FORTNITE AIMBOT, RECOIL, FIRE CONTROL, 100% SHOT ACCURACY,AUTO RELOAD SOURCE CODE Fortnite hacks | OxKos.com - Place to find Great Game Hacks and other Free Stuff | OxKos.com - Place to find Great Game Hacks and other Free Stuff

FORTNITE AIMBOT, RECOIL, FIRE CONTROL, 100% SHOT ACCURACY,AUTO RELOAD SOURCE CODE Fortnite hacks

FORTNITE AIMBOT, RECOIL, FIRE CONTROL, 100% SHOT ACCURACY,AUTO RELOAD✅SOURCE CODE✅


THIS SOURCE CODE IS MADE IN PYTHON, NOT BY ME!
ENJOY!
Code: DOWNLOAD PYTHON 3.5.X OR HIGHER VERSIONCOPY AND PASTE CODE IN TECT EDITOR LIKE ATOMSAVE FILE VIA ATOM INTO SOME FOLDEROPEN CMDNAVIGATE CMD TO FOLDER WHERE YOU SAVED FORTBOT.PYTO START IT TYPE IN CMD: python fortaimbot.py (OR YOURSCRIPTNAME.PY)RUN FORTNITE AND TROLL PEOPLE 😛 No module error? Add this in CMD:pip install pypiwin32pip install mousepip install keyboardpip install weapon —————————————————-SCRIPT BELOW (DON’T COPY THIS)——————————————————– ===== Kwskii ## Features Options;- Per Weapon Recoil Reduction- Per Weapon Anti Bloom- Per Weapon Fire Rate Control and Autofire- Fast Weapon Switching using Animation Canceling- Quick Shoot Hotkey using Animation Canceling- Turbo use Option to Autofire Use when the button is held down- AR Perfect Aim 100% First Shot Accuracy- Fast Edit Reset to automaticly stop editing upon rightclick Always On Features;- Auto Reload Cancel on Weapon Switch or Use   ## Usage Start Script in CMD Window “””# TODO# -Add Keybinds to select weapon loadout# -Tune Weapon Defs# -Add LMG Def# -Add Couch Peek# -Add type checker in Quick_Shoot to check if pump or rocket, etc# -Add Key Handlers like jump, escape, map, inventory, build, edit, crouch, reload# -Add Turbofarming # -Add Fast_Shoot time to Weapon Defs# -Add Crouch Modifier to Weapon Defs #Current Bugs; #Bug #1:#Effect: When Hip Firing with Recoil compensation aiming the weapon upward causes the anti recoil to over compensate. #Imports:from time import gmtime, strftime, sleep, timefrom ctypes import windll, c_uint, Structure, c_long, byreffrom win32api import GetKeyState, GetAsyncKeyStateimport mouseimport keyboardimport weapon #Weapon_Tables Initnowep = weapon.Weapon(“None”)Pickaxe = weapon.Weapon(“Pickaxe”)AR = weapon.Weapon(“AR”)SCAR = weapon.Weapon(“SCAR”)BURST = weapon.Weapon(“BURST”)PUMP = weapon.Weapon(“PUMP”)TAC = weapon.Weapon(“TAC”)HEAVY = weapon.Weapon(“HEAVY”)SMG = weapon.Weapon(“SMG”)S_SMG = weapon.Weapon(“S_SMG”)TOMMYGUN = weapon.Weapon(“TOMMYGUN”)P90 = weapon.Weapon(“P90”)HR = weapon.Weapon(“HR”)BOLT = weapon.Weapon(“BOLT”)SAR = weapon.Weapon(“SAR”)ROCKET = weapon.Weapon(“ROCKET”)NADES = weapon.Weapon(“NADES”)HEAL = weapon.Weapon(“HEAL”) #Settings; #Debug:Debug = True #Debug Mode, used for Output of Debug Info.Debug_Movement = False #If Debug Mode is On, output Mouse Movement Info.Debug_Buttons = True #If Debug Mode is On, output Mouse Button Activity.Debug_Wheel = False #If Debug Mode is On, output Mouse Wheel Movement Info.Debug_Keyboard = False #If Debug Mode is On, output Keyboard Activity.  #Features; #General:Option_AR_Perfect_Aim = False #If Enabled, causes constant First Shot Accuracy with AR when in ADS.Option_Fast_Weapon_Switch = True #If Enabled, causes the Weapon Pullout Animation Cancel to be done on every weapon switch.Option_Reload_Canceling = True #If Enabled, causes an Animation Cancel to occur if reloading when attempting to use. #Quick Shoot:Option_Quick_Shoot = True #If Enabled, allows an instant fire of a specific weapon choosen below.if Option_Quick_Shoot:Quick_Shoot_Default_Weapon = PUMPQuickShoot_Fire_Attempts = 40 #(Delay is 10ms so loop of 40 is around 400ms). #Turbo Use:Option_Turbo_Use = True #When Enabled, causes the use Key to Autofire when held down.Delay_Turbo_Use = 0.060 #Time inbetween autofire + the natural 20ms delay for the keypress. #Editing:Option_Fast_Edit_Reset = True #When the Reset Edit Button is Pressed, Instantly exit edit mode. #Ghost Peaking(TODO):Use_Ghost_Peaking = True #If Enabled, uses a Modifier Key to enable fast crouching while shooting.Ghost_Peak_Delay = 100 #Time between Ghost Peak Shots. #Fast Farming(TODO):Fast_Farming = False #If Enabled, Uses a Button to activate “Current Farming Exploit”.Turbofarm_Activation_Window = 300 #Delay from pressing “Farming_Button” to start Normal Farming instead of turbo.Turbofarm_Fast_Swing_Delay = 200Turbofarm_Emote_Time = 70Turbofarm_Slow_Swing_Delay = 400Turbofarm_Emote_Cancel_Delay = 300STWAF = False #If Enabled, Switch to a Weapon of Choice after Farming.STWAF_WeaponSlot = 1 #Weapon to Switch to after Farming. #Anti Recoil:Use_No_Recoil_ADS = True #If Enabled, Reduces Recoil when ADS Firing.Use_No_Recoil_Hipfire = True #If Enabled, Reduces Recoil when Hip Firing.Use_Jitter = True #If Enabled, Moves the Aim back and forth while firing. #Weapon Slot OptionsDefault_Ingame_Weapon_Slot1 = ARDefault_Ingame_Weapon_Slot2 = PUMPDefault_Ingame_Weapon_Slot3 = SMGDefault_Ingame_Weapon_Slot4 = HRDefault_Ingame_Weapon_Slot5 = HEAL #——————————-#Keybinds;#——————————- #Macro Related;#——————————- #General:Keybind_Fire = “left” #Key to Shoot Weapons. #Key to Fast Fire Pre Set Weapon.if Option_Quick_Shoot:Keybind_QuickShoot_Button = “x2″Keybind_QuickShoot_Button_Code = 0x06 Keybind_Enable = “middle” #Key to Enable/Disable the Macro.Keybind_Edit = “alt” #Desired Key to go into edit mode.(Must have In-game set to alternate).Keybind_Use = “f” #Desired key for Use.if Option_Turbo_Use:Keybind_Use_Key_Code = 0x46 #Weapon Keybinds Part 1 (Macro)#———————————————–#Set these to the same as in-game if not using fast weapon switching.#If using fast weapon switching set these to your desired keys for each slot-#and scroll down to set the alternate in game key binds so the fast switch can work.Keybind_Weapon_Slot1 = “2”Keybind_Weapon_Slot2 = “3”Keybind_Weapon_Slot3 = “4”Keybind_Weapon_Slot4 = “z”Keybind_Weapon_Slot5 = “x”Keybind_Weapon_Pickaxe = “l” #Ingame;#These Keybinds should match the ones set in game.#——————————- #General:Ingame_Keybind_Jump = “space”Ingame_Keybind_Crouch = “shift” #Ingame Keybind set for Crouch.Ingame_Keybind_Fire = “k” #Ingame Keybind set to Fire(Not Mouse1!!!).if Option_Turbo_Use:Ingame_Keybind_Use = “i”else:Ingame_Keybind_Use = Keybind_UseIngame_Keybind_Reload = “r” #Weapon Keybinds Part 2 (In-game)# Fast Weapon Switching:#————————————————-#Used ONLY when Option_Fast_Weapon_Switch is Enabled.#Fast Weapon Switching is Required to have intermedary control over the weapon keys so-#they need to be set to something different in-game.#Ignore this Section if not using Fast Weapon Switching.if Option_Fast_Weapon_Switch == True:Ingame_Weapon_Slot1 = “p”Ingame_Weapon_Slot2 = “6”Ingame_Weapon_Slot3 = “7”Ingame_Weapon_Slot4 = “8”Ingame_Weapon_Slot5 = “9”Ingame_Weapon_Pickaxe = “0”else:Ingame_Weapon_Slot1 = Keybind_Weapon_Slot1Ingame_Weapon_Slot2 = Keybind_Weapon_Slot2Ingame_Weapon_Slot3 = Keybind_Weapon_Slot3Ingame_Weapon_Slot4 = Keybind_Weapon_Slot4Ingame_Weapon_Slot5 = Keybind_Weapon_Slot5Ingame_Weapon_Pickaxe = Keybind_Weapon_Pickaxe #Other WeaponsWeapon_Trap = “5” #Actual In-game Keybind used to select traps. #Building:Ingame_Keybind_Ramp = “e” #Actual Ingame Keybind set for Ramp.Ingame_Keybind_Wall = “x” #Actual Ingame Keybind set for Wall(Thumb Button 2 on Logetech G502).Ingame_Keybind_Platform = “q” #Actual Ingame Keybind set for Platform.Ingame_Keybind_Roof = “[” #Actual Ingame Keybind set for Roof. #Editing:Ingame_Keybind_Edit = “]” #Alternate Ingame Keybind set for Edit.Ingame_Keybind_Edit_Reset = “right” #Actual Ingame Keybind set for Edit Reset. #Emoting:Keybind_EmoteWheel_Up = “up”Keybind_EmoteWheel_Down = “down”Keybind_Emote = “n”Keybind_FastEmote1 = “f1″Keybind_FastEmote2 = “f2″Keybind_FastEmote3 = “f3”  #Globals:global Runningglobal Enabledglobal Current_Weaponglobal Current_Loadoutglobal JitterFlopglobal Editingglobal Buildingglobal Crouchingglobal Jumpingglobal Reloadingglobal Using #Main Functions; #Main Function: Gets run at start after init.def main():# Print out a List of the Globals to Check Inits.DebugPrint(‘Printing Globals List:’)DebugPrintGlobals() #Hook Logical Mouse Events.DebugPrint(‘Hooking Mouse Input’)mouse.hook(Mouse_Input) #Hook Logical Keyboard Events.DebugPrint(‘Hooking Keyboard Input’)keyboard.hook(Keyboard_Input)  #Helper Functions; #Move Mouse: Moves Mouse Relative to Current Location.def Move_Mouse(x, y):windll.user32.mouse_event(c_uint(0x0001),c_uint(x),c_uint(y),c_uint(0),c_uint(0)) class POINT(Structure):_fields_ = [(“x”, c_long), (“y”, c_long)] def queryMousePosition():pt = POINT()windll.user32.GetCursorPos(byref(pt))return pt #Cancel Anim: Cancels Weapon Switching Animation and Pickaxe Swings.def Cancel_Anim(Weapon, Emote_Bind):#Emote to cancel pull out animation.keyboard.press(Emote_Bind);sleep(0.100);#Switch to Desired Weapon.Switch_to_Weapon(Weapon)sleep(0.020);keyboard.release(Emote_Bind);sleep(0.030); #Converts Inventory Slot ID to actual weapon slot.def InvSlot_to_WeaponKeybind(InvSlot):if InvSlot == 0:return Ingame_Weapon_Slot1if InvSlot == 1:return Ingame_Weapon_Slot2if InvSlot == 2:return Ingame_Weapon_Slot3if InvSlot == 3:return Ingame_Weapon_Slot4if InvSlot == 4:return Ingame_Weapon_Slot5 #Check Quick Shoot Button Function.def isPressed_QuickShoot_Button():QuickShoot_Button_State = GetKeyState(Keybind_QuickShoot_Button_Code)DebugPrint(“MB6:{0}”.format(QuickShoot_Button_State))if QuickShoot_Button_State < 0:return Truereturn False def Toggle_Enabled():global Enabledif Enabled:Enabled = Falseelse:Enabled = TrueDebugPrint(“Enabled changed to {0}”.format(Enabled)) #Debug PrintFunction: Print’s Debug Output if Debug is Enabled.def DebugPrint(s):if Debug:print(“{0}:{1}”.format(strftime(“%H:%M:%S”, gmtime()),s)); def DebugPrintGlobals():for k, v in globals().items():print(“{0} = {1}”.format(k, v)) #Turbo Use Function: Sends the Use Event as long as the Use key is held down.def Turbo_Use():global Reloadingglobal Using #Check if we are Reloading and want to use Reload Canceling.if Reloading and Option_Reload_Canceling:#Since we are canceling the Reload, set global to false.Reloading = FalseUsing = False #Switch Directly to Pickaxe to Cancel the Reload.keyboard.send(Ingame_Weapon_Pickaxe);sleep(0.020); #Switch Back to the Weapon we had before the Animation Cancel.Switch_to_Weapon(Current_Weapon) #Check if we are’nt already Using.if not Using:Using = TrueDebugPrint(“Detected Use Action”) #Handle Turbo Use Action.if Option_Turbo_Use: overrun = 400#While Use Key is Down Loop.while True:#Overrun Protection.overrun = overrun – 1if overrun == 0:break sleep(0.020) #Sleep To prevent GetKeyState Lockup. if windll.user32.GetKeyState(Keybind_Use_Key_Code) >= 0:break DebugPrint(“Sending Turbo Use Action”) #Send Use Action.keyboard.press(Ingame_Keybind_Use)sleep(0.020)keyboard.release(Ingame_Keybind_Use) #Delay a Pre Set amount.sleep(Delay_Turbo_Use)else:print(“Sending Use Action”)keyboard.send(Ingame_Keybind_Use)sleep(0.080)  #Shooting Functions; #Quick_Shoot: Quick Switches to Desired Weapon, pulls trigger and then switches back.def Quick_Shoot(Weapon):global Editingglobal Buildingglobal Reloading #Set Building and Editing to False since we are now shooting.Building = FalseEditing = False #Store our Current Weapon so we can return to it after Quick.OldWeapon = Current_Weaponprint(“Insta Shooting {0}”.format(Weapon.name)) #Loop Until Button is Detectedwhile True:if not isPressed_QuickShoot_Button():break #Break to Handle Quick Shoot.sleep(0.100) #Check if we are ADSMB2_State = GetKeyState(0x02)DebugPrint(“Checking for MB2 or Reload”)if MB2_State < 0 or Reloading:#We are ADS and trying to shoot with No Recoil.DebugPrint(“Detected MB2 for ADS or Reloading”)keyboard.send(Ingame_Weapon_Pickaxe);sleep(0.020); #Since we are shooting and have canceled any reload anim by now set it to false.Reloading = False #Emote to cancel pull out animation.Cancel_Anim(Weapon, Keybind_FastEmote3) count = 0#Loop while Attempting to Fire at a specified count.while True:count = count + 1if count == QuickShoot_Fire_Attempts:break #Break when we have hit the end of the delay.#Send Fire Event.keyboard.send(Ingame_Keybind_Fire)DebugPrint(“Firing Fast”)sleep(0.010)#Switch back to Weapon that was Active before the Fast Shoot.Switch_to_Weapon(OldWeapon)sleep(0.100)#Check if MB1 is still down.Handle_MB1_Down() #Fire: Handles No Recoil and Anti Bloomdef Fire(ADS, Recoil):global JitterFlopglobal Crouchingglobal Reloading #Init Localslocal_Jitter = 0local_Jitter_ADS = 0 #We are Shooting and not reloading so set global to FalseReloading = False Local_Mouse_Pos = queryMousePosition() DebugPrint(“Sending Simulated Fire Event”)keyboard.press(Ingame_Keybind_Fire) #Send the input to fire the weaponsleep(0.020) #Delay to ensure the fire button gets recognized by the game if Current_Weapon.name != “Pickaxe” and (Current_Weapon.type == “AR” or Current_Weapon.type == “SMG”): #We are Shooting with Fire Button Down and without a Pickaxeif Current_Weapon.ControlFireRate:#Release the Fire Button if we are controlling Fire Ratekeyboard.release(Ingame_Keybind_Fire) #If Fire has beeen called with the Recoil Bool then we can compensateif Recoil:#We are not Pickaxing and wanting to use Jitter so set it based on weaponif Use_Jitter:if JitterFlop == False:JitterFlop = Truelocal_Jitter = Current_Weapon.jitterlocal_Jitter_ADS = Current_Weapon.jitter_ADSelse:JitterFlop = Falselocal_Jitter = Current_Weapon.jitter * -1local_Jitter_ADS = Current_Weapon.jitter_ADS * -1if Current_Weapon.firstshot == 0:Current_Weapon.firstshot = time()print(“firstshot: {0}”.format(time()))if ADS:#mouse.move(local_Jitter_ADS, Current_Weapon.recoil_ADS_Static, absolute=False, duration=Current_Weapon.update_time_ADS)Move_Mouse(local_Jitter_ADS, Current_Weapon.recoil_ADS_Init)else:print(“current coursor pos: X:{0}, Y:{1}”.format(Local_Mouse_Pos.x, Local_Mouse_Pos.y))Move_Mouse(local_Jitter, Current_Weapon.recoil_Hip_Init)else:difference = time() – Current_Weapon.firstshotprint(“Not firstshot, Difference: {0}”.format(difference))if ADS:#mouse.move(local_Jitter_ADS, Current_Weapon.recoil_ADS_Static, absolute=False, duration=Current_Weapon.update_time_ADS)if difference >= Current_Weapon.recoil_ADS_Init_Delay:Move_Mouse(local_Jitter_ADS, Current_Weapon.recoil_ADS_Static)else:Move_Mouse(local_Jitter_ADS, Current_Weapon.recoil_ADS_Init)else:if difference >= Current_Weapon.recoil_Hip_Init_Delay:print(“current coursor pos: X:{0}, Y:{1}”.format(Local_Mouse_Pos.x, Local_Mouse_Pos.y))Move_Mouse(local_Jitter, Current_Weapon.recoil_Hip_Static)else:print(“current coursor pos: X:{0}, Y:{1}”.format(Local_Mouse_Pos.x, Local_Mouse_Pos.y))Move_Mouse(local_Jitter, Current_Weapon.recoil_Hip_Init)#mouse.move(local_Jitter, Current_Weapon.recoil_Hip_Static, absolute=False, duration=Current_Weapon.update_time)DebugPrint(“Done Sending Simulated Fire Event”) #Switch to Weapon: Finds Weapon in Current Loadout and Switches to itdef Switch_to_Weapon(Weapon):global Editingglobal Buildingglobal Current_Weaponglobal Reloading if Weapon == Current_Weapon and not Building and not Editing:return 2 #Return Error:2 Which means Weapon is Already Out. #Check if we are trying to switch to the Pickaxe.if Weapon.name == “Pickaxe”:DebugPrint(“Attempting to Switch Weapon to Pickaxe”) #Send Event to Switch to Pickaxe.keyboard.send(Ingame_Weapon_Pickaxe) #Set the Global to the new weapon.Current_Weapon = Weapon #Reset Globals.Building = FalseEditing = FalseReloading = False return 1 #Return 1 for Success.else: #We are trying to switch to another weapon other than the pickaxe. DebugPrint(“Attempting to Switch Weapon\nSearching for Weapon:{0} in Current Loadout”.format(Weapon.name)) #Parse the Players Current Loadout for the Weapon.for i in range(len(Current_Loadout)):DebugPrint(“Checking Inventory Slot{0}\nFound: {1}”.format(i, Current_Loadout[i].name)) if Current_Loadout[i].name == Weapon.name:DebugPrint(“Found Weapon, Attempting Switch”) #Switch to the Found weaponkeyboard.send(InvSlot_to_WeaponKeybind(i)) #Set the Global to the new weapon.Current_Weapon = Weapon #Reset Globals.Building = FalseEditing = FalseReloading = False return 1 #Return 1 for Success.elif i >= 5: #We have reached the end of the Loadout.break #Break to return 3 Error.return 3 #Return 3 Which means Unknown Error. #Handle Mouse Button 1 Down, Pretty much the Bread and Butter#TODO need to find a better way to check MB1, MB2 and MB6 so it doesnt use Win32APIdef Handle_MB1_Down(): #LocalsADS = Falseoverrun = 0 #Debug OutDebugPrint(“MB1 Event Detected”) #Loop While MB1 is down and fast shoot button is not pressedwhile True:#Prevent Infinite Loop from an Overrun Error.overrun = overrun + 1if overrun >= 4000:Current_Weapon.firstshot = 0 #Reset First Shot Timerkeyboard.release(Ingame_Keybind_Fire) #Relase the Actual Fire Keybreak #Break if we hit overrun #Use Win32API to get state of MB1 and MB2 because mouse.is_pressed() is retartedMB1_State = GetKeyState(0x01)DebugPrint(“Checking if MB1 is Still Down”)#Check if MB1 is still down both Logically and Hardware Basedif MB1_State >= 0 and GetAsyncKeyState(0x01) == 0:Current_Weapon.firstshot = 0 #Reset First Shot TimerDebugPrint(“MB1 Button Released, State: {0}”.format(MB1_State))keyboard.release(Ingame_Keybind_Fire) #Relase the Actual Fire Keybreak #Break if we are not pressing MB1 Anymoreelse:DebugPrint(“MB1 Still Detected, State: {0}”.format(MB1_State)) #Check if we are in Pickaxe Modeif Current_Weapon.name == “Pickaxe”: #Check if Quick Shoot Button is Pressedif isPressed_QuickShoot_Button() and Option_Quick_Shoot:break #Break to Handle Quick Shoot DebugPrint(“Swinging Pickaxe”)Fire(False, False) # Send Command to Swing Pickaxe #FastFarming would go here #if we are using Quick shoot then we need to check every 10ms during the pickaxe swing delayif Option_Quick_Shoot:count = 20 # 20x10ms = 200ms (Current Optimal Pickaxe Swingtime)while True:count = count – 1if count <= 0:break #Break to Swing the Axe againif isPressed_QuickShoot_Button():break #Break to Handle Quick Shootsleep(0.010)else: #Not using Quickshoot so just delay 200mssleep(0.200) else: # Trying to Fire something that is not a pickaxe #Check if we are trying to Quick Shootif isPressed_QuickShoot_Button() and Option_Quick_Shoot:Current_Weapon.firstshot = 0 #Reset First Shot Timerif not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.keyboard.release(Ingame_Keybind_Fire)break #Break to Handle Quick Shoot #Check if we are ADS.MB2_State = GetKeyState(0x02)DebugPrint(“Checking for MB2”)#Check for MB2 both Logically and Hardware Basedif MB2_State < 0 and GetAsyncKeyState(0x02) == 1:#We are ADS and trying to shoot with No RecoilDebugPrint(“MB2 is Detected, Setting ADS to True”)ADS = Trueelse:ADS = False #Check if we should use anti recoil for hipfireif Use_No_Recoil_Hipfire and not ADS:#Hipfire No RecoilDebugPrint(“Hipfire Reducing”)Fire(False, True) #Check if we are trying to Quick Shootif isPressed_QuickShoot_Button() and Option_Quick_Shoot:Current_Weapon.firstshot = 0 #Reset First Shot Timerif not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.keyboard.release(Ingame_Keybind_Fire)break #Break to Handle Quick Shoot #Delay for the set amount of time in the Weapon Defsleep(Current_Weapon.update_time)elif ADS and Use_No_Recoil_ADS:#ADS, No RecoilDebugPrint(“ADS Reducing”)Fire(True, True) #Check if we are trying to Quick Shootif isPressed_QuickShoot_Button() and Option_Quick_Shoot:Current_Weapon.firstshot = 0 #Reset First Shot Timerif not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.keyboard.release(Ingame_Keybind_Fire)break #Break to Handle Quick Shoot #Delay for the set amount of time in the Weapon Defsleep(Current_Weapon.update_time_ADS)else:#No Recoil Mode OffDebugPrint(“Not Reducing”)Fire(False, False) #Check if we are trying to Quick Shootif isPressed_QuickShoot_Button() and Option_Quick_Shoot:Current_Weapon.firstshot = 0 #Reset First Shot Timerif not Current_Weapon.ControlFireRate: #Fire Key may still be Down from Last Fire() so release it.keyboard.release(Ingame_Keybind_Fire)break #Break to Handle Quick Shoot #Delay for the set amount of time in the Weapon Defsleep(Current_Weapon.delay_time) # if Current_Weapon.ControlFireRate == False:# Current_Weapon.firstshot = 0# keyboard.release(Ingame_Keybind_Fire)# break #Keyboard Hook Callback Function: Gets run when Keyboard activity is detected.def Keyboard_Input(Keyboard_Event):global Editingglobal Buildingglobal Crouchingglobal Jumpingglobal Reloadingglobal Using if type(Keyboard_Event) == keyboard._keyboard_event.KeyboardEvent:#Debug Outputif Debug_Keyboard:DebugPrint(“Keyboard_Event: Key:{0},Scancode:{1}, Action:{2},Modifier:{3} Time:{4}”.format(Keyboard_Event.name,Keyboard_Event.scan_code, Keyboard_Event.event_type, Keyboard_Event.modifiers, Keyboard_Event.time)) #Weapon Slot 1if Keyboard_Event.name == Keybind_Weapon_Slot1 and Keyboard_Event.event_type == “down” and Enabled: #Get Weapon in Slot 1 of InventoryTargetWeapon = Current_Loadout[0] #Check if we should try and Fast Switch the Weaponif Option_Fast_Weapon_Switch and TargetWeapon.type != “Heal” and TargetWeapon.type != “Nade”:if TargetWeapon != Current_Weapon or (Building or Editing):Cancel_Anim(TargetWeapon, Keybind_FastEmote3)else:DebugPrint(“Error when attempting to fast switch: Weapon Already Selected”)else:#If we are in the middle of a reload then Cancel by switching to Pickaxeif Reloading:Reloading = Falsekeyboard.send(Ingame_Weapon_Pickaxe);sleep(0.020);Switch_to_Weapon(TargetWeapon) #Weapon Slot 2elif Keyboard_Event.name == Keybind_Weapon_Slot2 and Keyboard_Event.event_type == “down” and Enabled: #Get Weapon in Slot 2 of InventoryTargetWeapon = Current_Loadout[1] #Check if we should try and Fast Switch the Weaponif Option_Fast_Weapon_Switch and TargetWeapon.type != “Heal” and TargetWeapon.type != “Nade”:if TargetWeapon != Current_Weapon or (Building or Editing):Cancel_Anim(TargetWeapon, Keybind_FastEmote3)else:DebugPrint(“Error when attempting to fast switch: Weapon Already Selected”)else:#If we are in the middle of a reload then Cancel by switching to Pickaxeif Reloading:Reloading = Falsekeyboard.send(Ingame_Weapon_Pickaxe);sleep(0.020);Switch_to_Weapon(TargetWeapon) #Weapon Slot 3elif Keyboard_Event.name == Keybind_Weapon_Slot3 and Keyboard_Event.event_type == “down” and Enabled: #Get Weapon in Slot 3 of InventoryTargetWeapon = Current_Loadout[2] #Check if we should try and Fast Switch the Weaponif Option_Fast_Weapon_Switch and TargetWeapon.type != “Heal” and TargetWeapon.type != “Nade”:if TargetWeapon != Current_Weapon or (Building or Editing):Cancel_Anim(TargetWeapon, Keybind_FastEmote3)else:DebugPrint(“Error when attempting to fast switch: Weapon Already Selected”)else:#If we are in the middle of a reload then Cancel by switching to Pickaxeif Reloading:Reloading = Falsekeyboard.send(Ingame_Weapon_Pickaxe);sleep(0.020);Switch_to_Weapon(TargetWeapon) #Weapon Slot 4elif Keyboard_Event.name == Keybind_Weapon_Slot4 and Keyboard_Event.event_type == “down” and Enabled: #Get Weapon in Slot 4 of InventoryTargetWeapon = Current_Loadout[3] #Check if we should try and Fast Switch the Weaponif Option_Fast_Weapon_Switch and TargetWeapon.type != “Heal” and TargetWeapon.type != “Nade”:if TargetWeapon != Current_Weapon or (Building or Editing):Cancel_Anim(TargetWeapon, Keybind_FastEmote3)else:DebugPrint(“Error when attempting to fast switch: Weapon Already Selected”)else:#If we are in the middle of a reload then Cancel by switching to Pickaxeif Reloading:Reloading = Falsekeyboard.send(Ingame_Weapon_Pickaxe);sleep(0.020);Switch_to_Weapon(TargetWeapon) #Weapon Slot 5elif Keyboard_Event.name == Keybind_Weapon_Slot5 and Keyboard_Event.event_type == “down” and Enabled: #Get Weapon in Slot one of InventoryTargetWeapon = Current_Loadout[4] #Check if we should try and Fast Switch the Weaponif Option_Fast_Weapon_Switch and TargetWeapon.type != “Heal” and TargetWeapon.type != “Nade”:if TargetWeapon != Current_Weapon or (Building or Editing):Cancel_Anim(TargetWeapon, Keybind_FastEmote3)else:DebugPrint(“Error when attempting to fast switch: Weapon Already Selected”)else:#If we are in the middle of a reload then Cancel by switching to Pickaxeif Reloading:Reloading = Falsekeyboard.send(Ingame_Weapon_Pickaxe);sleep(0.020);Switch_to_Weapon(TargetWeapon) #Weapon Slot Pickaxeelif Keyboard_Event.name == Keybind_Weapon_Pickaxe and Keyboard_Event.event_type == “down” and Enabled: #Check if we should try and Fast Switch the Weaponif Option_Fast_Weapon_Switch:if Pickaxe != Current_Weapon or (Building or Editing):Cancel_Anim(Pickaxe, Keybind_FastEmote3)else:DebugPrint(“Error when attempting to fast switch: Weapon Already Selected”)else:Switch_to_Weapon(Pickaxe) #Edit Keybind Handlingelif Keyboard_Event.name == Keybind_Edit and Keyboard_Event.event_type == “down” and Enabled:#Set the Edit flagif not Editing:keyboard.send(Ingame_Keybind_Edit)DebugPrint(“Detected Editing”)Editing = Trueelif Keyboard_Event.name == Keybind_Edit and Keyboard_Event.event_type == “up” and Enabled:#Set the Edit flagif Editing:keyboard.send(Ingame_Keybind_Edit)DebugPrint(“Finished Editing”)Editing = False #Building Keybind Handlingelif Keyboard_Event.name == Ingame_Keybind_Ramp and Keyboard_Event.event_type == “down” and Enabled:DebugPrint(“Detected Building”)#Set the Building flagBuilding = Trueelif Keyboard_Event.name == Ingame_Keybind_Platform and Keyboard_Event.event_type == “down” and Enabled:DebugPrint(“Detected Building”)#Set the Building flagBuilding = Trueelif Keyboard_Event.name == Ingame_Keybind_Roof and Keyboard_Event.event_type == “down” and Enabled:DebugPrint(“Detected Building”)#Set the Building flagBuilding = True #Cruching Keybind Handlingelif Keyboard_Event.name == Ingame_Keybind_Crouch and Keyboard_Event.event_type == “down” and Enabled:DebugPrint(“Detected Crouching”)#Set the Building flagif Crouching:Crouching = Falseelse:Crouching = True #Jumping Keybind Handlingelif Keyboard_Event.name == Ingame_Keybind_Jump and Keyboard_Event.event_type == “down” and Enabled:DebugPrint(“Detected Jumping”)#Set the Jumping Global to Current Time.Jumping = time()#Set the Crouching Global to False since if jumping we are not crouching.Crouching = False #Reload Keybind Handlingelif Keyboard_Event.name == Ingame_Keybind_Reload and Keyboard_Event.event_type == “down” and Enabled:DebugPrint(“Detected Reloading”)Reloading = True #Use Keybind Handlingelif Keyboard_Event.name == Keybind_Use and Keyboard_Event.event_type == “down” and Enabled:Turbo_Use()elif Keyboard_Event.name == Keybind_Use and Keyboard_Event.event_type == “up” and Enabled:Using = FalseDebugPrint(“Detected End of Use Action”) #Mouse Hook Callback Function: Gets run when Mouse activity is detected.def Mouse_Input(Mouse_Event):global Editingglobal Building if Running:#Mouse Wheel Event.if type(Mouse_Event) == mouse._mouse_event.MoveEvent:if Debug_Movement:DebugPrint(“Move_Event: x:{0}, y:{1}, Time:{2}”.format(Mouse_Event.x, Mouse_Event.y, Mouse_Event.time)) #Mouse Button Event.elif type(Mouse_Event) == mouse._mouse_event.ButtonEvent: if Debug_Buttons:DebugPrint(“Button_Event: Type:{0}, Button:{1}, Time:{2}”.format(Mouse_Event.event_type, Mouse_Event.button, Mouse_Event.time)) #Handle MouseButton1 Down Eventif Mouse_Event.event_type == “down” and Mouse_Event.button == Keybind_Fire and Enabled:#Only Handle MB1 for Weapons so if building or editing then we dont want to control it.if not Editing and not Building:Handle_MB1_Down() #Handle MouseButton2 Down Eventelif Mouse_Event.event_type == “down” and Mouse_Event.button == Ingame_Keybind_Edit_Reset and Enabled:#Fast Edit Reset:if Editing and Option_Fast_Edit_Reset: #If we are editing and right click with Fast Reset enabled then exit edit mode.keyboard.send(Ingame_Keybind_Edit)DebugPrint(“Finished Editing with Quick Reset”)Editing = False #Handle Quick Switch Weaponelif Mouse_Event.event_type == “down” and Mouse_Event.button == Keybind_QuickShoot_Button and Enabled:Quick_Shoot(PUMP) #Handle Enable Eventvelif Mouse_Event.event_type == “down” and Mouse_Event.button == Keybind_Enable:Toggle_Enabled() #Handle Building Eventelif Mouse_Event.event_type == “down” and Mouse_Event.button == Ingame_Keybind_Wall:DebugPrint(“Detected Building”)Building = True elif type(Mouse_Event) == mouse._mouse_event.WheelEvent:if Debug_Wheel:DebugPrint(“Wheel_Event: Delta:{0}, Time:{1}”.format(Mouse_Event.delta, Mouse_Event.time)) def Init_Weapons():#AR#Info;#Advertised Fire Rate = 181.81ms (5.5)AR.recoil_Hip_Init = 21AR.recoil_Hip_Init_Delay = 0.340AR.recoil_Hip_Static = 23AR.recoil_ADS_Init = 30AR.recoil_ADS_Init_Delay = 0.330AR.recoil_ADS_Static = 1AR.jitter = 0AR.jitter_ADS = 0AR.update_time = 0.040 #+0.020if Option_AR_Perfect_Aim:AR.update_time_ADS = 0.330else:AR.update_time_ADS = 0.040AR.firstshot = 0.0AR.ControlFireRate = TrueAR.type = “AR”#SCARSCAR.recoil_Hip_Init = 21SCAR.recoil_Hip_Init_Delay = 0.340SCAR.recoil_Hip_Static = 23SCAR.recoil_ADS_Init = 30SCAR.recoil_ADS_Init_Delay = 0.330SCAR.recoil_ADS_Static = 1SCAR.jitter = 0SCAR.jitter_ADS = 0SCAR.update_time = 0.040SCAR.update_time_ADS = 0.330SCAR.firstshot = 0.0SCAR.ControlFireRate = TrueSCAR.type = “AR”#BURSTBURST.recoil_Hip_Init = 150BURST.recoil_Hip_Static = 100BURST.recoil_ADS_Init = 125BURST.recoil_ADS_Static = 70BURST.jitter = 2BURST.jitter_ADS = 2BURST.update_time = 10BURST.update_time_ADS = 10BURST.firstshot = 0BURST.type = “AR”#PUMPPUMP.firstshot = 0PUMP.type = “Shotgun”#TACTAC.firstshot = 0TAC.type = “Shotgun”#HEAVYHEAVY.firstshot = 0HEAVY.type = “Shotgun”#SMGSMG.recoil_Hip_Init = 4SMG.recoil_Hip_Init_Delay = 0.160SMG.recoil_Hip_Static = 8SMG.recoil_ADS_Init = 5SMG.recoil_ADS_Init_Delay = 0.160SMG.recoil_ADS_Static = 1SMG.jitter = 10SMG.jitter_ADS = 2SMG.update_time = 0.010SMG.update_time_ADS = 0.010SMG.firstshot = 0.0SMG.ControlFireRate = FalseSMG.type = “SMG”#SILENCEDSMGS_SMG.recoil_Hip_Init = 150S_SMG.recoil_Hip_Static = 100S_SMG.recoil_ADS_Init = 125S_SMG.recoil_ADS_Static = 70S_SMG.jitter = 2S_SMG.jitter_ADS = 2S_SMG.update_time = 10S_SMG.update_time_ADS = 10S_SMG.firstshot = 0S_SMG.type = “SMG”#TOMMYGUNTOMMYGUN.recoil_Hip_Init = 150TOMMYGUN.recoil_Hip_Static = 100TOMMYGUN.recoil_ADS_Init = 125TOMMYGUN.recoil_ADS_Static = 70TOMMYGUN.jitter = 2TOMMYGUN.jitter_ADS = 2TOMMYGUN.update_time = 10TOMMYGUN.update_time_ADS = 10TOMMYGUN.firstshot = 0TOMMYGUN.type = “SMG”#P90P90.recoil_Hip_Init = 150P90.recoil_Hip_Static = 100P90.recoil_ADS_Init = 125P90.recoil_ADS_Static = 70P90.jitter = 2P90.jitter_ADS = 2P90.update_time = 10P90.update_time_ADS = 10P90.firstshot = 0P90.type = “SMG”#Hunting RifleHR.firstshot = 0HR.type = “Sniper”#Bolt RifleBOLT.firstshot = 0BOLT.type = “Sniper”#Scoped ARSAR.firstshot = 0SAR.type = “Sniper”#RocketsROCKET.firstshot = 0ROCKET.type = “Splode”#GrenadesNADES.firstshot = 0NADES.type = “Nade”#HealingHEAL.type = “Heal” #Detect if we are being runif __name__ == ‘__main__’:DebugPrint(‘Starting FortBolt\n’)DebugPrint(‘Initalizing Globals\n’)Running = TrueEnabled = FalseJitterFlop = FalseEditing = FalseBuilding = FalseCrouching = FalseReloading = FalseUsing = FalseJumping = 0.0Init_Weapons()Current_Weapon = PickaxeCurrent_Loadout = [AR, PUMP, SMG, HR, HEAL] try:main()exitexcept ValueError:print(“Error: Could not Run Script”)

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I'm a game lover and game player so decided to create a website for other user to download Free Game hacks. Most time i don't use game cheats however sometime i do and is fun!

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