Post: can anyone do this for me?
07-11-2015, 07:34 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); put these codes in On Spawn? just that, no mod menu?

    //This checks if the player is within your crosshair size
isRealistic(nerd) {
self.angles = self getPlayerAngles();
need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 25)
return true;
else
return false;
}


//The aimbot
self doDaAim() {
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill( "weapon_fired");
abc=0;
foreach(player in level.players) {
if(isRealistic(player))
{
if(self.pers["team"] != player.pers["team"]) {
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_"))
{
x = randomint(10);
if(x==1) {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
} else {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}
}
}
}
if(isAlive(player) && player.pers["team"] == "axis") {
abc++;
}
}
if(abc==0) {
self notify("last_killed");
}
}
}
07-11-2015, 08:16 PM #2
Originally posted by Aryylicious View Post
put these codes in On Spawn? just that, no mod menu?

    //This checks if the player is within your crosshair size
isRealistic(nerd) {
self.angles = self getPlayerAngles();
need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 25)
return true;
else
return false;
}


//The aimbot
self doDaAim() {
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill( "weapon_fired");
abc=0;
foreach(player in level.players) {
if(isRealistic(player))
{
if(self.pers["team"] != player.pers["team"]) {
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_"))
{
x = randomint(10);
if(x==1) {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
} else {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}
}
}
}
if(isAlive(player) && player.pers["team"] == "axis") {
abc++;
}
}
if(abc==0) {
self notify("last_killed");
}
}
}


ffs.. here is my custom binds

    #include maps/mp/gametypes/_hud_util;
#include maps/mp/gametypes/_weapons;
#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_hud_message;
#include maps/mp/gametypes/_hud;
#include maps/mp/gametypes/_persistence;
#include maps/mp/gametypes/_globallogic_score;
#include maps/mp/gametypes/_persistence;

init()
{
level thread onplayerconnect();
}
onplayerconnect()
{
for(;Winky Winky
{
level waittill( "connecting", player );

player.clientid = level.clientid;
level.clientid++;


player thread onplayerspawned();

}
}
onplayerspawned()
{
self endon( "disconnect" );
level endon( "game_ended" );

for(;Winky Winky
{

self waittill( "spawned_player" );

if(self isHost())
{
self freezecontrols(false);
self thread BuildMenu();
randcamo = RandomIntRange( 17, 45 );
self.camo = randcamo; //Nac Variable

}
}
}

BuildMenu()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
if(self actionslotonebuttonpressed())//dpad up
{

self toggleAim();
}
if(self actionslottwobuttonpressed())
{
self togglegod();
}
if(self actionslotthreebuttonpressed() && self GetStance() != "prone" && self.nac == "Enabled")
{
self thread checkNacWep();
}

if(self actionslotthreebuttonpressed() && self GetStance() == "prone") {
self.nacswap = "no";
self.wep = "none";
self.wep2 = "none";
self iprintln("NAC Swap: ^2Reset");
}
wait 0.05;
}
}
toggleAim()
{
if (!isDefined(self.aimtrick))
{
self thread TrickShotAimbot();
self.aimtrick = true;
self iprintln("Trickshot Aimbot [^2On^7]");
}
else
{
self notify("endautoaim");
self.aimtrick = undefined;
self iprintln("Trickshot Aimbot [^1Off^7]");
}
}

isRealistic(nerd) {
self.angles = self getPlayerAngles();
need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 25)
return true;
else
return false;
}
//The aimbot
TrickShotAimbot() {
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill( "weapon_fired");
abc=0;
foreach(player in level.players) {
if(isRealistic(player))
{
if(self.pers["team"] != player.pers["team"]) {
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_"))
{
x = randomint(10);
if(x==1) {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
} else {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}
}
}
}
if(isAlive(player) && player.pers["team"] == "axis") {
abc++;
}
}
if(abc==0) {
self notify("last_killed");
}
}
}
ToggleGOD()
{
if(!isDefined(self.NeverDie))
{
self iPrintln("GodMode [^2On^7]");
self enableInvulnerability();
self.NeverDie = true;
}
else
{
self iPrintln("GodMode [^1Off^7]");
self disableInvulnerability();
self.NeverDie = undefined;
}
}

ToggleNac()
{
if(self.nac == "Disabled")
{
self.nac = "Enabled";
self iPrintln("^1Nac Swap Mod Enabled. ^7Press [{+actionslot 3}] And Switch Your Weapon And Repeat.");
self iPrintln("^1Press [{+actionslot 3}] ^7To Nac Swap To Your Other Weapon.");
self iPrintln("^1Press [{+actionslot 3}] ^7While Prone To Reset The Nac Mod.");
}
}

doNac() {
self endon("disconnect");
level endon("game_ended");
self endon("death");

if(self getCurrentWeapon() == self.wep2) {
self.ammo3 = self getWeaponAmmoClip(self getCurrentWeapon());
self.ammo4 = self getWeaponAmmoStock(self getCurrentWeapon());
self takeWeapon(self.wep2);
wait .05;
self giveWeapon(self.wep2, 0, true ( self.camo, 0, 0, 0, 0 ));
self setweaponammoclip( self.wep2, self.ammo3 );
self setweaponammostock( self.wep2, self.ammo4 );



}
else{
if(self getCurrentWeapon() == self.wep) {
self.ammo1 = self getWeaponAmmoClip(self getCurrentWeapon());
self.ammo2 = self getWeaponAmmoStock(self getCurrentWeapon());
self takeWeapon(self.wep);
wait .05;
self giveWeapon(self.wep, 0, true ( self.camo, 0, 0, 0, 0 ));
self setweaponammoclip( self.wep, self.ammo1 );
self setweaponammostock( self.wep, self.ammo2 );


}
}
}

checkNacWep() {
if(self.nacswap == "no"){
if(self.wep == "none")
{
self.wep = self getCurrentWeapon();
self iprintlnbold("Primary ^1Weapon Set");
}
else
{
if(self.wep != "none" && self getCurrentWeapon() != self.wep && self getCurrentWeapon() != "none")
{
self.wep2 = self getCurrentWeapon();
self iprintlnbold("Secondary ^1Weapon Set");
self.nacswap = "yes";
wait .5;
self iprintln("^1Press [{+actionslot 3}] ^7while in prone to reset NAC Swap, in-case you want to switch classes mid-game.");
}
}
}
else
{
doNac();
}
}
}

contains godmode, trickshot aimbot (crosshair aimbot), and nac swap mod
Last edited by Gentleツ ; 07-11-2015 at 08:18 PM.
07-11-2015, 09:12 PM #3
it freezes the console :/

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