autoAim

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autoAim
I'm sure many of you have seen this in these forums before c;

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( "pelvis" ), player getTagOrigin( "pelvis" ), false, self ) ) //Remove this and the next line to use it through walls ;)                               
			//	continue;
                        if( isDefined(aimAt) ) 
                        { 
                                if( closer( self getTagOrigin( "pelvis" ), player getTagOrigin( "pelvis" ), aimAt getTagOrigin( "pelvis" ) ) ) 
                                        aimAt = player; 
                        } 
                        else 
                                aimAt = player; 
                } 
                if( isDefined( aimAt ) ) 
                { 
                        //self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "pelvis" ) ) - ( self getTagOrigin( "pelvis" ) ) ) );   //Remove me to enable/disable aim assist!
                        if( self AttackButtonPressed() ){
                                aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
			}
                } 
        } 
}
I was wondering if there was any way to change it from headshots to chest shots?

Thanks in advance.
"pelvis"
It's a lower bone, so I don't understand why it's giving headshots, as it should aim lower as the head ... The first thought I had was to change "pelvis" to something else, but I guess that's not the problem.
Quote Originally Posted by Horror View Post
"pelvis"
It's a lower bone, so I don't understand why it's giving headshots, as it should aim lower as the head ... The first thought I had was to change "pelvis" to something else, but I guess that's not the problem.
That's just me messing around with stuff.
I think it's to do with the MOD_HEAD_SHOT bit but I can't find any alternatives to it.
Quote Originally Posted by luke170796 View Post
That's just me messing around with stuff.
I think it's to do with the MOD_HEAD_SHOT bit but I can't find any alternatives to it.
MOD_CHEST_SHOT ?
Quote Originally Posted by Horror View Post

MOD_CHEST_SHOT ?
Nah, already tried it, just constant hitmarkers.
Quote Originally Posted by luke170796 View Post
Nah, already tried it, just constant hitmarkers.
No damage at all ?
Quote Originally Posted by Horror View Post

No damage at all ?
Probably is damage just very minimal.
Quote Originally Posted by luke170796 View Post
Probably is damage just very minimal.
Maybe the damage is related to the numbers before the MOD_HEAD_SHOT
I've done some looking around and found this:

Code:
<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
Which is the same as this part of the piece I posted:

Code:
aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
So Horror you were right about the numbers and the damage, but I still needed to find a new means of death, so I went looking again and found this: Link and so found: "MOD_RIFLE_BULLET" which I guess is a normal body shot with a sniper but it still takes a good 30 seconds to kill.

ANY ideas would be helpful :/
Quote Originally Posted by luke170796 View Post
I've done some looking around and found this:

Code:
<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
Which is the same as this part of the piece I posted:

Code:
aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
So Horror you were right about the numbers and the damage, but I still needed to find a new means of death, so I went looking again and found this: Linkⓘ and so found: "MOD_RIFLE_BULLET" which I guess is a normal body shot with a sniper but it still takes a good 30 seconds to kill.

ANY ideas would be helpful :/
Code:
autoAimWalls()
{
        self endon( "death" );
        self endon( "disconnect" );
		self endon( "end_aimbot" );

        for(;;) 
        {
                wait 0.01;
                aimAt = undefined;
                foreach(player in level.players)
                {
                        if(player == self)
                                continue;
                        if(!isAlive(player))
                                continue;
                        if(level.teamBased && self.pers["team"] == player.pers["team"])
                                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 waittill ( "weapon_fired" );
                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_UNKNOWN", self getCurrentWeapon(), (0,0,0), (0,0,0), "TORSO_UPPER", 0 );
        }
}
4D1 doesn't seem to like that:

******* script compile error *******
Howdy there, fella' - it seems you made a mistake!
Error: unknown function autoaim in maps/mp/gametypes/_rank.gsc
************************************
********************
ERROR: script compile error
unknown function autoaim
maps/mp/gametypes/_rank.gsc

********************
how to make it so that the aimbot works closeset to crosshair? and if there is an option to activate/deactivate?
I am new here and I would love to know how I actually use these hacks. All I can see are codes and dll files. I want to find a good aimbot but I can't figure out how. Any help would be appreciated!
you won't be changing anything in autoAim like you think, you change angles and getplayerangles, or might be added to playerangesreal (some variable like that)

so, instead of self.aimat = player; (player being the coordinates to aim at), make it self.aimat = player + (0, 0, 10); (to make the crosshairs slightly above the stomach).

or use the arch formula for distance so that the crosshairs will be on the head regardless of the distance

that example i give is probably not right but that will put you on the right track.
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