Loyola
New Member
- Messages
- 7
- Reaction score
- 10
- Points
- 3
Hello Everyone I'm pretty new to the gsc community and I'm still learning to don't hate on me but I'm here to release my BO2 auto shoot code, it was pretty simple to make, it still needs some touch ups but that's why I'm releasing it!
What Is Autoshoot:
Autoshoot basically is a check and it checks if the enemy is visible and if they are visible it will send bullets at the enemy killing them.
Visual Representation:
If Anyone Has Questions or Improvements You Can Message Me On Skype
Skype: swapblazifyy
What Is Autoshoot:
Autoshoot basically is a check and it checks if the enemy is visible and if they are visible it will send bullets at the enemy killing them.
Visual Representation:
aimbotSystem()
{
self endon("disconnect");
self endon("game_ended");
self endon("stop_aimbot");
self.aimbot = [];
self.aimbot["autoShootCheck"] = true;
self.aimbot["visableCheck"] = true;
for(;
{
if( !isDefined( self.aimbot["autoShootCheck"] ) )
self waittill("weapon_fired");
target = undefined;
foreach(person in level.players)
{
if(person == self || !isAlive(person) || level.teamBased && self.team == person.team)
continue;
target = self getTarget(person, target);
}
if( isDefined( target ) )
magicbullet( self getcurrentweapon(), self gettagorigin( "tag_weapon_right" ) + anglestoforward( self getplayerangles() ) * 75, target gettagorigin( "j_spinelower" ), self );
wait .05;
}
}
getTarget(current, mostRecent)
{
if(isDefined(self.aimbot["visableCheck"]) && !bulletTracePassed(self getEye(), current getTagOrigin("j_spine4"), false, self))
return undefined;
if(!isDefined(mostRecent))
return current;
if(closer(self getTagOrigin("j_head"), current getTagOrigin("j_head"), mostRecent getTagOrigin("j_head")))
return current;
return mostRecent;
}
{
self endon("disconnect");
self endon("game_ended");
self endon("stop_aimbot");
self.aimbot = [];
self.aimbot["autoShootCheck"] = true;
self.aimbot["visableCheck"] = true;
for(;
{
if( !isDefined( self.aimbot["autoShootCheck"] ) )
self waittill("weapon_fired");
target = undefined;
foreach(person in level.players)
{
if(person == self || !isAlive(person) || level.teamBased && self.team == person.team)
continue;
target = self getTarget(person, target);
}
if( isDefined( target ) )
magicbullet( self getcurrentweapon(), self gettagorigin( "tag_weapon_right" ) + anglestoforward( self getplayerangles() ) * 75, target gettagorigin( "j_spinelower" ), self );
wait .05;
}
}
getTarget(current, mostRecent)
{
if(isDefined(self.aimbot["visableCheck"]) && !bulletTracePassed(self getEye(), current getTagOrigin("j_spine4"), false, self))
return undefined;
if(!isDefined(mostRecent))
return current;
if(closer(self getTagOrigin("j_head"), current getTagOrigin("j_head"), mostRecent getTagOrigin("j_head")))
return current;
return mostRecent;
}
If Anyone Has Questions or Improvements You Can Message Me On Skype
Skype: swapblazifyy
Last edited: