need script

rajicc

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first post, trying my best not to break any forum rules, hopefully thats not the case

anyways, i need an aimbot (whether its autoaim or silent) for certain objects ingame, these are the object IDs 1583 and 1584, i honestly dont care if its asi, cs or lua, as long as it works properly, i tried making it myself but im not advanced enough for such thing
 

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Opcode.eXe

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First, go to:
https://dev.prineside.com/gtasa_samp_model_id/
Find the model ID of the object you want to target.


Press X to toggle the script on/off.


When enabled, the script continuously scans the world for those objects.
If an object is visible (no walls or obstacles), the camera will smoothly aim at it.


You’ll need to modify the script yourself, for example:


  • Check if the player is holding a weapon
  • Require right mouse button (Mouse 2) to be pressed

Without extra checks, the camera may:


  • Aim too fast
  • Switch between multiple objects
  • End up aiming at the last object in the pool



Code:
{$CLEO .cs}
{$USE ini}
{$USE file}
{$USE bitwise}
{$USE clipboard}
{$USE CLEO+}
{$USE newOpcodes}
0000:

REPEAT
    WAIT 0
UNTIL 0256:   player $PLAYER_CHAR defined
CONST
    KEY_ON = 88
END
0@ = FALSE


WHILE TRUE
    WAIT 0
    IF
    0AB0: KEY_ON
    THEN
        REPEAT
            WAIT 0
        UNTIL 8AB0: KEY_ON
        0B12: 0@ = 0@ XOR TRUE   
    END
    IF
    0@ == TRUE
    THEN
    // FOR ALL OBJECTS
    0A8D: 29@ = read_memory 0xB7449C size 4 virtual_protect 0
    000A: 29@ += 0x4
    0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
    for 30@ = 0 to 89344 step 0x100
        0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
        000A: 29@ += 0x1
        if and
            0029:  31@ >= 0x00
            001B:  0x80 > 31@
        then
            005A: 31@ += 30@
            IF
            03CA:   object 31@ exists
            THEN
                0984: 30@ = object 31@ model
                IF OR
                30@ == 1337  // object 1
                30@ == 6767 //object 2
                THEN
                    01BB: store_object 31@ position_to 29@ 28@ 27@
                    068D: get_camera_position_to 26@ 25@ 24@
                    IF
                    06BD:   no_obstacles_between 29@ 28@ 27@ and 26@ 25@ 24@ solid 1 car 1 actor 0 object 0 particle 0
                    THEN
                        0AB1: @SetCameraAngle 4 aim_at_position 29@ 28@ 27@  smooth 2.0
    
                    END
                END
            END
        end
    end
    // FOR ALL OBJECTS END
    END
END

0A93: terminate_this_custom_script



:SetCameraAngle
// aim formula code taken & converted from m0d_sa
0087: 17@ = 3@ // (float)
068D: get_camera_position_to 3@ 4@ 5@   
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 3@ -= 0@  // (float)
0063: 4@ -= 1@  // (float)
0063: 5@ -= 2@  // (float)
0A8D: 6@ = read_memory 0xB6F1A8 size 2 virtual_protect 0 // TheCamera.m_aCams.m_wCamMode   
if or
    0039:   6@ == 53
    0039:   6@ == 55
then // 3rd person mode

    // multiplier
    0A8D: 7@ = read_memory 0x8D5038 size 4 virtual_protect 0 // FOV
    0007: 6@ = 0.5
    006B: 7@ *= 6@  // (float)
    02F6: 6@ = sine 7@ // (float)
    02F7: 8@ = cosine 7@ // (float)
    0073: 6@ /= 8@ // (float)

    // fx
    0A8D: 9@ = read_memory 0xB6EC10 size 4 virtual_protect 0 // crosshairOffset.x                 
    0007: 8@ = 0.5
    0063: 8@ -= 9@  // (float)
    000B: 8@ += 0.5
    0063: 8@ -= 9@  // (float)
    
    0A8D: 9@ = read_memory 0xC3EFA4 size 4 virtual_protect 0 // screenAspectRatio
    0007: 7@ = 1.0
    0073: 7@ /= 9@ // (float)
    
    006B: 8@ *= 7@  // (float)
    006B: 8@ *= 6@  // (float)
    
    0AA5: call 0x4207C0 num_params 2 pop 2 _x 8@ _y 1.0 // atan2
    0AE9: pop_float 8@
          
    0007: 7@ = 3.1415926535897932384626433832795
    0063: 7@ -= 8@  // (float)
    
    // fz
    0A8D: 10@ = read_memory 0xB6EC14 size 4 virtual_protect 0 // crosshairOffset.y
    0087: 9@ = 10@ // (float)
    0007: 8@ = 0.5
    0063: 9@ -= 8@  // (float)
    005B: 9@ += 10@  // (float)
    0063: 9@ -= 8@  // (float)
    006B: 9@ *= 6@  // (float)
    
    0AA5: call 0x4207C0 num_params 2 pop 2 _x 9@ _y 1.0 // atan2
    0AE9: pop_float 9@
    
    0007: 8@ = 3.1415926535897932384626433832795
    0063: 8@ -= 9@  // (float)
else
    0007: 7@ = 3.1415926535897932384626433832795
    0017: 7@ /= 2.0
    0087: 8@ = 7@ // (float)
end

// x angle 
0AA5: call 0x4207C0 num_params 2 pop 2 _x 5@ _y 11@ // atan2
0AE9: pop_float 9@

// z angle
0013: 3@ *= -1.0
0AA5: call 0x4207C0 num_params 2 pop 2 _x 3@ _y 4@ // atan2     
0AE9: pop_float 10@
0007: 11@ = 3.1415926535897932384626433832795
0017: 11@ /= 2.0
0063: 10@ -= 11@  // (float)

0063: 9@ -= 7@  // (float)   
0063: 10@ -= 8@  // (float)
0013: 10@ *= -1.0



0A8D: 15@ = read_memory 0xB6F248 size 4 virtual_protect 0   
0A8D: 16@ = read_memory 0xB6F258 size 4 virtual_protect 0
//        0AD1: SHOW "OLd ANGLE: %f %f" time 10000 15@ 16@

0063:  9@ -= 15@
0063: 10@ -= 16@
0AB1: @FixRadian 2 9@ 10@ _AS  9@ 10@ 
 



0073: 9@ /= 17@ // (float)
0073: 10@ /= 17@ // (float)

          
 
005B: 9@ += 15@  // (float)
005B: 10@ += 16@  // (float)

0AB1: @FixRadian 2 9@ 10@ _AS  9@ 10@                     
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@ 
0AB2: ret 0
:FixRadian
IF 0@ > 3.14159265359
THEN
0@ -= 6.28318530717958647693
END
IF
0@ < -3.14159265359
THEN
0@ += 6.28318530717958647693
END
IF 1@ > 3.14159265359
THEN
1@ -= 6.28318530717958647693
END
IF
1@ < -3.14159265359
THEN
1@ += 6.28318530717958647693
END
0AB2: 2 0@ 1@
 
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