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

[Release] [Zombies] Black Ops 1 aim assist

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  • Chooch Chooch

    nice. Thats another way to break the game

    dontknowletspl Offline
    dontknowletspl Offline
    dontknowletspl
    wrote on last edited by
    #4

    Chooch What is that supposed to mean?

    SHOTCLOCK 1 Reply Last reply
    0
    • Bongo777 Offline
      Bongo777 Offline
      Bongo777
      wrote on last edited by
      #5

      Nice code, but isn't Controller Support/Aim Assist already built in? Does this code make the aim assist more natural or what exactly does it do?

      dontknowletspl IKennyAgain 2 Replies Last reply
      0
      • Bongo777 Bongo777

        Nice code, but isn't Controller Support/Aim Assist already built in? Does this code make the aim assist more natural or what exactly does it do?

        dontknowletspl Offline
        dontknowletspl Offline
        dontknowletspl
        wrote 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
        • Bongo777 Bongo777

          Nice code, but isn't Controller Support/Aim Assist already built in? Does this code make the aim assist more natural or what exactly does it do?

          IKennyAgain Offline
          IKennyAgain Offline
          IKennyAgain
          wrote on last edited by
          #7

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

          dontknowletspl 1 Reply Last reply
          0
          • IKennyAgain IKennyAgain

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

            dontknowletspl Offline
            dontknowletspl Offline
            dontknowletspl
            wrote on last edited by dontknowletspl
            #8

            IKennyAgain This script has it.

            1 Reply Last reply
            0
            • BalticDude Offline
              BalticDude Offline
              BalticDude
              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?

              dontknowletspl 1 Reply Last reply
              0
              • BalticDude BalticDude

                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?

                dontknowletspl Offline
                dontknowletspl Offline
                dontknowletspl
                wrote 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;
                }
                
                BalticDude 1 Reply Last reply
                1
                • dontknowletspl dontknowletspl

                  @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;
                  }
                  
                  BalticDude Offline
                  BalticDude Offline
                  BalticDude
                  wrote 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.

                  dontknowletspl 1 Reply Last reply
                  0
                  • BalticDude BalticDude

                    @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.

                    dontknowletspl Offline
                    dontknowletspl Offline
                    dontknowletspl
                    wrote on last edited by
                    #12

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

                    BalticDude 1 Reply Last reply
                    0
                    • dontknowletspl dontknowletspl

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

                      BalticDude Offline
                      BalticDude Offline
                      BalticDude
                      wrote on last edited by
                      #13

                      @dontknowletsplay Thanks 🙂

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

                        Added support for special zombies like dogs.

                        1 Reply Last reply
                        1
                        • GhostRider0125 GhostRider0125

                          now that neat👌

                          XODreams Offline
                          XODreams Offline
                          XODreams
                          wrote 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?

                          dontknowletspl GhostRider0125 2 Replies Last reply
                          2
                          • XODreams XODreams

                            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?

                            dontknowletspl Offline
                            dontknowletspl Offline
                            dontknowletspl
                            wrote on last edited by
                            #16

                            XODreams yes

                            1 Reply Last reply
                            1
                            • XODreams XODreams

                              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?

                              GhostRider0125 Offline
                              GhostRider0125 Offline
                              GhostRider0125
                              Banned
                              wrote 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😁

                              TahjGadd 1 Reply Last reply
                              0
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                              • Miaa_ Offline
                                Miaa_ 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
                                • iBest14 Offline
                                  iBest14 Offline
                                  iBest14
                                  wrote on last edited by
                                  #19

                                  Does it also work for campaign mode?

                                  dontknowletspl 1 Reply Last reply
                                  0
                                  • iBest14 iBest14

                                    Does it also work for campaign mode?

                                    dontknowletspl Offline
                                    dontknowletspl Offline
                                    dontknowletspl
                                    wrote on last edited by
                                    #20

                                    iBest14 No its only meant for zombies

                                    iBest14 1 Reply Last reply
                                    0
                                    • dontknowletspl dontknowletspl

                                      iBest14 No its only meant for zombies

                                      iBest14 Offline
                                      iBest14 Offline
                                      iBest14
                                      wrote on last edited by
                                      #21

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

                                      dontknowletspl 1 Reply Last reply
                                      0
                                      • iBest14 iBest14

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

                                        dontknowletspl Offline
                                        dontknowletspl Offline
                                        dontknowletspl
                                        wrote 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.

                                        iBest14 1 Reply Last reply
                                        0
                                        • menlover33 Offline
                                          menlover33 Offline
                                          menlover33
                                          wrote on last edited by
                                          #23
                                          This post is deleted!
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