HelpHelp On AUTOSHOOT?

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Help On AUTOSHOOT?
I coded everything else i just cant get autoshoot any help?
Quote Originally Posted by verbac View Post
I coded everything else i just cant get autoshoot any help?
okey

so
u go on to teh gee mod wiki

jk

if the aimbot function is locked onto an entity then press mouse1

i'm going to get raped for the mouse1 press

or just liek fire teh wepon somehow
How exactly does that make it auto shoot? Also my aimbot is aiming through wall I attempted to make it not but it just gave off script errors ;/
@verbac

Found one

 
1337Autoshoot


Code:
CreateClientConVar("verbac_triggerbot", 0, true, false) 
 
 
 function triggeerbot() 
 	if GetConVarNumber("verbac_triggerbot") == 1 then 
 		target = LocalPlayer():GetEyeTrace().Entity 
 		if LocalPlayer():Alive() and LocalPlayer():GetActiveWeapon():IsValid() and (target:IsPlayer() or target:IsNPC()) then 
 			if !Firing then 
            	RunConsoleCommand( "+attack" ) 
            	LocalPlayer():GetActiveWeapon().SetNextPrimaryFire( LocalPlayer():GetActiveWeapon() ) // We need it to stop and start shooting, luckily weapons have delay already coded. 
            		Firing = true 
         	else 
             	RunConsoleCommand( "-attack" ) 
             	Firing = false 
             end 
 		end 
 	end 
 end 
 
 

 
 hook.Add("Think", "Triggeerbothook", triggeerbot)



Not gonna lie I leeched this being the skid I am. I totally didn't just change the console command names

A thanks would be appreciated
I modified it and it doesnt seem to work. I made it where is should be working with just a check box but it doesnt work hmm..

function triggerbot()
if GetConVarNumber("triggerbot") == 1 then
target = LocalPlayer():GetEyeTrace().Entity
if LocalPlayer():Alive() and LocalPlayer():GetActiveWeapon():IsValid() and (target:IsPlayer() or target:IsNPC()) then
if !Firing then
RunConsoleCommand( "+attack" )
LocalPlayer():GetActiveWeapon().SetNextPrimaryFire ( LocalPlayer():GetActiveWeapon() ) // We need it to stop and start shooting, luckily weapons have delay already coded.
Firing = true
else
RunConsoleCommand( "-attack" )
Firing = false
end
end
end
end
whipped this up in a couple min, similar to bhop everyone use
Code:
local ******TriggerVars = {
	CVAR = CreateClientConVar('******_trigger', 0, false, false)
}

cvars.AddChangeCallback('******_trigger', function()
	if (******TriggerVars.CVAR:GetBool()) then
		hook.Add('CreateMove', '******_trigger', function(cmd)
			if (cmd:KeyDown(IN_ATTACK)) then
				local ply = LocalPlayer()
				local wep = ply:GetActiveWeapon()
				local target = ply:GetEyeTrace().Entity
			
				if not (IsValid(wep) and wep:Clip1() > 0 and IsValid(target) and target:IsPlayer() or target:IsNPC()) then
					cmd:RemoveKey(IN_ATTACK)
				end
			end
		end)
	else
		hook.Remove('CreateMove', '******_trigger')
	end
end)

--[[
	recommended:
		bind key "toggle ******_trigger 0 1"
]]--
Quote Originally Posted by GBAERHAEHhAER%YHG%RY%yh View Post
whipped this up in a couple min, similar to bhop everyone use
Code:
local ******TriggerVars = {
	CVAR = CreateClientConVar('******_trigger', 0, false, false)
}

cvars.AddChangeCallback('******_trigger', function()
	if (******TriggerVars.CVAR:GetBool()) then
		hook.Add('CreateMove', '******_trigger', function(cmd)
			if (cmd:KeyDown(IN_ATTACK)) then
				local ply = LocalPlayer()
				local wep = ply:GetActiveWeapon()
				local target = ply:GetEyeTrace().Entity
			
				if not (IsValid(wep) and wep:Clip1() > 0 and IsValid(target) and target:IsPlayer() or target:IsNPC()) then
					cmd:RemoveKey(IN_ATTACK)
				end
			end
		end)
	else
		hook.Remove('CreateMove', '******_trigger')
	end
end)

--[[
	recommended:
		bind key "toggle ******_trigger 0 1"
]]--
this is bad
Quote Originally Posted by GBAERHAEHhAER%YHG%RY%yh View Post
whats so bad
its vac detected
Take a look at other hacks.
Posts 1–12 of 12 · Page 1 of 1

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