Answered In need of bo2 redboxes

Evolutions

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i have this but its very laggy and the boxes turn green when enemy is close,its very confusing.any help is appreciated.

doRadar()
{
if(!self.doRadar)
{
self thread enableESP();
self iprintlnbold("ESP Box : [^2Enabled^7]");
self.doRadar=true;
precacheShader("hud_remote_missile_target");
precacheShader("headicon_dead");
level.deads = "headicon_dead";
level.esps = "hud_remote_missile_target";
}
else
{
self thread disableESP();
self iprintlnbold("ESP Box : [^2Disabled^7]");
self.doRadar=false;
}
}



enableESP()
{
//self setDvar("r_esp", "1");
self thread getTargets();
}

disableESP()
{
//self setDvar("r_esp", "0");
self notify("esp_end");
for(i=0;i<self.esp.targets.size;i++)
self.esp.targets.hudbox destroy();
}

GetTargets()
{
self endon("esp_end");

for(;:wink:
{
self.esp = spawnStruct();
self.esp.targets = [];
a = 0;
for(i = 0; i < level.players.size; i++)
{
if (self != level.players)
{
self.esp.targets[a] = spawnStruct();
self.esp.targets[a].player = level.players;
self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin, 1);
self thread monitorTarget(self.esp.targets[a]);
self thread WaitDestroy_ESPBox(self.esp.targets[a]);
a++;
}
wait 0.05;
}
level waittill("connected", player);
self notify("UpdateTarget_ESPWallHack");
}
}

monitorTarget(target)
{
self endon("UpdateTarget_ESPWallHack");
self endon("esp_end");

for(;:wink:
{
target.hudbox destroy();
h_pos = target.player.origin;
if (getDvar("g_gametype") != "dm")
{
if (level.teamBased && target.player.pers["team"] != self.pers["team"])
{
if (bulletTracePassed(self getTagOrigin("j_head"), target.player getTagOrigin("j_head"), false, self))
{
if (distance(self.origin, target.player.origin) <= 999999)
{
target.hudbox = self createBox(h_pos, 900);
target.hudbox.color = (0, 1, 0);
}
}
else target.hudbox = self createBox(h_pos, 100);
}
else if (level.teamBased && target.player.pers["team"] == self.pers["team"])
{ target.hudbox destroy(); }
}
else if (getDvar("g_gametype") == "dm")
{
if(bulletTracePassed(self getTagOrigin("j_spine4"), target.player getTagOrigin("j_spine4"), false, self))
{
if(distance(self.origin,target.player.origin) <= 999999)
{
if(!level.teamBased)
{
target.hudbox = self createBox(h_pos, 900);
target.hudbox.color = (0, 1, 0);
}
}
else target.hudbox = self createBox(h_pos, 900);
}
else target.hudbox = self createBox(h_pos, 100);
}

if(!isAlive(target.player))
{ target.hudbox destroy(); }
wait 0.01;
}
}

WaitDestroy_ESPBox(target)
{
self waittill("UpdateTarget_ESPWallHack");
target.hudbox destroy();
}

createBox(pos, type)
{
shader = newClientHudElem(self);
shader.sort = 0;
shader.archived = false;
shader.x = pos[0];
shader.y = pos[1];
shader.z = pos[2] + 30;
shader setShader(level.esps, 6, 6);
shader setWaypoint(true, true);
shader.alpha = 0.80;
shader.color = (1, 0, 0);
return shader;
}
 

iplaynothing

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are you looking for this?
PHP:
ToggleWallHack()
{
        if(!self.ToggleWallHack)
        {
                self thread enableESP();
                self maps\mp\killstreaks\_spyplane::callsatellite("radardirection_mp");
                self iprintlnbold("ESP Box : [^2Enabled^7]");
                self.ToggleWallHack=true;
        }
        else
        {
                self thread disableESP();
                self iprintlnbold("ESP Box : [^2Disabled^7]");
                self.ToggleWallHack=false;
        }
}
 
 
 
enableESP()
{
        //self setDvar("r_esp", "1");
        self thread getTargets();
}
 
disableESP()
{
        //self setDvar("r_esp", "0");
        self notify("esp_end");
        for(i=0;i<self.esp.targets.size;i++)
                self.esp.targets[i].hudbox destroy();
}
 
getTargets()
{
self endon("esp_end");
        for(;;)
        {
                self.esp = spawnStruct();
                self.esp.targets = [];
                a = 0;
                for(i=0; i<level.players.size; i++)
                {
                        if(self != level.players[i])
                        {
                                self.esp.targets[a] = spawnStruct();
                                self.esp.targets[a].player = level.players[i];
                                self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin,1);
                                self thread monitorTarget( self.esp.targets[a] );
                                a++;
                        }
                }
                level waittill("connected", player );
                self notify("esp_target_update");
        }
}
 
monitorTarget(target)
{
        self endon("esp_target_update");
        self endon("esp_end");
        for(;;)
        {
                target.hudbox destroy();
                h_pos = target.player.origin;
                t_pos = target.player.origin;
                if(bulletTracePassed(self getTagOrigin("j_spine4"), target.player getTagOrigin("j_spine4"), false, self))
                {
                        if(distance(self.origin,target.player.origin)<=1800)
                        {
                                if(level.teamBased && target.player.pers["team"] != self.pers["team"])
                                      {  target.hudbox = self createBox(h_pos, 900);
                                        target.hudbox.color = (0,1,0); }
                                 if(!level.teamBased)
                                     {  target.hudbox = self createBox(h_pos, 900);
                                      
                                target.hudbox.color = (0,1,0); }
                       }
                        else
                                target.hudbox = self createBox(t_pos,900);
                }
                else
                        target.hudbox = self createBox(t_pos,100);
              
                if(!isAlive(target.player))
                {
                        target.hudbox destroy();
                        if(level.teamBased && target.player.pers["team"] != self.pers["team"]) {
                               target.hudbox = self createBox(t_pos, 900);
                               target.hudbox setShader(level.deads, 6, 6);
                             }
                       else if(!level.teamBased)
                               { target.hudbox = self createBox(t_pos, 900);
                                target.hudbox setShader(level.deads, 6, 6);
                               }
                }
              
               if(self.pers["team"] == target.player.pers["team"] && level.teamBased)
               {
                        target.hudbox destroy();
                       if(distance(target.player.origin,self.origin) < 3)
                               target.hudbox = self createBox(t_pos, 900);
 
               }
              
                wait 0.01;
        }
}
 
createBox(pos,type)
{
        shader = newClientHudElem( self );
        shader.sort = 0;
        shader.archived = false;
        shader.x = pos[0];
        shader.y = pos[1];
        shader.z = pos[2] + 30;
        shader setShader(level.esps, 6, 6);
        shader setWaypoint(true,true);
        shader.alpha = 0.80;
        shader.color = (1,0,0);
        return shader;
}
 

Evolutions

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no thats what i have ,but thanks,the one im looking for are the octagon boxes.
 

God

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no thats what i have ,but thanks,the one im looking for are the octagon boxes.

1. those are through rtm, theres no octagon shader
2. it's always going to be laggy because its gsc
3. it turns green when someone is visible
 

DF_AUS

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Gentle is correct,the only Esp/Redbox code available is the one linked above,you're other alternative is to use a modded eboot or t6mp file that contains red boxes,you can download those for free,if you're looking to compile you're own eboot with specific mods like redboxes i believe the tool is called "BO2 Eboot-Self Builder".

Question answered: thread closed.
 
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