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Comparing difference between and

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  • settings
  • variables
  • {
  • main
  • {
  • Description: "McMachinegun"
  • }
  • modes
  • {
  • Assault
  • {
  • Kill Feed: Off
  • enabled maps
  • {
  • }
  • }
  • disabled Capture the Flag
  • {
  • Kill Feed: Off
  • }
  • Control
  • {
  • Kill Feed: Off
  • enabled maps
  • {
  • }
  • }
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Kill Feed: Off
  • Score To Win: 50
  • enabled maps
  • {
  • Castillo
  • }
  • }
  • disabled Elimination
  • {
  • Kill Feed: Off
  • }
  • Escort
  • {
  • Kill Feed: Off
  • enabled maps
  • {
  • }
  • }
  • Hybrid
  • {
  • Kill Feed: Off
  • enabled maps
  • {
  • }
  • }
  • Practice Range
  • {
  • enabled maps
  • {
  • }
  • }
  • disabled Skirmish
  • {
  • Kill Feed: Off
  • }
  • disabled Team Deathmatch
  • {
  • Kill Feed: Off
  • }
  • }
  • global:
  • 0: closestEnemy
  • 1: enemiesInLOS
  • 2: aimbotToggle
  • }
  • rule("init")
  • rule("Init")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.C = True;
  • Global.aimbotToggle = True;
  • }
  • }
  • rule("primary fire")
  • rule("Primary fire")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Host Player == Event Player;
  • Hero Of(Event Player) == Hero(McCree);
  • "McMachinegun for host only"
  • disabled Host Player == Event Player;
  • }
  • actions
  • {
  • If(Global.C == True);
  • Global.B = Filtered Array(All Players(All Teams), Is Alive(Current Array Element)
  • If(Global.aimbotToggle == True);
  • Global.enemiesInLOS = Filtered Array(All Players(All Teams), Is Alive(Current Array Element)
  • == True && Event Player != Current Array Element && Is In Line of Sight(Eye Position(Event Player), Current Array Element,
  • Barriers Do Not Block LOS) == True);
  • Global.A = First Of(Sorted Array(Global.B, Distance Between(Event Player, Current Array Element)));
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Global.A)), 1000, To World,
  • Direction and Turn Rate);
  • Global.closestEnemy = First Of(Sorted Array(Global.enemiesInLOS, Distance Between(Event Player, Current Array Element)));
  • "If there are no enemies within line of sight"
  • If(Global.closestEnemy == 0);
  • Start Facing(Event Player, Vector(X Component Of(Facing Direction Of(Event Player)), 0, Z Component Of(Facing Direction Of(
  • Event Player))), 10, To World, Direction and Turn Rate);
  • "target closest enemy within line of sight"
  • Else;
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Global.closestEnemy)), 10000, To World,
  • Direction and Turn Rate);
  • End;
  • End;
  • Press Button(Event Player, Ability 1);
  • Cancel Primary Action(Event Player);
  • Wait(0.016, Ignore Condition);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Loop If Condition Is True;
  • Wait(0.400, Ignore Condition);
  • Stop Facing(Event Player);
  • }
  • }
  • rule("aimbot toggle")
  • rule("Aimbot toggle")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • }
  • actions
  • {
  • If(Global.C == True);
  • Global.C = False;
  • If(Global.aimbotToggle == True);
  • Global.aimbotToggle = False;
  • Small Message(Event Player, Custom String("aimbot off"));
  • Else;
  • Small Message(Event Player, Custom String("aimbot on"));
  • Global.C = True;
  • Global.aimbotToggle = True;
  • End;
  • }
  • }
  • disabled rule("create dummy bot")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Ultimate) == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Roadhog), All Teams, -1, Position Of(Event Player), Facing Direction Of(Event Player));
  • }
  • }
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