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

[Release] [Zombies] Black Ops 1 aim assist

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  • 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
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      • 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
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        • 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
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                • 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
                        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
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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
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                            • 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
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                                • 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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                                      • Lachara_43undefined Lachara_43 referenced this topic on
                                      • GhostRider0125undefined GhostRider0125

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

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

                                          This post is deleted!

                                          GhostRider0125undefined Offline
                                          GhostRider0125undefined Offline
                                          GhostRider0125
                                          wrote on last edited by
                                          #26

                                          TahjGadd sure thing bud ghostrider0125
                                          😆

                                          TahjGaddundefined 1 Reply Last reply
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