Post: Stoner Aimbot Tomahawk Idea.
06-12-2016, 06:04 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hello NGU.

So I have been smoking alot of grass lately, and I threw a tomahawk randomly in the air of a search and destroy game on Carrier, and it ricoshet off a wall and hit some shit talker in the head. I went crazy, and thought for a while, if it would somehow be possible to take the code or mechanics of a hunter killer, and stick it inside of a tomahawk, so that way when you throw it up it acts as if its a hunter killer and finds and hunts the target Winky Winky Lmfao.*

If its possible, any thoughts? Comment <33333


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Last edited by vramped2 ; 06-12-2016 at 06:08 AM. Reason: added youtube link
06-13-2016, 01:10 AM #2
anthonything
Space Ninja
Originally posted by vramped2 View Post
Hello NGU.

So I have been smoking alot of grass lately, and I threw a tomahawk randomly in the air of a search and destroy game on Carrier, and it ricoshet off a wall and hit some shit talker in the head. I went crazy, and thought for a while, if it would somehow be possible to take the code or mechanics of a hunter killer, and stick it inside of a tomahawk, so that way when you throw it up it acts as if its a hunter killer and finds and hunts the target Winky Winky Lmfao.*

If its possible, any thoughts? Comment <33333


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I have an idea...
    
TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Enabled" : "Disabled" ) ); //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("Threw THawk");
////////////////////////////////////////////////////////////////
/*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() + ( 0, 0, 50 ) );
wait .1;
attempts++;
}
enemy dodamage( 9999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait .05;
self delete();
}
}
Last edited by anthonything ; 06-13-2016 at 02:56 AM.
06-13-2016, 06:47 AM #3
Bullshit lmao. Im going to try it right now. Holy f*** brother. <33333
06-13-2016, 06:54 PM #4
Originally posted by anthonything View Post
I have an idea...
    
TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Enabled" : "Disabled" ) ); //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("Threw THawk");
////////////////////////////////////////////////////////////////
/*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() + ( 0, 0, 50 ) );
wait .1;
attempts++;
}
enemy dodamage( 9999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait .05;
self delete();
}
}


This is so great. Thank you so much, is there any way to make it look more legit, and not have it suck into the enemy? Just have the tomahawk find the target, but also not go through walls?
06-13-2016, 11:31 PM #5
anthonything
Space Ninja
Originally posted by vramped2 View Post
This is so great. Thank you so much, is there any way to make it look more legit, and not have it suck into the enemy? Just have the tomahawk find the target, but also not go through walls?


Dunno about through walls, but yeah i figured out how to have it follow them like a hunter killer :P.
    
TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Enabled" : "Disabled" ) ); //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("Threw THawk");
////////////////////////////////////////////////////////////////
/*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();
}
}

06-13-2016, 11:35 PM #6
Lol bro, great job <3. <333. Thanks bro Happy
06-16-2016, 02:10 PM #7
Originally posted by anthonything View Post
Dunno about through walls, but yeah i figured out how to have it follow them like a hunter killer :P.
    
TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Enabled" : "Disabled" ) ); //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("Threw THawk");
////////////////////////////////////////////////////////////////
/*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();
}
}



Now only until It gets added to Non-Host SPRX lol
06-26-2016, 02:13 AM #8
Originally posted by anthonything View Post
Dunno about through walls, but yeah i figured out how to have it follow them like a hunter killer :P.
    
TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "Enabled" : "Disabled" ) ); //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("Threw THawk");
////////////////////////////////////////////////////////////////
/*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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