Post: My 1.11 Aimbot Code for PS3 MW2
07-22-2012, 08:10 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hello I recently created this 1.11 Aimbot code using MW2 Code Finder and added my own Toggle Switch. I was wanting to know if you could test this by adding it into your patch for me. Or just by simply telling me if there is anything wrong. Syntax gave me no errors. I was hosting with Super Lemon Haze Patch and I found out his aimbot did not work, so I tried to fix it. I dont know if this would work, but if anyone could fix it, that would be nice.

The beginning is the toggle switch to find if AutoAimOn has been enabled or disabled. Im kinda new to patch editing and coding. This is my first patch edit. Kinda :P. I know there's probably gonna be one mistake with this. If you want me to include the whole gsc together just ask me.

Code:
----------------------------
autoAim()
{
self notifyOnPlayerCommand( "n", "+actionslot 1" );
self waittill("n");
self.AutoAimOn = 0;
self waittill("n");
self.AutoAimOn = 1;
self endon( "death" );
self endon( "disconnect" );

for(;Winky Winky
{
if self.AutoAimOn = 0;
self iPrintln("^1Aimbot OFF")
}
else
self iPrintln("^1Aimbot ON")
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
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 ) )
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if( self AttackButtonPressed() )
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
}
}
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The following 2 users groaned at JustCallMeAPro for this awful post:

iiReFuZee, Cmd-X
07-22-2012, 10:19 PM #2
Kitty=^.^=
Do a barrel roll!
will not work

The following user thanked Kitty=^.^= for this useful post:

Cmd-X
07-22-2012, 10:27 PM #3
Cmd-X
It's been awhile.
This is really no different from other aimbots, plus it's really easy to add a toggle function.

And just like makcim said, it won't work.. I already found a bad syntax:

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The following 2 users say thank you to Cmd-X for this useful post:

DEREKTROTTER, Kitty=^.^=
07-22-2012, 10:29 PM #4
I Guess that will work.... Nice post

The following user groaned Reaper-_- for this awful post:

FuntCase
07-22-2012, 10:37 PM #5
Cmd-X
It's been awhile.
Originally posted by Reaper
I Guess that will work.... Nice post


No, it won't work.. :dumb:
07-24-2012, 12:30 AM #6
Choco
Respect my authoritah!!
Originally posted by MisterScripter View Post
Hello I recently created this 1.11 Aimbot code using MW2 Code Finder and added my own Toggle Switch. I was wanting to know if you could test this by adding it into your patch for me. Or just by simply telling me if there is anything wrong. Syntax gave me no errors. I was hosting with Super Lemon Haze Patch and I found out his aimbot did not work, so I tried to fix it. I dont know if this would work, but if anyone could fix it, that would be nice.

The beginning is the toggle switch to find if AutoAimOn has been enabled or disabled. Im kinda new to patch editing and coding. This is my first patch edit. Kinda :P. I know there's probably gonna be one mistake with this. If you want me to include the whole gsc together just ask me.

Code:
----------------------------
autoAim()
{
self notifyOnPlayerCommand( "n", "+actionslot 1" );
self waittill("n");
self.AutoAimOn = 0;
self waittill("n");
self.AutoAimOn = 1;
self endon( "death" );
self endon( "disconnect" );

for(;Winky Winky
{
if self.AutoAimOn = 0;
self iPrintln("^1Aimbot OFF")
}
else
self iPrintln("^1Aimbot ON")
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
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 ) )
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if( self AttackButtonPressed() )
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
}
}


Doesn't work, and it's old. Closed.

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