Recently i started working on a series of mods that will help you in defeating mobs or players.The only 2 I have been able to release are Barrage and Fast Regeneration. Now I'm working on killaura and Bow AimBot, and i need help with Bow Aimbot. When i import the script into Blocklauncher, the app just crashes with a pop-up saying "Unfortunately, Blocklauncher Pro has stopped". This is the code to my mod, (my mods are all open source so i dont care if anyone takes the code)
Please I need help downloading mods for minecraft pe in ios
To get mods on minecraft pe for ios, you must be jailbroken, so you will use cydia. You dont download mods on ios, you have to enter a repo into cydia and minecraft will have the mod installed.
Please give me an Internet. Please. Pretty Please with sprinkles on top
I have a twitter!! Follow me for regular updates on my mods! https://twitter.com/DamienMiller11
Eh just a few things I'd like to point out. Also, if there is a logcat, or crash log or something you could post that'd be great.
At the start, you wrote "var arrow" creating a new variable with the unique name arrow. And then later on inside the entityAddedHook, you then again rewrote "var arrow" delcaring it yet again. Take out the variable part infront of it, there is no point re-creating the variable.
At the start you should change "var aimbot". To "var aimbot = false;". It's upto you, it's not really needed.
You could also take out the "if(getCarriedItem()==261)" code inside the entityAddedHook. As you already have it inside the attackHook. And either way it won't activate unless you are carrying that item and hit somebody.
Also it's "function attackHook(attacker, victim)" not "functionAttackHook(attacker, victim)". Remembering lower cases and upper cases are important.
Eh just a few things I'd like to point out. Also, if there is a logcat, or crash log or something you could post that'd be great.
At the start, you wrote "var arrow" creating a new variable with the unique name arrow. And then later on inside the entityAddedHook, you then again rewrote "var arrow" delcaring it yet again. Take out the variable part infront of it, there is no point re-creating the variable.
At the start you should change "var aimbot". To "var aimbot = false;". It's upto you, it's not really needed.
You could also take out the "if(getCarriedItem()==261)" code inside the entityAddedHook. As you already have it inside the attackHook. And either way it won't activate unless you are carrying that item and hit somebody.
Also it's "function attackHook(attacker, victim)" not "functionAttackHook(attacker, victim)". Remembering lower cases and upper cases are important.
When i enabled this version of the mod, Blocklauncher would just crash, so there is no log to indicate the problem with the code. With the variables, yes, i realize now that it was a bit redundant putting "var arrow;" twice in the code. For the function attackHook(a, v), i think my phone may have auto corrected some parts in the code, i.e. creating unnecessary Capitals. Ive disabled autocorrect so it shouldnt do that now, because i can only make mods on my phone. Again, i was a bit redundant when i added the second getCarriedItem(), i was making sure the code would only activate if the player was holding a bow. Thanks for the help, i decided to rewrite the code for some parts of the mod, if it works out correctly it might be better than this ones idea, which was to just make the arrow constantly update with Entity.setVel() until the mob died. Sorry if thats a lot, just wanted to make sure i get all the information out.
For the aimbot mod you should do something like this;
You have a seperate item called aimbot or something (or just use a slimeball), and when you tap a player or a mob they are declared as a variable. EG: aimbotTarget
And whenever you shoot a bow, the game gets the coordinates of the aimbotTarget and places an arrow above their head and it falls down on them no matter what. So even if you miss your bow shot they'll get hit regardless.
You are wrong, an aimbot has to move the player with the bow and do some ballistic calculations, then use preventDefault() and spawn the arrow with correct speed, and way of flight to the nearest target. Actually, it's impossible, because there is no way to track the nearest mob (according to player's position). Even if you try to manually count all fields coords next to the player, you couldn't check if there's a mob on them(and then the game will really lag). GrumpGai's code is mostly wrong(the hooks in it aren't the hooks that are necessary for an aimbot to work). I fixed it and ran it, the game works but the aimbot doesn't do what it should.
Conclusion: Please wait until ModPE future update which will add mob detection.
You are wrong, an aimbot has to move the player with the bow and do some ballistic calculations, then use preventDefault() and spawn the arrow with correct speed, and way of flight to the nearest target. Actually, it's impossible, because there is no way to track the nearest mob (according to player's position). Even if you try to manually count all fields coords next to the player, you couldn't check if there's a mob on them(and then the game will really lag). GrumpGai's code is mostly wrong(the hooks in it aren't the hooks that are necessary for an aimbot to work). I fixed it and ran it, the game works but the aimbot doesn't do what it should.
Conclusion: Please wait until ModPE future update which will add mob detection.Well, you see, my code is trying to check when the arrow is close enough to the mob that you attacked, then it removes the arrow and spawns another one heading in the direction of the mob. Its a bit hard to make, and there are many different ways to make it. I think i might as well scrap this idea and go for the aimbot in Pc version, which just makes the arrow/player look at the closest entity. I dont know how long it may take for ModPE to have a type of tracking like Command blocks in PC, so i dont think it would be a good idea to wait that long.By the way, you said you "fixed my code". What exactly did you do? And if you could, i would like a link to that script. And also, there is a hard way to make aimbot, here is the link to a mod that works like an aimbot (kind of).
https://www.dropbox.com/s/86b8vq9srh1ids2/Guided Missile Script.js?dl=0 P.S. if you download this script, hit an entity with an iron sword and then hold a bow. A button will appear in the Lower left corner, click it and press Particle, Disassemble, and destroy, because those make lag and if the arrow hits a block on its way to a mob, the blocks will be destroyed.
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https://www.dropbox.com/s/0hygnkelx68fmab/BowAimBot.js?dl=0
To get mods on minecraft pe for ios, you must be jailbroken, so you will use cydia. You dont download mods on ios, you have to enter a repo into cydia and minecraft will have the mod installed.
I have a twitter!! Follow me for regular updates on my mods!
https://twitter.com/DamienMiller11
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Curse PremiumAt the start, you wrote "var arrow" creating a new variable with the unique name arrow. And then later on inside the entityAddedHook, you then again rewrote "var arrow" delcaring it yet again. Take out the variable part infront of it, there is no point re-creating the variable.
At the start you should change "var aimbot". To "var aimbot = false;". It's upto you, it's not really needed.
You could also take out the "if(getCarriedItem()==261)" code inside the entityAddedHook. As you already have it inside the attackHook. And either way it won't activate unless you are carrying that item and hit somebody.
Also it's "function attackHook(attacker, victim)" not "functionAttackHook(attacker, victim)". Remembering lower cases and upper cases are important.
Check out my game! It's an open-world, sandbox text adventure.
Follow @hexdro_
Hexdro © 2012-2015
When i enabled this version of the mod, Blocklauncher would just crash, so there is no log to indicate the problem with the code. With the variables, yes, i realize now that it was a bit redundant putting "var arrow;" twice in the code. For the function attackHook(a, v), i think my phone may have auto corrected some parts in the code, i.e. creating unnecessary Capitals. Ive disabled autocorrect so it shouldnt do that now, because i can only make mods on my phone. Again, i was a bit redundant when i added the second getCarriedItem(), i was making sure the code would only activate if the player was holding a bow. Thanks for the help, i decided to rewrite the code for some parts of the mod, if it works out correctly it might be better than this ones idea, which was to just make the arrow constantly update with Entity.setVel() until the mob died. Sorry if thats a lot, just wanted to make sure i get all the information out.
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Curse PremiumFor the aimbot mod you should do something like this;
You have a seperate item called aimbot or something (or just use a slimeball), and when you tap a player or a mob they are declared as a variable. EG: aimbotTarget
And whenever you shoot a bow, the game gets the coordinates of the aimbotTarget and places an arrow above their head and it falls down on them no matter what. So even if you miss your bow shot they'll get hit regardless.
Check out my game! It's an open-world, sandbox text adventure.
Follow @hexdro_
Hexdro © 2012-2015
Conclusion: Please wait until ModPE future update which will add mob detection.
https://www.dropbox.com/s/86b8vq9srh1ids2/Guided Missile Script.js?dl=0
P.S. if you download this script, hit an entity with an iron sword and then hold a bow. A button will appear in the Lower left corner, click it and press Particle, Disassemble, and destroy, because those make lag and if the arrow hits a block on its way to a mob, the blocks will be destroyed.