're to MPGH forums.
Some people claim Pickles Bypass is detected but I have yet to be banned and I've been using it for months.
Hope this helps.
-Tom
Pickles Bypass: http :// www .mpgh. net / forum / 713-garrys-mod-hacks-cheats / 679051-gmod-pickles-bypass-v2.html
Extreme Injector: http :// www .mpgh. net / forum / 292-combat-arms-spammers-injectors-multi-tools /530125-extreme-injector-v2-1-a.html
Remove the spaces between the characters in the links above - for some reason I can't post links... even when they're to MPGH forums.
Some people claim Pickles Bypass is detected but I have yet to be banned and I've been using it for months.
Hope this helps.
-Tom
Chameleon Skins (AKA Chams) (AKA Wallhack)
Credits to me and Garry for his amazing game... duh......
Nuf said... Here you go...
Nuf said... Here you go...
Code:
// Get the player instance.
local ply = LocalPlayer();
// This is your wallhack radius.
// Basically anything within a sphere of this radius will be "chammed."
local wallhack_radius = 4000;
local wallhack_color = Vector(0, 1, 0);
// Start rendering the camera in 3D.
// Anything drawn after this will be rendered in the 3D world (x, y, z), until "cam.End2D()" is executed.
cam.Start3D();
// For loop that runs through all entities within a globular range.
// If you want to "cham" everything, without any distance checking, do "ents.GetAll()" instead.
for k, v in pairs(ents.FindInSphere(ply:GetPos(), wallhack_radius)) do
// Check to make sure the entity is still valid, has a valid model, is not the player (you), and is alive.
// If any of these are true then skip this entity and go onto the next.
// Really the valid model part is just to filter out all entities that don't have a model.
if(!IsValid(v) || !util.IsValidModel(v:GetModel() or "") || v == ply || v:Health() < 1) then
// Skip this entity and continue to the next entity.
continue;
end
// Here you check to see what type of entity it is and set the wallhack color that fits it.
// If the entity is a player.
if(v:IsPlayer()) then
// Set the wallhack color to green.
wallhack_color = Vector(0, 1, 0);
// If the player is not on your team.
// This is so that you can identify your teammates from enemies.
if(v:Team() != ply:Team()) then
// Set the wallhack color to red.
wallhack_color = Vector(1, 0, 0);
end
// If the entity is a NPC.
elseif(v:IsNPC()) then
// Set the wallhack color to blue.
wallhack_color = Vector(0, 0, 1);
// If the entity is a weapon.
elseif(v:IsWeapon()) then
// Set the wallhack color to yellow.
wallhack_color = Vector(1, 1, 0);
// If the entity is a vehicle.
elseif(v:IsVehicle()) then
// Set the wallhack color to magenta.
wallhack_color = Vector(1, 0, 1);
// If the entity is anything else...
else
// If you want to do something with all other entities do it here.
end
// TODO: Check if npc is targetting you. If so set the color to red, most likely.
// Disable lighting so that the color overlay isn't affected by light.
render.SuppressEngineLighting(true);
// Set the overlay color.
render.SetColorModulation(wallhack_color.x, wallhack_color.y, wallhack_color.z);
// Set the overlay blend.
render.SetBlend(0.85);
// If using method #2:
v:SetColor(Color(wallhack_color.x * 255, wallhack_color.y * 255, wallhack_color.z * 255));
// Set the material to overlay with.
// 2 methods for this.
// Method #1 (more conventional):
//render.MaterialOverride("models/debug/debugwhite");
// Method #2 (my favorite, and more noticable):
v:SetMaterial("models/debug/debugwhite");
// Basically any model works. For example...
// v:SetMaterial("models/wireframe");
// would draw a wireframe obviously...
// Re-draw the model, now with the overlay.
v:DrawModel();
// Re-enable lighting.
render.SuppressEngineLighting(false);
// Set the color back to default.
render.SetColorModulation(1, 1, 1);
// Set the blend back to default.
render.SetBlend(1);
// If using method #2:
// Comment this out if you want a complete color overlay.
v:SetColor(Color(255, 255, 255));
// Set the material back to default.
// If you used method #1:
//render.MaterialOverride(0);
// If you used method #2:
v:SetMaterial("");
end
// Stop rendering the camera in 3D.
cam.End3D();
Are you still looping through every fucking entity on the whole server, every fucking time you draw, just to do something with 10% of all these entities?
Maybe too much commenting, but great to see someone new. Keep stuff coming.
Maybe too much commenting, but great to see someone new. Keep stuff coming.
Is there any aimbots that i can toggle on or off?
With basic understanding of LUA this should be easy, unless Garry's Mod is a bitch about it. I would think you could just take any public aimbot script and just add an if statement around it checking if a boolean is true. I would suggest defining the aimbot functions clientside (cl_init.lua). That way you can just hook into Think in cl_init.lua and just do something like:
Me personally, I hate hooking, so it's up to you if you want to write directly into Think, but remember to run from the baseclass.
Code:
if(input.IsKeyDown(KEY_H)) then aimbot_enabled = !aimbot_enabled; end
Can somebody post an Aimbot script to where when I press ALT it auto aims at the person nearest to my Crosshair?
I'm currently using this Aimbot Script:
function aimbot()
local ply = LocalPlayer()
local trace = util.GetPlayerTrace( ply )
local traceRes = util.TraceLine( trace )
if traceRes.HitNonWorld then
local target = traceRes.Entity
if target:IsPlayer() then
local targethead = target:LookupBone("ValveBiped.Bip01_Head1")
local targetheadpos,targetheadang = target:GetBonePosition(targethead)
ply:SetEyeAngles((targetheadpos - ply:GetShootPos()):Angle())
end
end
end
hook.Add("Think","aimbot",aimbot)
I'm tired of it auto aiming at people when i'm in a crowd of people sometimes.
I'm currently using this Aimbot Script:
function aimbot()
local ply = LocalPlayer()
local trace = util.GetPlayerTrace( ply )
local traceRes = util.TraceLine( trace )
if traceRes.HitNonWorld then
local target = traceRes.Entity
if target:IsPlayer() then
local targethead = target:LookupBone("ValveBiped.Bip01_Head1")
local targetheadpos,targetheadang = target:GetBonePosition(targethead)
ply:SetEyeAngles((targetheadpos - ply:GetShootPos()):Angle())
end
end
end
hook.Add("Think","aimbot",aimbot)
I'm tired of it auto aiming at people when i'm in a crowd of people sometimes.
Similar Threads
Hack RequestsGarry's Mod Lua script that shoots the weapon when aiming to someones head.
2 Garry's Mod Discussions & HelpGarry's Mod scripting - HUDPaint not called?
7 C++/C ProgrammingC++ Script Help - Garry's Mod - Forcing r_drawothermodels 2
3 ExploitsGarry's Mod 11 DarkRP RCON ExploitAG 3 GeneralGarry's Mod Meatspin
8


