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[Zombies]Aim lock script

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  • Lachara_43undefined Offline
    Lachara_43undefined Offline
    Lachara_43
    wrote on last edited by Lachara_43
    #1

    Una modificacion de el script hecho por "dontknowletspl" para cod waw aqui el post original:
    https://forum.plutonium.pw/topic/21826/release-zombies-black-ops-1-aim-assist

    code_text
    //Call of Duty World at War
    //Credits to "dontknowletspl" for the original script
    
    #include maps\_utility;
    #include common_scripts\utility;
    
    init()
    {
    	if(level.zombiemode == true)
    	{
    		level thread onPlayerConnect();
    		SetDvar( "aim_assist_lock", "1" );
    	}
    }
    
    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();
    	}
    }
    
    AimAssist()
    {
    	level endon("end_game");
    	self endon("disconnect");
    	
    	for(;;)
    	{
    
    		if(self hasperk("specialty_bulletaccuracy")) //waw custom perk check
    			tag = "j_head";
    		else
    			tag = "j_spine4";
    
    		view_pos = self Geteye();
    		self.head = self getTagOrigin("j_head");
    		zombies = get_array_of_closest( view_pos, getaispeciesarray("axis", "all"), undefined, undefined, undefined );		
    		range_squared = 500 * 500;
    		for ( i = 0; i < zombies.size; i++ )
    		{	
    			zombies[i].head = zombies[i] getTagOrigin(tag);
    			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 && GetDvar( "aim_assist_lock" ) == "1")
    			{	
    				if(zombies[i] player_can_see_me(self) && bulletTracePassed(self.head, zombies[i].head, false, undefined))
    				{
    					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 = 0.2;
        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;
    }
    

    Para instalarlo copiar el texto y pegarlo en un block de notas, guardar como aim_assist.gsc y pegar en la ruta:

    %localappdata%\Plutonium\storage\t4\scripts\sp
    

    Se activa automaticamente, si no lo quieren usar solo escriban en la consola "aim_assist_lock 0" solo lo he probado en solo y tiene algunos fallos que arreglare en cuanto tenga tiempo(los fallos son que sigue a los zombies al hacer melee, recargar u otras acciones) cualquier recomendación o añadido al script es bienvenido 😁

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    • Xerxesundefined Xerxes moved this topic from WAW Modding Releases & Resources on

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