InfoGarry's Mod Script Thread

Posts 181–195 of 219 · Page 13 of 15
Quote Originally Posted by usb1y View Post
anyone have a working client side noclip script around here so i can look into peoples bases on darkrp
It's in this thread somewhere, just go through all the pages.
Quote Originally Posted by LennyPenny View Post
It's in this thread somewhere, just go through all the pages.
ya it is but the Spirit Walk one blocks you from moving :P like the noclip works but i just cant move forward when i use Spirit Walk all i can do is go up and down lolz

if you know how to fix this issue please post below
Well the bhop script I posted a page ago is pretty retarded. I fixed it since then:
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")
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.
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:
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")
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
Quote Originally Posted by makee View Post
Script Name:Basic Aimbot
Description:Basic aimbotscript
Credits:Shen(NOTICE i havent done any of this code)
Code:
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)
There ya go your first comment on this thread


Just got the game today how do I add this?
Quote Originally Posted by w4rl0 View Post
Just got the game today how do I add this?
Read the stickies.
Any of you guys mind maybe sending me a working, reliable LUA bypasser? Thanks in advance.
Quote Originally Posted by floridabum View Post
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
Quote Originally Posted by Noname37 View Post
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
Garry bans in waves so you can't really know when it gets detected
Chameleon Skins (AKA Chams) (AKA Wallhack)
Credits to me and Garry for his amazing game... duh......

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.
Quote Originally Posted by LennyPenny View Post
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.
Well yeah this is not my final version. I just wanted to comment so people would understand. And thanks for being inviting, I'll keep releasing stuff.
Is there any aimbots that i can toggle on or off?
Quote Originally Posted by blackstab1337 View Post
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:
Code:
if(input.IsKeyDown(KEY_H)) then
	aimbot_enabled = !aimbot_enabled;
end
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.
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.
Posts 181–195 of 219 · Page 13 of 15

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