Ищу скрипт Dodge bruteforce на otc3

Дизельная мохнатка 2013
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Мб у меня иссуе Брейн но в акира корд есть (ноад)
 
Хочу пельмени
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SenkoTech dev
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Анти-БутерФорс
/////////////////////////////////////////////////////////////////////////////////////////
// AntiBrute - By ERRORNAME (onetap forum name wntjq69) //
// Public Version - feel free to paste anything from this, just remember to credit me. //
/////////////////////////////////////////////////////////////////////////////////////////
// Credits: //
// Valve - many shits from mathlib //
//
Пожалуйста, авторизуйтесь для просмотра ссылки.
//
/////////////////////////////////////////////////////////////////////////////////////////
UI.AddLabel("-------Anti-BruteForce-------");
UI.AddDropdown("Anti Bruteforce", ["Off", "On Hit", "On Shot"]);
UI.AddSliderInt(" ", 0, 0);
function GetScriptOption(name)
{
var Value = UI.GetValue("Misc", "JAVASCRIPT", "Script Items", name);
return Value;
}
function radian(degree)
{
return degree * Math.PI / 180.0;
}
function ExtendVector(vector, angle, extension)
{
var radianAngle = radian(angle);
return [extension * Math.cos(radianAngle) + vector[0], extension * Math.sin(radianAngle) + vector[1], vector[2]];
}
function VectorAdd(a, b)
{
return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
}
function VectorSubtract(a, b)
{
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
}
function VectorMultiply(a, b)
{
return [a[0] * b[0], a[1] * b[1], a[2] * b[2]];
}
function VectorLength(x, y, z)
{
return Math.sqrt(x * x + y * y + z * z);
}
function VectorNormalize(vec)
{
var length = VectorLength(vec[0], vec[1], vec[2]);
return [vec[0] / length, vec[1] / length, vec[2] / length];
}
function VectorDot(a, b)
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
function VectorDistance(a, b)
{
return VectorLength(a[0] - b[0], a[1] - b[1], a[2] - b[2]);
}
function ClosestPointOnRay(target, rayStart, rayEnd)
{
var to = VectorSubtract(target, rayStart);
var dir = VectorSubtract(rayEnd, rayStart);
var length = VectorLength(dir[0], dir[1], dir[2]);
dir = VectorNormalize(dir);
var rangeAlong = VectorDot(dir, to);
if (rangeAlong < 0.0)
{
return rayStart;
}
if (rangeAlong > length)
{
return rayEnd;
}
return VectorAdd(rayStart, VectorMultiply(dir, [rangeAlong, rangeAlong, rangeAlong]));
}
function Flip()
{
UI.ToggleHotkey("Anti-Aim", "Fake angles", "Inverter");
}
var lastHitTime = 0.0;
var lastImpactTimes =
[
0.0
];
var lastImpacts =
[
[0.0, 0.0, 0.0]
];
function OnHurt()
{
if (GetScriptOption("Anti Bruteforce") == 0) return;
if (Entity.GetEntityFromUserID(Event.GetInt("userid")) !== Entity.GetLocalPlayer()) return;
var hitbox = Event.GetInt('hitgroup');
if (hitbox == 1 || hitbox == 6 || hitbox == 7) //head, both toe
{
var curtime = Global.Curtime();
if (Math.abs(lastHitTime - curtime) > 0.5) //0.2s backtrack + 0.2 extand + 0.1 extra
{
lastHitTime = curtime;
Flip();
}
}
}
function OnBulletImpact()
{
if (GetScriptOption("Anti Bruteforce") !== 2) return;
var curtime = Global.Curtime();
if (Math.abs(lastHitTime - curtime) < 0.5) return;
var entity = Entity.GetEntityFromUserID(Event.GetInt("userid"));
var impact = [Event.GetFloat("x"), Event.GetFloat("y"), Event.GetFloat("z"), curtime];
var source;
if (Entity.IsValid(entity) && Entity.IsEnemy(entity))
{
if (!Entity.IsDormant(entity))
{
source = Entity.GetEyePosition(entity);
}
else if (Math.abs(lastImpactTimes[entity] - curtime) < 0.1)
{
source = lastImpacts[entity];
}
else
{
lastImpacts[entity] = impact;
lastImpactTimes[entity] = curtime;
return;
}
var local = Entity.GetLocalPlayer();
var localEye = Entity.GetEyePosition(local);
var localOrigin = Entity.GetProp(local, "CBaseEntity", "m_vecOrigin");
var localBody = VectorMultiply(VectorAdd(localEye, localOrigin), [0.5, 0.5, 0.5]);
var bodyVec = ClosestPointOnRay(localBody, source, impact);
var bodyDist = VectorDistance(localBody, bodyVec);

if (bodyDist < 128.0) //he clearly shot at us!
{
var realAngle = Local.GetRealYaw();
var fakeAngle = Local.GetFakeYaw();
var headVec = ClosestPointOnRay(localEye, source, impact);
var headDist = VectorDistance(localEye, headVec);
var feetVec = ClosestPointOnRay(localOrigin, source, impact);
var feetDist = VectorDistance(localOrigin, feetVec);
var closestRayPoint;
var realPos;
var fakePos;
if (bodyDist < headDist && bodyDist < feetDist) //that's a pelvis
{ //pelvis direction = goalfeetyaw + 180
closestRayPoint = bodyVec;
realPos = ExtendVector(bodyVec, realAngle + 180.0, 10.0);
fakePos = ExtendVector(bodyVec, fakeAngle + 180.0, 10.0);
}
else if (feetDist < headDist) //ow my toe
{ //toe direction = goalfeetyaw -30 +- 90
closestRayPoint = feetVec;
var realPos1 = ExtendVector(bodyVec, realAngle - 30.0 + 90.0, 10.0);
var realPos2 = ExtendVector(bodyVec, realAngle - 30.0 - 90.0, 10.0);
var fakePos1 = ExtendVector(bodyVec, fakeAngle - 30.0 + 90.0, 10.0);
var fakePos2 = ExtendVector(bodyVec, fakeAngle - 30.0 - 90.0, 10.0);
if (VectorDistance(feetVec, realPos1) < VectorDistance(feetVec, realPos2))
{
realPos = realPos1;
}
else
{
realPos = realPos2;
}
if (VectorDistance(feetVec, fakePos1) < VectorDistance(feetVec, fakePos2))
{
fakePos = fakePos1;
}
else
{
fakePos = fakePos2;
}
}
else //ow my head i feel like i slept for 2 days
{
closestRayPoint = headVec;
realPos = ExtendVector(bodyVec, realAngle, 10.0);
fakePos = ExtendVector(bodyVec, fakeAngle, 10.0);
}
if (VectorDistance(closestRayPoint, fakePos) < VectorDistance(closestRayPoint, realPos)) //they shot at our fake. they will probably not gonna shoot it again.
{
lastHitTime = curtime;
Flip();
}
}
lastImpacts[entity] = impact;
lastImpactTimes[entity] = curtime;
}
}
Cheat.RegisterCallback("player_hurt", "OnHurt");
Cheat.RegisterCallback("bullet_impact", "OnBulletImpact");
Лоу-Дельта
var jitter_cache = UI.GetValue("Anti-Aim", "Rage Anti-Aim", "Jitter offset")
var yaw_cache = UI.GetValue("Anti-Aim", "Rage Anti-Aim", "Yaw offset")
UI.AddCheckbox("Safe head");
function Safe_Head()
{
localplayer_index = Entity.GetLocalPlayer( );

if (UI.GetValue("Misc", "JAVASCRIPT", "Script items", "Safe head") && UI.IsHotkeyActive("Anti-Aim", "Extra", "Slow walk"))
{
UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Yaw offset", 10);
UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Jitter offset", 0);
AntiAim.SetOverride(1);
AntiAim.SetFakeOffset(0);
AntiAim.SetRealOffset(-30);
}
else
{
UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Jitter offset", jitter_cache);
AntiAim.SetOverride(0);
}
}
function Main()
{
Cheat.RegisterCallback("CreateMove", "Safe_Head");
}
Main();
Просто юзай вместе их. . .

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