Release My Custom Scripts

how gey r the codes


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God

Skiddy
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Hello CCM :handok:

Im releasing a few scripts i made (pretty noobish, but whatevs)
Have fun.

PHP:
sixthSense()

{
    level endon("game_ended");
    self endon("disconnect");
 
    while(true)
    {
        foreach(player in getEnemies())
        {
            if (distance(self.origin, player.origin) <= 550)
            {
                self iPrintlnBold("^1Enemy is near");
                wait 2;
            }
         
            wait 0.1;
        }
    }
}

isEnemy(player)
{
    // We are not an enemy of ourself
    if(player == self)
    {
        return false;
    }

    // On non team-based modes everyone except us must be an enemy
    if(!level.teamBased)
    {
        return true;
    }
 
    // On team-based, decide whether teammate or not
    return player.team != self.team;
}

getEnemies()
{
    enemies = [];

    foreach(player in level.players)
    {
        if(self isEnemy(player))
        {
            enemies[enemies.size] = player;
        }
    }
 
    return enemies;
}

Code:
retAim()[/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER]
[FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER]{
    if(self.raim == 1)
    {
        self.raim = 0;
        self thread aimbot();
        self iPrintlnBold("Retarded Aimbot [^2ON^7]");
    }
    else
    {
        self notify("endAimbot");
        self.raim = 1;
        self iPrintlnBold("Retarded Aimbot [^1OFF^7]");
    }
}

aimbot()
{
    self endon("endAimbot");
    for(;;)
    {
        aimAt = undefined;
        foreach(player in level.players)
        {
            if((player == self) || (!isAlive(player)) || (level.teamBased && player.pers["team"] != self.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"))));            }
        }
        wait 0.05;
    }
}




Code:
swapGun(player)[/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER]
[FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER]{
    //storing weapons
    Camo=RandomIntRange(1,45);
    myWeap = self getcurrentweapon();
    myWeap2 = self getcurrentweaponaltweapon();
    playerWeap = player getcurrentweapon();
    playerWeap2 = player getcurrentweaponaltweapon();
    //giving weapon
    self takeallweapons();
    player takeallweapons();
    self giveweapon(playerWeap);
    player giveweapon(myWeap);
    self giveweapon(playerWeap2,0,true(Camo,0,0,0,0));
    player giveweapon(myWeap2,0,true(Camo,0,0,0,0));
    self switchToWeapon(playerWeap2);
    player switchToWeapon(myWeap2);
    self switchToWeapon(playerWeap);
    player switchToWeapon(myWeap);
    self givemaxammo(playerWeap);
    player givemaxammo(myWeap);
    self givemaxammo(playerWeap2);
    player givemaxammo(myWeap2);
    self iPrintln("Swapped Weapon With "+player.name);
}




PHP:
controlP(player)[/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER][/COLOR][/FONT][/CENTER]
[FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER][FONT=Verdana][COLOR=#0059b3]
[CENTER]{
    if(self.ctrl == 1)
    {
        self.ctrl = 0;
        closeMenu();
        self disableWeapons();
        self enableInvulnerability();
        player freezecontrols(true);
        self thread RAT(player);
    }
    else
    {
        self.ctrol = 1;
        self unlink();
        self.originObj delete();
        self enableWeapons();
        player freezecontrols(false);
        self notify("stopHax");
        if(self.god == true)
        {
        }
        else
        self disableInvulnerability();
    }
}

RAT(player)
{
    self endon("death");
    self endon("disconnect");
    self endon("stopHax");
    for(;;)
    {
        /*self.originObj = spawn( "script_origin", self.origin, 1 );
           self.originObj.angles = self.angles;
           self playerlinkto( self.originObj, undefined );
           originpos = player.origin+(-69,0,100);
           self.originObj.origin = originpos;*/
        self SetOrigin(player.origin+(-69,0,100));
        self setplayerangles(VectorToAngles((player getTagOrigin("j_head")) - (self getTagOrigin("j_head"))));
 
        if(self actionslotonebuttonpressed())
        player SetOrigin(player.origin+(1,0,0));
        if(self actionslottwobuttonpressed())
        player SetOrigin(player.origin+(-1,0,0));
        if(self actionslotthreebuttonpressed())
        player SetOrigin(player.origin+(0,-1,0));
        if(self actionslotfourbuttonpressed())
        player SetOrigin(player.origin+(0,1,0));
        if(self jumpbuttonpressed())
        player SetOrigin(player.origin+(0,0,1));
        if(self stancebuttonpressed())
        player SetOrigin(player.origin+(0,0,-1));
        wait 0.05;
    }
}





Video: SOON
 
Last edited:

candy

G59 Terrorist
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this is really cool! very nice release
 

CabCon

Head Administrator
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Doesn't this also work on friendly players? You should fix it to make it only detect enemies.
Yeap, that would be great. Simple add this line into:
Code:
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;

Also maybe a free for all check. :grinning:
 

God

Skiddy
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Yeap, that would be great. Simple add this line into:
Code:
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;

Also maybe a free for all check. :smile:
thx l0l
 

BullyWiiPlaza

Modder
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Since none of you skids realized how crap the enemy warning script was while still praising this release, I felt free to fix it. Enjoy :grinning:
Code:
sixthSense()
{
    level endon("game_ended");
    self endon("disconnect");

    while(true)
    {
        foreach(player in getEnemies())
        {
            if (distance(self.origin, player.origin) <= 550)
            {
                self iPrintlnBold("^1Enemy is near");
                wait 2;
            }
         
            wait 0.1;
        }
       
        wait 0.1;
    }
}

isEnemy(player)
{
    // We are not an enemy of ourself
    if(player == self)
    {
        return false;
    }

    // On non team-based modes everyone except us must be an enemy
    if(!level.teamBased)
    {
        return true;
    }

    // On team-based, decide whether teammate or not
    return player.team != self.team;
}

getEnemies()
{
    enemies = [];

    foreach(player in level.players)
    {
        if(self isEnemy(player))
        {
            enemies[enemies.size] = player;
        }
    }

    return enemies;
}
 
Last edited:

God

Skiddy
Messages
337
Reaction score
240
Points
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Since none of you skids realized how crap the enemy warning script was while still praising this release, I felt free to fix it. Enjoy :grinning:
Code:
sixthSense()
{
    level endon("game_ended");
    self endon("disconnect");
 
    while(true)
    {
        foreach(player in getEnemies())
        {
            if (distance(self.origin, player.origin) <= 550)
            {
                self iPrintlnBold("^1Enemy is near");
                wait 2;
            }
         
            wait 0.1;
        }
    }
}

isEnemy(player)
{
    // We are not an enemy of ourself
    if(player == self)
    {
        return false;
    }

    // On non team-based modes everyone except us must be an enemy
    if(!level.teamBased)
    {
        return true;
    }
 
    // On team-based, decide whether teammate or not
    return player.team != self.team;
}

getEnemies()
{
    enemies = [];

    foreach(player in level.players)
    {
        if(self isEnemy(player))
        {
            enemies[enemies.size] = player;
        }
    }
 
    return enemies;
}
thx ill update the thread since i wasnt able to l0l
 

TheNiceUb3r

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Since none of you skids realized how crap the enemy warning script was while still praising this release, I felt free to fix it. Enjoy :grinning:
Code:
sixthSense()
{
    level endon("game_ended");
    self endon("disconnect");
 
    while(true)
    {
        foreach(player in getEnemies())
        {
            if (distance(self.origin, player.origin) <= 550)
            {
                self iPrintlnBold("^1Enemy is near");
                wait 2;
            }
         
            wait 0.1;
        }
    }
}

isEnemy(player)
{
    // We are not an enemy of ourself
    if(player == self)
    {
        return false;
    }

    // On non team-based modes everyone except us must be an enemy
    if(!level.teamBased)
    {
        return true;
    }
 
    // On team-based, decide whether teammate or not
    return player.team != self.team;
}

getEnemies()
{
    enemies = [];

    foreach(player in level.players)
    {
        if(self isEnemy(player))
        {
            enemies[enemies.size] = player;
        }
    }
 
    return enemies;
}

This actually doesn't seem to work, No script errors occur but when clicking the function the game gives the connection rupt then freezes the console.
 

BullyWiiPlaza

Modder
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Come to find out its if there is NO one in the game it does that.
Yeah, true. You have to insert another wait statement in the while(true) loop. I did it so try again. Good job on finding this bug. Why would you even use this without players in the game? It's for detecting enemies, duh and that does work :smile:
 
Last edited:
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