CabCon

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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

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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

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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

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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

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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

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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

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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

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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

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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
 
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