Answered BO2 GSC Aimbot

StorxyModz

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Hello, I was wondering how to get Funny Combat Axe AImbot Working!
I took the code from tcm and predator and they are the same. But it freezes my system if i add it. DO i need to precache anything or add stuff to onplayerconnect??
 

Rto

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What is the code that you're using, I think I should be able to help.
 

Richi987

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Hello, I was wondering how to get Funny Combat Axe AImbot Working!
I took the code from tcm and predator and they are the same. But it freezes my system if i add it. DO i need to precache anything or add stuff to onplayerconnect??
That's because it is decompiled code
Just google it you'll find the code
 

StorxyModz

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What is the code that you're using, I think I should be able to help.
funnyCAxe() { level endon("game_ended"); self endon("disconnect"); self endon("death"); self endon("destroyMenu"); self endon("EndFunnyAxe"); self.tomahawkaimbot=booleanOpposite(self.tomahawkaimbot); self iprintln(booleanReturnVal(self.tomahawkaimbot, "Funny Combat Axe ^4OFF", "Funny Combat Axe ^5ON")); if(self.tomahawkaimbot) { viable_targets = []; enemy = undefined; for(;;) { self takeweapon(self getcurrentoffhand()); self giveweapon("hatchet_mp"); self waittill("grenade_fire", grenade, weapname); if(weapname == "hatchet_mp") { wait .25; viable_targets = array_copy(level.players); arrayremovevalue(viable_targets, self); if(getdvar("g_gametype")!="dm") { foreach(player in level.players) if(player.pers["team"] == self.pers["team"] || player isHost() || !isAlive(player)) arrayremovevalue(viable_targets, player); } enemy = getclosest(grenade getorigin(), viable_targets); if(isDefined(enemy)) grenade thread trackplayer(enemy, self); } } } else self notify("EndFunnyAxe"); } trackplayer(enemy, host) { attempts = 35; if(enemy != host) { while(attempts > 0 && isalive(enemy) && IsDefined(enemy) && IsDefined(self) && !(self istouching(enemy))) { self.origin = (enemy.origin + (0, 0, 50)) + (self.origin - (enemy.origin + (0, 0, 50))) * (attempts / 35); wait 0.1; attempts--; } enemy dodamage(999999999, enemy getorigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp"); wait 0.05; self delete(); } }
 

StorxyModz

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Code:
funnyCAxe()
{
    level endon("game_ended");
    self endon("disconnect");
    self endon("death");
    self endon("destroyMenu");
    self endon("EndFunnyAxe");
    self.tomahawkaimbot=booleanOpposite(self.tomahawkaimbot);
    self iprintln(booleanReturnVal(self.tomahawkaimbot, "Funny Combat Axe ^4OFF", "Funny Combat Axe ^5ON"));
    if(self.tomahawkaimbot)
    {
        viable_targets = [];
        enemy = undefined;
        for(;;)
        {
            self takeweapon(self getcurrentoffhand());
            self giveweapon("hatchet_mp");
            self waittill("grenade_fire", grenade, weapname);
            if(weapname == "hatchet_mp")
            {
                wait .25;
                viable_targets = array_copy(level.players);
                arrayremovevalue(viable_targets, self);
                if(getdvar("g_gametype")!="dm")
                {
                    foreach(player in level.players)
                        if(player.pers["team"] == self.pers["team"] || player isHost() || !isAlive(player))
                            arrayremovevalue(viable_targets, player);
                }
                enemy = getclosest(grenade getorigin(), viable_targets);
                if(isDefined(enemy))
                    grenade thread trackplayer(enemy, self);
            }
        }
    }
    else
        self notify("EndFunnyAxe");
}
trackplayer(enemy, host)
{
    attempts = 35;
    if(enemy != host)
    {
        while(attempts > 0 && isalive(enemy) && IsDefined(enemy) && IsDefined(self) && !(self istouching(enemy)))
        {
            self.origin = (enemy.origin + (0, 0, 50)) + (self.origin - (enemy.origin + (0, 0, 50))) * (attempts / 35);
            wait 0.1;
            attempts--;
        }
        enemy dodamage(999999999, enemy getorigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp");
        wait 0.05;
        self delete();
    }
}
 

Rto

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funnyCAxe() { level endon("game_ended"); self endon("disconnect"); self endon("death"); self endon("destroyMenu"); self endon("EndFunnyAxe"); self.tomahawkaimbot=booleanOpposite(self.tomahawkaimbot); self iprintln(booleanReturnVal(self.tomahawkaimbot, "Funny Combat Axe ^4OFF", "Funny Combat Axe ^5ON")); if(self.tomahawkaimbot) { viable_targets = []; enemy = undefined; for(;;) { self takeweapon(self getcurrentoffhand()); self giveweapon("hatchet_mp"); self waittill("grenade_fire", grenade, weapname); if(weapname == "hatchet_mp") { wait .25; viable_targets = array_copy(level.players); arrayremovevalue(viable_targets, self); if(getdvar("g_gametype")!="dm") { foreach(player in level.players) if(player.pers["team"] == self.pers["team"] || player isHost() || !isAlive(player)) arrayremovevalue(viable_targets, player); } enemy = getclosest(grenade getorigin(), viable_targets); if(isDefined(enemy)) grenade thread trackplayer(enemy, self); } } } else self notify("EndFunnyAxe"); } trackplayer(enemy, host) { attempts = 35; if(enemy != host) { while(attempts > 0 && isalive(enemy) && IsDefined(enemy) && IsDefined(self) && !(self istouching(enemy))) { self.origin = (enemy.origin + (0, 0, 50)) + (self.origin - (enemy.origin + (0, 0, 50))) * (attempts / 35); wait 0.1; attempts--; } enemy dodamage(999999999, enemy getorigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp"); wait 0.05; self delete(); } }

do you have

booleanOpposite(bool)
{
if(!isDefined(bool))
return true;
if (bool)
return false;
else
return true;
}

located in your menu?
 

Rto

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It is above my welcome message in my code

Oh, you can also try this code that I just put together...

This should work. //if you already have some of these functions dont bother to add them in, for ex. (booleanOpposite)

TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true );
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Combat Axe Aimbot Funny [^1OFF^7]" : "Combat Axe Aimbot Funny [^2ON^7]" ) );
Viable_Targets = [];
enemy = self;
time_to_target = 0;
velocity = 500;
while( self.tomahawkAimbot )
{
combatAxe = "hatchet_mp";
self initGiveWeap("hatchet_mp","",44,0);
self notify("GiveNewWeapon");

if(!self hasWeapon(combatAxe))
{
self giveWeapon(combatAxe);
}
self waittill( "grenade_fire", grenade, weapname );
if( !isDefined( self.tomahawkAimbot ) )
break;
if( weapname == "hatchet_mp" )
{
wait .25;
Viable_Targets = array_copy( level.players );
arrayremovevalue( Viable_Targets, self );
if( level.teambased )
foreach( player in level.players )
if( player.team == self.team )
arrayremovevalue( Viable_Targets, player );
enemy = getClosest( grenade getOrigin(), Viable_Targets );
grenade thread TrackPlayer( enemy, self );
}
}
}
TrackPlayer( enemy, host )
{
attempts = 0;
if( isDefined( enemy ) && enemy != host )
{
while( ! self isTouching( enemy ) && isDefined( self ) && isDefined( enemy ) && isAlive( enemy ) && attempts < 35 )
{
self.origin += ( ( enemy getOrigin() + ( 0, 0, 50 ) ) - self getorigin() ) * (attempts / 35);
wait .1;
attempts++;
}
enemy dodamage( 999999999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait .05;
self delete();
}
}
booleanOpposite(bool)
{
if(!isDefined(bool))
return true;
if (bool)
return false;
else
return true;
}
initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
self giveWeapon(code, 0, false);
else
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));
if(enab == 1)
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
 

candy

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Make your own code for your sake. That code is abysmal.
 

StorxyModz

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Oh, you can also try this code that I just put together...

This should work. //if you already have some of these functions dont bother to add them in, for ex. (booleanOpposite)

TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true );
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Combat Axe Aimbot Funny [^1OFF^7]" : "Combat Axe Aimbot Funny [^2ON^7]" ) );
Viable_Targets = [];
enemy = self;
time_to_target = 0;
velocity = 500;
while( self.tomahawkAimbot )
{
combatAxe = "hatchet_mp";
self initGiveWeap("hatchet_mp","",44,0);
self notify("GiveNewWeapon");

if(!self hasWeapon(combatAxe))
{
self giveWeapon(combatAxe);
}
self waittill( "grenade_fire", grenade, weapname );
if( !isDefined( self.tomahawkAimbot ) )
break;
if( weapname == "hatchet_mp" )
{
wait .25;
Viable_Targets = array_copy( level.players );
arrayremovevalue( Viable_Targets, self );
if( level.teambased )
foreach( player in level.players )
if( player.team == self.team )
arrayremovevalue( Viable_Targets, player );
enemy = getClosest( grenade getOrigin(), Viable_Targets );
grenade thread TrackPlayer( enemy, self );
}
}
}
TrackPlayer( enemy, host )
{
attempts = 0;
if( isDefined( enemy ) && enemy != host )
{
while( ! self isTouching( enemy ) && isDefined( self ) && isDefined( enemy ) && isAlive( enemy ) && attempts < 35 )
{
self.origin += ( ( enemy getOrigin() + ( 0, 0, 50 ) ) - self getorigin() ) * (attempts / 35);
wait .1;
attempts++;
}
enemy dodamage( 999999999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait .05;
self delete();
}
}
booleanOpposite(bool)
{
if(!isDefined(bool))
return true;
if (bool)
return false;
else
return true;
}
initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
self giveWeapon(code, 0, false);
else
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));
if(enab == 1)
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
Lol it froze, And im not good enough at gsc yet to make one
 

DF_AUS

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Lol it froze, And im not good enough at gsc yet to make one
The only reason that code froze for you is because your calling a code that you are missing from the aimbot code " arrayremovevalue "
 

Richi987

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Lol it froze, And im not good enough at gsc yet to make one
Googled this in 1 min :wink:
Code:
TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Tomahawk Aimbot [^2ON^7]" : "Tomahawk Aimbot [^1OFF^7]" ) ); //Print Status
Viable_Targets = []; //Allocate Memory
enemy = self; //Allocate Memory
time_to_target = 0; //Allocate Memory
velocity = 500; //g_units per second
while( self.tomahawkAimbot )
{
self waittill( "grenade_fire", grenade, weapname );
if( !isDefined( self.tomahawkAimbot ) )
break;
if( weapname == "hatchet_mp" )
{
wait .25;
self iprintln("");
////////////////////////////////////////////////////////////////
/*Get all viable targets and attack the closest to the player*/
Viable_Targets = array_copy( level.players );
arrayremovevalue( Viable_Targets, self );
if( level.teambased )
foreach( player in level.players )
if( player.team == self.team )
arrayremovevalue( Viable_Targets, player );
enemy = getClosest( grenade getOrigin(), Viable_Targets );
grenade thread TrackPlayer( enemy, self );
////////////////////////////////////////////////////////////////
}
}
}
TrackPlayer( enemy, host )
{
attempts = 0;
if( isDefined( enemy ) && enemy != host )
{
/*If we have an enemy to attack, move to him/her and kill target*/
while( ! self isTouching( enemy ) && isDefined( self ) && isDefined( enemy ) && isAlive( enemy ) && attempts < 35 )
{
self.origin += ( ( enemy getOrigin() + ( RandomIntRange(-50,50), RandomIntRange(-50,50), RandomIntRange(25,90) ) ) - self getorigin() ) * (attempts / 35);
wait .1;
attempts++;
}
enemy dodamage( 9999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait .05;
self delete();
}
}
 
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