Are there anyone there can man a spinbot.cfg for me ??
Log in
Top posting users this week
No user |
4 posters
Anyone can make a spinbot.cfg?
Mini-Moof- Posts : 2017
Join date : 2009-06-26
- Post n°2
Re: Anyone can make a spinbot.cfg?
casperb123321 wrote:Are there anyone there can man a spinbot.cfg for me ??
Type in console Thees Secret codes:
cl_yawspeed 99999999999
bind shift +left
Hold shift and you will spin like a spinbot
casperb123321- Posts : 173
Join date : 2012-04-06
- Post n°3
ok
Ok thank you[Pro-C|uB] Mini-moof wrote:casperb123321 wrote:Are there anyone there can man a spinbot.cfg for me ??
Type in console Thees Secret codes:
cl_yawspeed 99999999999
bind shift +left
Hold shift and you will spin like a spinbot
m0ss- Posts : 92
Join date : 2012-09-07
- Post n°4
Re: Anyone can make a spinbot.cfg?
u can do that to but i do. Bind t +left and then cl_yawspeed 99999999. Hold t to spin
POW- Posts : 191
Join date : 2011-09-05
- Post n°5
Re: Anyone can make a spinbot.cfg?
That kinda sucks lol!, That method would make you're game unplayable here...
void cCAimbot::AntiAim(CUserCmd* cmd)
{
int *iFlAgs = (int*) ( (DWORD)HalFLife2.m_pMyPlayer->BaseEnt() + (DWORD)0x2B4 );
int iFlags = *iFlAgs;
if( cmd->buttons & IN_ATTACK)
return;
Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
QAngle qAimAngles;
float forward = cmd->forwardmove;
float right = cmd->sidemove;
float up = cmd->upmove;
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup);
float fTime = HalFLife2.m_pEngine->Time();
cmd->viewangles.y -= 75.0f;
cmd->viewangles.x -= 180.0f;
cmd->viewangles.z = fmod(-360.0f, 360.0f);
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &aimforward, &aimright, &aimup);
AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup);
Vector vForwardNorm; Normalize ( viewforward, vForwardNorm );
Vector vRightNorm; Normalize( viewright, vRightNorm );
Vector vUpNorm; Normalize( viewup, vUpNorm );
cmd->forwardmove = DotProduct(forward * vForwardNorm, aimforward) + DotProduct(right * vRightNorm, aimforward) + DotProduct(up * vUpNorm, aimforward);
cmd->sidemove = DotProduct(forward * vForwardNorm, aimright) + DotProduct(right * vRightNorm, aimright) + DotProduct(up * vUpNorm, aimright);
cmd->upmove = DotProduct(forward * vForwardNorm, aimup) + DotProduct(right * vRightNorm, aimup) + DotProduct(up * vUpNorm, aimup);
}
This is probably in the code section.
void cCAimbot::AntiAim(CUserCmd* cmd)
{
int *iFlAgs = (int*) ( (DWORD)HalFLife2.m_pMyPlayer->BaseEnt() + (DWORD)0x2B4 );
int iFlags = *iFlAgs;
if( cmd->buttons & IN_ATTACK)
return;
Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
QAngle qAimAngles;
float forward = cmd->forwardmove;
float right = cmd->sidemove;
float up = cmd->upmove;
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup);
float fTime = HalFLife2.m_pEngine->Time();
cmd->viewangles.y -= 75.0f;
cmd->viewangles.x -= 180.0f;
cmd->viewangles.z = fmod(-360.0f, 360.0f);
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &aimforward, &aimright, &aimup);
AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup);
Vector vForwardNorm; Normalize ( viewforward, vForwardNorm );
Vector vRightNorm; Normalize( viewright, vRightNorm );
Vector vUpNorm; Normalize( viewup, vUpNorm );
cmd->forwardmove = DotProduct(forward * vForwardNorm, aimforward) + DotProduct(right * vRightNorm, aimforward) + DotProduct(up * vUpNorm, aimforward);
cmd->sidemove = DotProduct(forward * vForwardNorm, aimright) + DotProduct(right * vRightNorm, aimright) + DotProduct(up * vUpNorm, aimright);
cmd->upmove = DotProduct(forward * vForwardNorm, aimup) + DotProduct(right * vRightNorm, aimup) + DotProduct(up * vUpNorm, aimup);
}
This is probably in the code section.
casperb123321- Posts : 173
Join date : 2012-04-06
- Post n°6
idk
thanks but i dont know how to code can you make it to me??POW wrote:That kinda sucks lol!, That method would make you're game unplayable here...
void cCAimbot::AntiAim(CUserCmd* cmd)
{
int *iFlAgs = (int*) ( (DWORD)HalFLife2.m_pMyPlayer->BaseEnt() + (DWORD)0x2B4 );
int iFlags = *iFlAgs;
if( cmd->buttons & IN_ATTACK)
return;
Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
QAngle qAimAngles;
float forward = cmd->forwardmove;
float right = cmd->sidemove;
float up = cmd->upmove;
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup);
float fTime = HalFLife2.m_pEngine->Time();
cmd->viewangles.y -= 75.0f;
cmd->viewangles.x -= 180.0f;
cmd->viewangles.z = fmod(-360.0f, 360.0f);
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &aimforward, &aimright, &aimup);
AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup);
Vector vForwardNorm; Normalize ( viewforward, vForwardNorm );
Vector vRightNorm; Normalize( viewright, vRightNorm );
Vector vUpNorm; Normalize( viewup, vUpNorm );
cmd->forwardmove = DotProduct(forward * vForwardNorm, aimforward) + DotProduct(right * vRightNorm, aimforward) + DotProduct(up * vUpNorm, aimforward);
cmd->sidemove = DotProduct(forward * vForwardNorm, aimright) + DotProduct(right * vRightNorm, aimright) + DotProduct(up * vUpNorm, aimright);
cmd->upmove = DotProduct(forward * vForwardNorm, aimup) + DotProduct(right * vRightNorm, aimup) + DotProduct(up * vUpNorm, aimup);
}
This is probably in the code section.
|
|