CabCon

Head Administrator
Staff member
Head Staff Team
Messages
4,998
Reaction score
2,918
Points
1,053
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;
}
Did you tested the code? :smile:
 

CabCon

Head Administrator
Staff member
Head Staff Team
Messages
4,998
Reaction score
2,918
Points
1,053
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;
        }
}
Thank you for sharing this! :smile:

Regards,
CabCon!
 

Aspire

Known Member
Messages
31
Reaction score
14
Points
118
Did you tested the code? :grinning:
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 out
 

JayCoder

Veteran
Staff member
Messages
369
Reaction score
152
Points
903
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 out
xd i'll look in kill_streaks
 

TwinightCow

Veteran
Messages
21
Reaction score
8
Points
783
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;
            }
    }
The first WORKING aimbot script, Yes ive tested it. It works (I did make this so I will add more)
 

JayCoder

Veteran
Staff member
Messages
369
Reaction score
152
Points
903
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;
            }
    }
The first WORKING aimbot script, Yes ive tested it. It works (I did make this so I will add more)
Not the first :grinning:
 

Joker

Veteran
Messages
52
Reaction score
24
Points
793
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;
            }
    }
The first WORKING aimbot script, Yes ive tested it. It works (I did make this so I will add more)

From 2 weeks ago.. And even then I had it for about a week
 

ProSuchtiHD

Known Member
Messages
13
Reaction score
9
Points
108
Code:
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 );
    }
}
Found this but it isn´t working. Any help?
 

ProSuchtiHD

Known Member
Messages
13
Reaction score
9
Points
108
also i tested the Teleporter and it doesn´t work. Please fix, because i don´t find the probkem in the code.
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;
}
Copied from above
 
Top