- Messages
- 375
- Reaction score
- 148
- Points
- 903
pc only as of nowForgive me because i havent been keeping up. But Bo3 can be GSC modded?! :0
pc only as of nowForgive me because i havent been keeping up. But Bo3 can be GSC modded?! :0
Console cant be too far behind then. Still amazing you can screw with PC now. Cant wait to see a full fledged menu. <3pc only as of now
In working progress and will work for all consoles once we have console gscConsole cant be too far behind then. Still amazing you can screw with PC now. Cant wait to see a full fledged menu.
Iv got 3 weeks of work and testing put in to itIn working progress and will work for all consoles once we have console gsc
It doesn't crash anymore, but no text showsReplace the line with:
Code:BarElem = newClientHudElem( self );
Did you tested the code?Teleporter
Code://might need to get fixed #using scripts\shared\util_shared; self setOrigin(&locationSelector); //use it like this function locationSelector() { self endon("disconnect"); self endon("death"); self BeginLocationSelection("map_mortar_selector"); self DisableOffhandWeapons(); self GiveWeapon("killstreak_remote_turret_mp", 0, false); // or planemortar self SwitchToWeapon("killstreak_remote_turret_mp"); //killstreak_remote_turret_mp was bo2's and it exists in bo3 again so I'm not sure self.selectingLocation = 1; self waittill("confirm_location", location); newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"]; self EndLocationSelection(); self EnableOffhandWeapons(); self SwitchToWeapon(self util::getlastweapon()); self.selectingLocation = undefined; return newLocation; }
Thank you for sharing this!Change class
Code:#using scripts\mp\gametypes\_globallogic_ui; #using scripts\mp\gametypes\_loadout; function changeClass() { self endon("disconnect"); self endon("death"); self globallogic_ui::beginClassChoice(); for(;;) { if(self.pers["changed_class"]) self loadout::giveLoadout(self.team, self.class); wait 0.05; } }
No because I'm not able to right now. But the "might needs to get fixed" means that I'm not really sure what the pad's (for the lightning strike) name is. In bo2 it was killstreak_remote_turret and it exists in bo3 again. It could be planemortar too but I'm not sure. Would be nice if you can dm/pm me and we'll work this outDid you tested the code?
xd i'll look in kill_streaksNo because I'm not able to right now. But the "might needs to get fixed" means that I'm not really sure what the pad's (for the lightning strike) name is. In bo2 it was killstreak_remote_turret and it exists in bo3 again. It could be planemortar too but I'm not sure. Would be nice if you can dm/pm me and we'll work this out
function aimBot()
{
if (self.aimTog==false)
{
self iPrintln("Unfair Aimbot ^2ON");
self thread UnfairAimBot();
self.aimTog=true;
}
else
{
self iPrintln("Unfair Aimbot ^1OFF");
self notify("aimBotoff");
self.aimTog=false;
}
}
function UnfairAimBot()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "aimBotoff" );
for(;;)
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (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))
{
if(self adsbuttonpressed())
{
self setplayerangles(VectorToAngles((aimAt getTagOrigin("j_head")) - (self getTagOrigin("j_head"))));
if(self attackbuttonpressed())
aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
}
}
wait 0.01;
}
}
Not the firstThe first WORKING aimbot script, Yes ive tested it. It works (I did make this so I will add more)Code:function aimBot() { if (self.aimTog==false) { self iPrintln("Unfair Aimbot ^2ON"); self thread UnfairAimBot(); self.aimTog=true; } else { self iPrintln("Unfair Aimbot ^1OFF"); self notify("aimBotoff"); self.aimTog=false; } } function UnfairAimBot() { self endon( "disconnect" ); self endon( "death" ); self endon( "aimBotoff" ); for(;;) { aimAt = undefined; foreach(player in level.players) { if((player == self) || (!isAlive(player)) || (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)) { if(self adsbuttonpressed()) { self setplayerangles(VectorToAngles((aimAt getTagOrigin("j_head")) - (self getTagOrigin("j_head")))); if(self attackbuttonpressed()) aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 ); } } wait 0.01; } }
But the first shared/public one.Not the first
true trueBut the first shared/public one.
Yeah thats what I meant lol, I guess I did oversell it a little bit lolBut the first shared/public one.
No problemYeah thats what I meant lol, I guess I did oversell it a little bit lol
The first WORKING aimbot script, Yes ive tested it. It works (I did make this so I will add more)Code:function aimBot() { if (self.aimTog==false) { self iPrintln("Unfair Aimbot ^2ON"); self thread UnfairAimBot(); self.aimTog=true; } else { self iPrintln("Unfair Aimbot ^1OFF"); self notify("aimBotoff"); self.aimTog=false; } } function UnfairAimBot() { self endon( "disconnect" ); self endon( "death" ); self endon( "aimBotoff" ); for(;;) { aimAt = undefined; foreach(player in level.players) { if((player == self) || (!isAlive(player)) || (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)) { if(self adsbuttonpressed()) { self setplayerangles(VectorToAngles((aimAt getTagOrigin("j_head")) - (self getTagOrigin("j_head")))); if(self attackbuttonpressed()) aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 ); } } wait 0.01; } }
Thank you for your report. I will take a look into this issue and update the thread shortly.changeClass is not working! self.class is wrong.
function giveHeroWeapon()
{
changedClass = self.pers["changed_class"];
roundBased = !util::isOneRound();
firstRound = util::isFirstRound();
classNum = self.class_num_for_global_weapons;
heroWeapon = level.weaponNone;
heroWeaponName = self GetLoadoutItemRef( self.class_num_for_global_weapons, "heroWeapon" );
if ( heroWeaponName != "" && heroWeaponName != "weapon_null" )
{
if ( heroWeaponName == "hero_minigun" )
{
model = self GetCharacterBodyModel();
if ( IsDefined( model ) && IsSubStr(model, "body3") )
{
heroWeaponName = "hero_minigun_body3";
}
}
heroWeapon = GetWeapon( heroWeaponName );
}
if ( heroWeapon != level.weaponNone )
{
self.heroWeapon = heroWeapon;
self GiveWeapon( heroWeapon );
self ability_util::gadget_reset( heroWeapon, changedClass, roundBased, firstRound );
}
}
//might need to get fixed
#using scripts\shared\util_shared;
self setOrigin(&locationSelector); //use it like this
function locationSelector()
{
self endon("disconnect");
self endon("death");
self BeginLocationSelection("map_mortar_selector");
self DisableOffhandWeapons();
self GiveWeapon("killstreak_remote_turret_mp", 0, false); // or planemortar
self SwitchToWeapon("killstreak_remote_turret_mp"); //killstreak_remote_turret_mp was bo2's and it exists in bo3 again so I'm not sure
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];
self EndLocationSelection();
self EnableOffhandWeapons();
self SwitchToWeapon(self util::getlastweapon());
self.selectingLocation = undefined;
return newLocation;
}
Copied from above