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

[Release] [Zombies] Black Ops 1 aim assist

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  • Bongo777undefined Offline
    Bongo777undefined 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?

    dontknowletsplundefined IKennyAgainundefined 2 Replies Last reply
    0
    • Bongo777undefined 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?

      dontknowletsplundefined Offline
      dontknowletsplundefined 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
      • Bongo777undefined 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?

        IKennyAgainundefined Offline
        IKennyAgainundefined 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

        dontknowletsplundefined 1 Reply Last reply
        0
        • IKennyAgainundefined IKennyAgain

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

          dontknowletsplundefined Offline
          dontknowletsplundefined Offline
          dontknowletspl
          wrote 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
            • IcedVenomundefined IcedVenom

              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 Offline
              dontknowletsplundefined 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;
              }
              
              IcedVenomundefined 1 Reply Last reply
              1
              • dontknowletsplundefined 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;
                }
                
                IcedVenomundefined Offline
                IcedVenomundefined Offline
                IcedVenom
                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.

                dontknowletsplundefined 1 Reply Last reply
                0
                • IcedVenomundefined IcedVenom

                  @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 Offline
                  dontknowletsplundefined Offline
                  dontknowletspl
                  wrote 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
                  • dontknowletsplundefined dontknowletspl

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

                    IcedVenomundefined Offline
                    IcedVenomundefined Offline
                    IcedVenom
                    wrote 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
                      • GhostRider0125undefined GhostRider0125

                        now that neat👌

                        XODreamsundefined Offline
                        XODreamsundefined 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?

                        dontknowletsplundefined GhostRider0125undefined 2 Replies Last reply
                        2
                        • XODreamsundefined 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?

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

                          XODreams yes

                          1 Reply Last reply
                          1
                          • XODreamsundefined 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?

                            GhostRider0125undefined Offline
                            GhostRider0125undefined Offline
                            GhostRider0125
                            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😁

                            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
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                              • iBest14undefined Offline
                                iBest14undefined Offline
                                iBest14
                                wrote on last edited by
                                #19

                                Does it also work for campaign mode?

                                dontknowletsplundefined 1 Reply Last reply
                                0
                                • iBest14undefined iBest14

                                  Does it also work for campaign mode?

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

                                  iBest14 No its only meant for zombies

                                  iBest14undefined 1 Reply Last reply
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                                  • dontknowletsplundefined dontknowletspl

                                    iBest14 No its only meant for zombies

                                    iBest14undefined Offline
                                    iBest14undefined Offline
                                    iBest14
                                    wrote 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
                                    • iBest14undefined iBest14

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

                                      dontknowletsplundefined Offline
                                      dontknowletsplundefined 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.

                                      iBest14undefined 1 Reply Last reply
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                                      • 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
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                                        • menlover33undefined menlover33

                                          any chance this can be used with bgamer or steam?

                                          dontknowletsplundefined Offline
                                          dontknowletsplundefined Offline
                                          dontknowletspl
                                          wrote 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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