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  3. [Release] [Zombies] Black Ops 1 aim assist

[Release] [Zombies] Black Ops 1 aim assist

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  • dontknowletsplundefined Offline
    dontknowletsplundefined Offline
    dontknowletspl
    replied to Bongo777 on last edited by
    #6

    Bongo777 I have no idea what kind of aim assist bo1 has. If there is already good aim assist like on console then you do not need this script.

    1 Reply Last reply
    0
    • IKennyAgainundefined Offline
      IKennyAgainundefined Offline
      IKennyAgain
      replied to Bongo777 on last edited by
      #7

      Bongo777 there is aim assist but it has no snap on zombies body like in console version

      dontknowletsplundefined 1 Reply Last reply
      0
      • dontknowletsplundefined Offline
        dontknowletsplundefined Offline
        dontknowletspl
        replied to IKennyAgain on last edited by dontknowletspl
        #8

        IKennyAgain This script has it.

        1 Reply Last reply
        0
        • IcedVenomundefined Offline
          IcedVenomundefined Offline
          IcedVenom
          wrote on last edited by
          #9

          It has a weird jitteryness to it when zombies move after you press it almost like it's following until you've aimed all the way. Any way you could remove that jitter and just make it zoom to the center immediately when you press the button like it does in the console version?

          dontknowletsplundefined 1 Reply Last reply
          0
          • dontknowletsplundefined Offline
            dontknowletsplundefined Offline
            dontknowletspl
            replied to IcedVenom on last edited by dontknowletspl
            #10

            IcedVenom On ps3 bo2 it has it like that but alot smoother which i don't think is possible with gsc but if you want to remove it here is the code.

            //Call of Duty Black ops 1 Aim Assist
            
            #include maps\_utility;
            #include common_scripts\utility;
            
            init()
            {
                if ( GetDvar( #"zombiemode" ) == "1" )
            	{
            		level thread onPlayerConnect();
            	}
            }
            
            onPlayerConnect()
            {
                level endon( "end_game" );
            	for ( ;; )
            	{
                    if(isDefined(level.player_out_of_playable_area_monitor) && level.player_out_of_playable_area_monitor) //disable death barriers
            			level.player_out_of_playable_area_monitor = 0;
                    if(isDefined(level.player_too_many_weapons_monitor) && level.player_too_many_weapons_monitor) //disable too many weapons check
            			level.player_too_many_weapons_monitor = 0;
            
            		level waittill( "connected", player );
                    player thread AimAssist();
            		player thread onSpawn();
            	}
            }
            
            onSpawn()
            {
            	self endon( "disconnect" );
                self waittill( "spawned_player" );
                wait 5;
                iprintln( "aim assist enabled" );
            }
            
            AimAssist()
            {
            	level endon("end_game");
            	self endon("disconnect");
            	for(;;)
            	{
            
            		if(isDefined( level.zombiemode_using_deadshot_perk ) && level.zombiemode_using_deadshot_perk && self hasperk("specialty_deadshot")) //original perk check
            			tag = "j_head";
            		else
            			tag = "j_spine4";
            
            		view_pos = self GetWeaponMuzzlePoint();
            		zombies = get_array_of_closest( view_pos, getaispeciesarray("axis", "all"), undefined, undefined, undefined );		
            		range_squared = 500 * 500;
            		for ( i = 0; i < zombies.size; i++ )
            		{
            			if ( !IsDefined( zombies[i] ) || !IsAlive( zombies[i] ) )
            			{
            				continue;
            			}
            			enemy_origin = zombies[i].origin;
            			test_range_squared = DistanceSquared( view_pos, enemy_origin );
            			if ( test_range_squared < range_squared )
            			{
            				if(zombies[i] player_can_see_me(self))
            				{
            					if(self adsButtonPressed() && self playerADS() < 0.6 )
            					{
            						
            						self setPlayerAngles(vectorToAngles((zombies[i] getTagOrigin(tag)) - (self getEye())));
            
            						while( self adsButtonPressed() )
            						{
            							wait .05;
            						}
            						break;
            					}
            				}
            			}
            		}
            		wait 0.05;
            	}
            }
            
            player_can_see_me( player )
            {
                playerangles = player getplayerangles();
                playerforwardvec = anglesToForward( playerangles );
                playerunitforwardvec = vectornormalize( playerforwardvec );
                banzaipos = self.origin;
                playerpos = player getorigin();
                playertobanzaivec = banzaipos - playerpos;
                playertobanzaiunitvec = vectornormalize( playertobanzaivec );
                forwarddotbanzai = vectordot( playerunitforwardvec, playertobanzaiunitvec );
                if ( forwarddotbanzai >= 1 )
                {
                    anglefromcenter = 0;
                }
                else if ( forwarddotbanzai <= -1 )
                {
                    anglefromcenter = 180;
                }
                else
                {
                    anglefromcenter = acos( forwarddotbanzai );
                }
                playerfov = getDvarFloat( "cg_fov" );
                banzaivsplayerfovbuffer = getDvarFloat( "g_banzai_player_fov_buffer" );
                if ( banzaivsplayerfovbuffer <= 0 )
                {
                    banzaivsplayerfovbuffer = 0.2;
                }
            	distance = self check_distance(player);
            
            	playercanseeme = anglefromcenter <= ( ( playerfov * distance ) * ( 1 - banzaivsplayerfovbuffer ) );
            	return playercanseeme;
            }
            
            check_distance(player)
            {
            	if(distance(self.origin, player.origin) < 90)
            		return .45;
            	if(distance(self.origin, player.origin) <= 100)
            		return .4;
            	if(distance(self.origin, player.origin) <= 150)
            		return .3;
            	if(distance(self.origin, player.origin) <= 200)
            		return .25;
            	if(distance(self.origin, player.origin) <= 250)
            		return .225;
            	if(distance(self.origin, player.origin) <= 300)
            		return .2;
            	if(distance(self.origin, player.origin) <= 350)
            		return .175;
            	if(distance(self.origin, player.origin) <= 400)
            		return .15;
            	return .125;
            }
            
            IcedVenomundefined 1 Reply Last reply
            1
            • IcedVenomundefined Offline
              IcedVenomundefined Offline
              IcedVenom
              replied to dontknowletspl on last edited by
              #11

              @dontknowletsplay Could you also lower the range it locks on to? I'm not sure if it's the same with console but it seems like it jumps really far even when looking at other zombies.

              dontknowletsplundefined 1 Reply Last reply
              0
              • dontknowletsplundefined Offline
                dontknowletsplundefined Offline
                dontknowletspl
                replied to IcedVenom on last edited by
                #12

                IcedVenom This part is the range range_squared = 500 * 500; lower it as you like.

                IcedVenomundefined 1 Reply Last reply
                0
                • IcedVenomundefined Offline
                  IcedVenomundefined Offline
                  IcedVenom
                  replied to dontknowletspl on last edited by
                  #13

                  @dontknowletsplay Thanks 🙂

                  1 Reply Last reply
                  0
                  • dontknowletsplundefined Offline
                    dontknowletsplundefined Offline
                    dontknowletspl
                    wrote on last edited by
                    #14

                    Added support for special zombies like dogs.

                    1 Reply Last reply
                    1
                    • XODreamsundefined Offline
                      XODreamsundefined Offline
                      XODreams
                      replied to GhostRider0125 on last edited by
                      #15

                      GhostRider0125 Hey man i kno this is weird to ask but do i just open a text document on my computer past this in and save it as .GSC then put it in the folder?

                      dontknowletsplundefined GhostRider0125undefined 2 Replies Last reply
                      2
                      • dontknowletsplundefined Offline
                        dontknowletsplundefined Offline
                        dontknowletspl
                        replied to XODreams on last edited by
                        #16

                        XODreams yes

                        1 Reply Last reply
                        1
                        • GhostRider0125undefined Offline
                          GhostRider0125undefined Offline
                          GhostRider0125
                          replied to XODreams on last edited by
                          #17

                          XODreams i dont know about coding nor do i do i know about gsc scripts all i know is texture changing😁

                          TahjGaddundefined 1 Reply Last reply
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                          • Miaa_undefined Offline
                            Miaa_undefined Offline
                            Miaa_
                            wrote on last edited by
                            #18

                            Hey, jus twanted to say thanks, this is a very cool thing you did ! Also very cool of you to keep updating it and refining it with feedback, really means a lot to us 😄

                            1 Reply Last reply
                            1
                            • iBest14undefined Offline
                              iBest14undefined Offline
                              iBest14
                              wrote on last edited by
                              #19

                              Does it also work for campaign mode?

                              dontknowletsplundefined 1 Reply Last reply
                              0
                              • dontknowletsplundefined Offline
                                dontknowletsplundefined Offline
                                dontknowletspl
                                replied to iBest14 on last edited by
                                #20

                                iBest14 No its only meant for zombies

                                iBest14undefined 1 Reply Last reply
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                                • iBest14undefined Offline
                                  iBest14undefined Offline
                                  iBest14
                                  replied to dontknowletspl on last edited by
                                  #21

                                  dontknowletspl and can you create one for the campaign mode? or adapt that same one?

                                  dontknowletsplundefined 1 Reply Last reply
                                  0
                                  • dontknowletsplundefined Offline
                                    dontknowletsplundefined Offline
                                    dontknowletspl
                                    replied to iBest14 on last edited by
                                    #22

                                    iBest14 Plutonium does not support campaign so im not sure how you would load the script with steam version. I have never made any scripts for campaign.

                                    iBest14undefined 1 Reply Last reply
                                    0
                                    • menlover33undefined Offline
                                      menlover33undefined Offline
                                      menlover33
                                      wrote on last edited by
                                      #23

                                      any chance this can be used with bgamer or steam?

                                      dontknowletsplundefined 1 Reply Last reply
                                      0
                                      • dontknowletsplundefined Offline
                                        dontknowletsplundefined Offline
                                        dontknowletspl
                                        replied to menlover33 on last edited by
                                        #24

                                        menlover33 The script should work fine on other versions of bo1 but you need to find way to load it on the game.

                                        1 Reply Last reply
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                                        • TahjGaddundefined Offline
                                          TahjGaddundefined Offline
                                          TahjGadd
                                          replied to GhostRider0125 on last edited by
                                          #25
                                          This post is deleted!
                                          GhostRider0125undefined 1 Reply Last reply
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