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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
    wrote on last edited by dontknowletspl
    #1
    This post is deleted!
    1 Reply Last reply
    7
    • GhostRider0125undefined Offline
      GhostRider0125undefined Offline
      GhostRider0125
      wrote on last edited by
      #2

      now that neat👌

      XODreamsundefined 1 Reply Last reply
      1
      • Choochundefined Offline
        Choochundefined Offline
        Chooch
        wrote on last edited by
        #3

        nice. Thats another way to break the game

        dontknowletsplundefined 1 Reply Last reply
        1
        • dontknowletsplundefined Offline
          dontknowletsplundefined Offline
          dontknowletspl
          replied to Chooch on last edited by
          #4

          Chooch What is that supposed to mean?

          SHOTCLOCKundefined 1 Reply Last reply
          0
          • 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
            • 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
                                    0
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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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