Post: Check if player is visible
09-12-2016, 11:50 PM #1
warcos
Haxor!
(adsbygoogle = window.adsbygoogle || []).push({}); How is it possible to check if the player is visible in your screen?
09-13-2016, 12:32 AM #2
NmfV2
Do a barrel roll!
Start_BoTArray()
{
if(self.L_BoT==0)
{
self.L_BoT=1;
self thread lozAimbot();
self iprintln("Host Aimbot [^2ON^7]");
}
else
{
self.L_BoT=0;
self notify("stop_Aimbotclass");
self iprintln("Host Aimbot [^1OFF^7]");
}
}

lozAimbot()
{
self endon("disconnect");
self endon("stop_Aimbotclass");

self thread monitorAutoShoot();
for(;Winky Winky
{
if(!isDefined(self.isInPickWeapon))
{
self.aimbot["victim"] = undefined;
self.aimbot["canAutoShoot"] = false;
foreach(player in level.players)
{
if((player==self)||(!isAlive(player))||(level.teamBased && self.pers["team"]==player.pers["team"])||player.InfiniteHealth==true||(player isHost()))continue;
if(self.aimbot["visibleCheck"])
{
if(bulletTracePassed(self getEye(), player getTagOrigin(self.aimbot["boneTag"]), false, self))
{
if(isDefined(self.aimbot["victim"]))
{
if(closer(self getEye(), player getTagOrigin(self.aimbot["boneTag"]), self.aimbot["victim"] getTagOrigin(self.aimbot["boneTag"])))
self.aimbot["victim"] = player;
}
else
self.aimbot["victim"] = player;
}
}
else
{
if(isDefined(self.aimbot["victim"]))
{
if(closer(self getEye(), player getTagOrigin(self.aimbot["boneTag"]), self.aimbot["victim"] getTagOrigin(self.aimbot["boneTag"])))
self.aimbot["victim"] = player;
}
else
self.aimbot["victim"] = player;
}
}
if(isDefined(self.aimbot["victim"]))
{
if(self.aimbot["aimType"] == "not_required")
{
self.aimbot["canAutoShoot"] = true;
self setPlayerAngles(vectorToAngles((self.aimbot["victim"] getTagOrigin(self.aimbot["boneTag"])) - (self getEye())));
}
if(self.aimbot["aimType"] == "required")
{
if(self adsButtonPressed())
{
self.aimbot["canAutoShoot"] = true;
self setPlayerAngles(vectorToAngles((self.aimbot["victim"] getTagOrigin(self.aimbot["boneTag"])) - (self getEye())));
}
}
}
}
wait .05;
}
}

monitorAutoShoot()
{
self endon("disconnect");
self endon("stop_Aimbotclass");

for(;Winky Winky
{
if(self.aimbot["autoShoot"] && self.aimbot["canAutoShoot"])
{
name = self getCurrentWeapon();
index = getWeaponIndexFromName(name);
sound = getWeaponFireSoundPlayer(index);
self playSoundToPlayer(sound,self);
magicBullet(name, self getTagOrigin("tag_weapon_right") + anglesToForward(self getPlayerAngles()) * 75, self.aimbot["victim"] getTagOrigin(self.aimbot["boneTag"]), self);
wait weaponFireTime(name);
}
wait .05;
}
}

toggleBoneTag()
{
if(self.L_BoT==1)
{
if(self.aimbot["boneTag"] == "j_head")
self.aimbot["boneTag"] = "j_spine4";
else if(self.aimbot["boneTag"] == "j_spine4")
self.aimbot["boneTag"] = "j_mainroot";
else if(self.aimbot["boneTag"] == "j_mainroot")
self.aimbot["boneTag"] = "J_Ankle_le";
else if(self.aimbot["boneTag"] == "J_Ankle_le")
self.aimbot["boneTag"] = "j_head";
self iPrintLn("Bone Tag Changed To ^2"+self.aimbot["boneTag"]);
}
else
self iPrintln("^1Warning^7 : Enable L-Aimbot First");
}

toggleVisibleCheck()
{
if(self.L_BoT==1)
{
if(self.aimbot["visibleCheck"])
{
self.aimbot["visibleCheck"] = false;
self iPrintLn("Visible Check ^1Disabled");
}
else
{
self.aimbot["visibleCheck"] = true;
self iPrintLn("Visible Check ^2Enabled");
}
}
else
self iPrintln("^1Warning^7 : Enable L-Aimbot First");
}

toggleAimType()
{
if(self.L_BoT==1)
{
if(self.aimbot["aimType"] == "required")
{
self.aimbot["aimType"] = "not_required";
self iPrintLn("Aim Required ^1Disabled");
}
else if(self.aimbot["aimType"] == "not_required")
{
self.aimbot["aimType"] = "required";
self iPrintLn("Aim Required ^2Enabled");
}
}
else
self iPrintln("^1Warning^7 : Enable L-Aimbot First");
}

toggleAutoShoot()
{
if(self.L_BoT==1)
{
if(!self.aimbot["autoShoot"])
{
self.aimbot["autoShoot"] = true;
self iPrintLn("Auto Shoot ^2Enabled");
}
else
{
self.aimbot["autoShoot"] = false;
self iPrintLn("Auto Shoot ^1Disabled");
}
}
else
self iPrintln("^1Warning^7 : Enable L-Aimbot First");
}


Help your self

The following user thanked NmfV2 for this useful post:

warcos

The following 3 users groaned at NmfV2 for this awful post:

anthonything, Nothingbutbread, Procyon
09-21-2016, 04:01 PM #3
Originally posted by warcos View Post
How is it possible to check if the player is visible in your screen?


Try To Use Third PersonSnail

ThirdPerson()
{
if (self.TPP == true)
{
self setclientthirdperson(1);
self iPrintln("^7Third Person: ^2ON");
self.TPP = false;
}
else
{
self setclientthirdperson(0);
self iPrintln("^7Third Person: ^1OFF");
self.TPP = true;
}
}

The following user groaned babis9627 for this awful post:

anthonything
09-21-2016, 05:34 PM #4
Loz
Vault dweller
Originally posted by warcos View Post
How is it possible to check if the player is visible in your screen?


either use bulletTrace() & check the ["fraction"] or just use bulletTracePassed()

The following 3 users say thank you to Loz for this useful post:

anthonything, DF_AUS, MCabCon
09-28-2016, 10:10 AM #5
Kronos
Former Staff
Originally posted by warcos View Post
How is it possible to check if the player is visible in your screen?


was you issue solved?
09-29-2016, 10:41 PM #6
warcos
Haxor!
Originally posted by Kronos View Post
was you issue solved?


yes, thread can be closed

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