You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
I tried using all of one, but they were missing half the weapons, so i mixed and matched. The tags I used used both yours and his, and its a real pain to fix and isnt worth the effort.
The time it takes to fix the HUD greatly overwhealms the miniscule effect it would have. The HUD I am using works, and looks fine as it is.....
Well, for the anti-aimbot script, this should do the trick (Please be reminded that since H2V hates the tab key and replaces any references to it with spaces, you should replace the random spaces with the tab key):
To set up, simply make 16 invisible bipeds with no collision, name them biped1-biped16, and it should work.Code:(script continuous antiaimbot1 (objects_attach (unit (list_get (players) 0)) "head" biped1 "right hand") (objects_detach (unit (list_get (players) 0)) biped1) ) (script continuous antiaimbot2 (objects_attach (unit (list_get (players) 1)) "head" biped2 "right hand") (objects_detach (unit (list_get (players) 1)) biped2) ) (script continuous antiaimbot3 (objects_attach (unit (list_get (players) 2)) "head" biped3 "right hand") (objects_detach (unit (list_get (players) 2)) biped3) ) (script continuous antiaimbot4 (objects_attach (unit (list_get (players) 3)) "head" biped4 "right hand") (objects_detach (unit (list_get (players) 3)) biped4) ) (script continuous antiaimbot5 (objects_attach (unit (list_get (players) 4)) "head" biped5 "right hand") (objects_detach (unit (list_get (players) 4)) biped5) ) (script continuous antiaimbot6 (objects_attach (unit (list_get (players) 5)) "head" biped6 "right hand") (objects_detach (unit (list_get (players) 5)) biped6) ) (script continuous antiaimbot7 (objects_attach (unit (list_get (players) 6)) "head" biped7 "right hand") (objects_detach (unit (list_get (players) 6)) biped7) ) (script continuous antiaimbot8 (objects_attach (unit (list_get (players) 7)) "head" biped8 "right hand") (objects_detach (unit (list_get (players) 7)) biped8) ) (script continuous antiaimbot9 (objects_attach (unit (list_get (players) 8)) "head" biped9 "right hand") (objects_detach (unit (list_get (players) 8)) biped9) ) (script continuous antiaimbot10 (objects_attach (unit (list_get (players) 9)) "head" biped10 "right hand") (objects_detach (unit (list_get (players) 9)) biped10) ) (script continuous antiaimbot11 (objects_attach (unit (list_get (players) 10)) "head" biped11 "right hand") (objects_detach (unit (list_get (players) 10)) biped11) ) (script continuous antiaimbot12 (objects_attach (unit (list_get (players) 11)) "head" biped12 "right hand") (objects_detach (unit (list_get (players) 11)) biped12) ) (script continuous antiaimbot13 (objects_attach (unit (list_get (players) 12)) "head" biped13 "right hand") (objects_detach (unit (list_get (players) 12)) biped13) ) (script continuous antiaimbot14 (objects_attach (unit (list_get (players) 13)) "head" biped14 "right hand") (objects_detach (unit (list_get (players) 13)) biped14) ) (script continuous antiaimbot15 (objects_attach (unit (list_get (players) 14)) "head" biped15 "right hand") (objects_detach (unit (list_get (players) 14)) biped15) ) (script continuous antiaimbot16 (objects_attach (unit (list_get (players) 15)) "head" biped16 "right hand") (objects_detach (unit (list_get (players) 15)) biped16) )
What this does is it makes the aimbot spin like a top, trying to chase an invisible biped to the left of it. The old version worked about 75-85% of the time, but this one works 99% of the time. I can't say 100% due to the fact that I can never be sure it would ALWAYS work, but this should nail them almost always.
I threw in an objects_detach command because the aimbot was reassigning itself to target the correct target after falling for the trick once, making it able to be used as normal, as long as no one joins or leaves. This one makes the aimbot's strategy useless, as every time the biped detaches again, the aimbot has to reset.
Anyway, enjoy!
Oh, and this wasn't just for Kenney, I figured the community would want this, too, since I saw some interest. If anyone does use it in one of their maps, I would like just a tiny mention in the credits.
Anyway, back to Headlong. I take it you should know how to get rid of the zoom problem, as it's a simple, 10 second fix.
As for the real only MAJOR problem, the invisible wall, I'm not too sure how to get rid of it. Just double-check the Max model for any flipped normals around that area, I did that once. I extruded and flipped the normals, rendering that part invisible, and I couldn't for the life of me figure out why that invisible wall was there.
It could be Max bugging out on you for some reason, I don't know.
Like I said, I have no idea why.
But take your time and make it good!
Last edited by Jay2645; September 18th, 2007 at 05:59 PM.
How dare you talk to your leader that way!
Just kidding.
Thanks for the tip CAD, I have an updated one with your idea implemented.
Code:(script continuous antiaimbot1~ (objects_attach (unit (list_get (players) 0)) "head" biped1 "right hand") (objects_detach (unit (list_get (players) 0)) biped1) ) (script continuous antiaimbot2~ (objects_attach (unit (list_get (players) 1)) "head" biped2 "right hand") (objects_detach (unit (list_get (players) 1)) biped2) ) (script continuous antiaimbot3~ (objects_attach (unit (list_get (players) 2)) "head" biped3 "right hand") (objects_detach (unit (list_get (players) 2)) biped3) ) (script continuous antiaimbot4~ (objects_attach (unit (list_get (players) 3)) "head" biped4 "right hand") (objects_detach (unit (list_get (players) 3)) biped4) ) (script continuous antiaimbot5~ (objects_attach (unit (list_get (players) 4)) "head" biped5 "right hand") (objects_detach (unit (list_get (players) 4)) biped5) ) (script continuous antiaimbot6~ (objects_attach (unit (list_get (players) 5)) "head" biped6 "right hand") (objects_detach (unit (list_get (players) 5)) biped6) ) (script continuous antiaimbot7~ (objects_attach (unit (list_get (players) 6)) "head" biped7 "right hand") (objects_detach (unit (list_get (players) 6)) biped7) ) (script continuous antiaimbot8~ (objects_attach (unit (list_get (players) 7)) "head" biped8 "right hand") (objects_detach (unit (list_get (players) 7)) biped8) ) (script continuous antiaimbot9~ (objects_attach (unit (list_get (players) 8)) "head" biped9 "right hand") (objects_detach (unit (list_get (players) 8)) biped9) ) (script continuous antiaimbot10~ (objects_attach (unit (list_get (players) 9)) "head" biped10 "right hand") (objects_detach (unit (list_get (players) 9)) biped10) ) (script continuous antiaimbot11~ (objects_attach (unit (list_get (players) 10)) "head" biped11 "right hand") (objects_detach (unit (list_get (players) 10)) biped11) ) (script continuous antiaimbot12~ (objects_attach (unit (list_get (players) 11)) "head" biped12 "right hand") (objects_detach (unit (list_get (players) 11)) biped12) ) (script continuous antiaimbot13~ (objects_attach (unit (list_get (players) 12)) "head" biped13 "right hand") (objects_detach (unit (list_get (players) 12)) biped13) ) (script continuous antiaimbot14~ (objects_attach (unit (list_get (players) 13)) "head" biped14 "right hand") (objects_detach (unit (list_get (players) 13)) biped14) ) (script continuous antiaimbot15~ (objects_attach (unit (list_get (players) 14)) "head" biped15 "right hand") (objects_detach (unit (list_get (players) 14)) biped15) ) (script continuous antiaimbot16~ (objects_attach (unit (list_get (players) 15)) "head" biped16 "right hand") (objects_detach (unit (list_get (players) 15)) biped16) )
1. easy to fix its just a corrupted extracted tag. just gointo the zoom and change the zoom levels and stuff to zero.
2. *sigh* i guess you didnt read what i said earlyer about how putting the stuff that sucked (like the girly grenade throw) about h2 into h1 is NOT cool.
3. ill send you my nice carbine muzzle flash i made if you want.
map looks fun. ill play it probally. only thing im worreid about is if the BR is gonna suck for everyone but host. like it did in h2_coag and zlib_sanctuary.
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