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@Pinsplash
Created March 6, 2024 15:22
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Titanfall 2 Physics Mesh & Invisible Wall "Shotgun Method" Visualization
script_client SetConVarFloat("cx", (GetPlayerArray()[0].CameraPosition()+AnglesToRight(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("hs")*GetConVarFloat("hp")+AnglesToUp(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("vs")*GetConVarFloat("vp")).x);
script_client SetConVarFloat("cy", (GetPlayerArray()[0].CameraPosition()+AnglesToRight(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("hs")*GetConVarFloat("hp")+AnglesToUp(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("vs")*GetConVarFloat("vp")).y);
script_client SetConVarFloat("cz", (GetPlayerArray()[0].CameraPosition()+AnglesToRight(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("hs")*GetConVarFloat("hp")+AnglesToUp(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("vs")*GetConVarFloat("vp")).z);
script_client SetConVarFloat("ex", (Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz"))+AnglesToForward(GetPlayerArray()[0].CameraAngles())*1000).x);
script_client SetConVarFloat("ey", (Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz"))+AnglesToForward(GetPlayerArray()[0].CameraAngles())*1000).y);
script_client SetConVarFloat("ez", (Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz"))+AnglesToForward(GetPlayerArray()[0].CameraAngles())*1000).z);
script_client SetConVarFloat("hx", TraceLine(Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz")),Vector(GetConVarFloat("ex"),GetConVarFloat("ey"),GetConVarFloat("ez")),GetPlayerArray()[0],TRACE_MASK_PLAYERSOLID,GetConVarInt("cgroup")).endPos.x);
script_client SetConVarFloat("hy", TraceLine(Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz")),Vector(GetConVarFloat("ex"),GetConVarFloat("ey"),GetConVarFloat("ez")),GetPlayerArray()[0],TRACE_MASK_PLAYERSOLID,GetConVarInt("cgroup")).endPos.y);
script_client SetConVarFloat("hz", TraceLine(Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz")),Vector(GetConVarFloat("ex"),GetConVarFloat("ey"),GetConVarFloat("ez")),GetPlayerArray()[0],TRACE_MASK_PLAYERSOLID,GetConVarInt("cgroup")).endPos.z);
script_client DebugDrawLine(Vector(GetConVarFloat("hx"),GetConVarFloat("hy"),GetConVarFloat("hz")),Vector(GetConVarFloat("hx"),GetConVarFloat("hy"),GetConVarFloat("hz"))+TraceLine(Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz")),Vector(GetConVarFloat("ex"),GetConVarFloat("ey"),GetConVarFloat("ez")),GetPlayerArray()[0],TRACE_MASK_PLAYERSOLID,GetConVarInt("cgroup")).surfaceNormal*2,255,255,255,false,60);
//init - run exec phys from console to use this code
sv_cheats 1;
enable_debug_overlays 1;
//horz spacing
setinfo hs 4;
//vert spacing
setinfo vs 4;
//starting horz position in grid
setinfo hp -3;
//starting vert position in grid
setinfo vp -3;
//for reasons not clear to me, the mask has to pasted into four different spots in line.cfg :(
////////////kind of things to hit. insert anything with CONTENTS_ or TRACE_MASK_ in the name:
////////////https://github.com/morelli690/_cheat_apex-legends-internal/blob/master/global.h
////////////note: this list is for apex legends, may not be accurate for t2.
////////////setinfo pmask 0;
////////////script SetConVarInt("pmask", TRACE_MASK_PLAYERSOLID);
//line traces will collide with things according to how the specified kind of object would. https://www.unknowncheats.me/forum/3887422-post45.html
//none means act like a normal solid thing
setinfo cgroup 0;
script SetConVarInt("cgroup", TRACE_COLLISION_GROUP_PLAYER);
//goal pos - don't change
setinfo ex 0;
setinfo ey 0;
setinfo ez 0;
//hit pos - don't change
setinfo hx 0;
setinfo hy 0;
setinfo hz 0;
//camera pos - don't change
setinfo cx 0;
setinfo cy 0;
setinfo cz 0;
vp -3;
exec row;
vp -2;
exec row;
vp -1;
exec row;
vp 0;
exec row;
vp 1;
exec row;
vp 2;
exec row;
vp 3;
exec row;
hp -3;
exec line;
hp -2;
exec line;
hp -1;
exec line;
hp 0;
exec line;
hp 1;
exec line;
hp 2;
exec line;
hp 3;
exec line;
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