//Skelton
if (isSkelton && response.Players.Bone.isBone &&
!response.Players.isBot) {
esp.DrawLine(Color().White(), 1, Vec2(x, y),
Vec2(response.Players.Bone.neck.x,
response.Players.Bone.neck.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x,
response.Players.Bone.neck.y),
Vec2(response.Players.Bone.cheast.x,
response.Players.Bone.cheast.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.cheast.x,
response.Players.Bone.cheast.y),
Vec2(response.Players.Bone.pelvis.x,
response.Players.Bone.pelvis.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x,
response.Players.Bone.neck.y),
Vec2(response.Players.Bone.lSh.x,
response.Players.Bone.lSh.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x,
response.Players.Bone.neck.y),
Vec2(response.Players.Bone.rSh.x,
response.Players.Bone.rSh.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lSh.x,
response.Players.Bone.lSh.y),
Vec2(response.Players.Bone.lElb.x,
response.Players.Bone.lElb.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rSh.x,
response.Players.Bone.rSh.y),
Vec2(response.Players.Bone.rElb.x,
response.Players.Bone.rElb.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lElb.x,
response.Players.Bone.lElb.y),
Vec2(response.Players.Bone.lWr.x,
response.Players.Bone.lWr.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rElb.x,
response.Players.Bone.rElb.y),
Vec2(response.Players.Bone.rWr.x,
response.Players.Bone.rWr.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.pelvis.x,
response.Players.Bone.pelvis.y),
Vec2(response.Players.Bone.lTh.x,
response.Players.Bone.lTh.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.pelvis.x,
response.Players.Bone.pelvis.y),
Vec2(response.Players.Bone.rTh.x,
response.Players.Bone.rTh.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lTh.x,
response.Players.Bone.lTh.y),
Vec2(response.Players.Bone.lKn.x,
response.Players.Bone.lKn.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rTh.x,
response.Players.Bone.rTh.y),
Vec2(response.Players.Bone.rKn.x,
response.Players.Bone.rKn.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lKn.x,
response.Players.Bone.lKn.y),
Vec2(response.Players.Bone.lAn.x,
response.Players.Bone.lAn.y));
esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rKn.x,
response.Players.Bone.rKn.y),
Vec2(response.Players.Bone.rAn.x,
response.Players.Bone.rAn.y));
//Health
if (isPlayerHealth) {
float healthLength = screenWidth / 60;
if (healthLength < mx)
healthLength = mx;
if (response.Players.Health < 25)
clrHealth = Color(255, 0, 0);
else if (response.Players.Health < 50)
clrHealth = Color(255, 165, 0);
else if (response.Players.Health < 75)
clrHealth = Color(255, 255, 0);
else
clrHealth = Color(0, 255, 0);
if (response.Players.Health == 0)
esp.DrawText(Color(255, 0, 0), "Knocked",
Vec2(x, top - screenHeight / 225), textsize);
else {
esp.DrawFilledRect(clrHealth,
Vec2(x - healthLength, top - screenHeight / 110),
Vec2(x - healthLength +
(2 * healthLength) *
response.Players.Health /
100, top - screenHeight / 225));
esp.DrawRect(Color(0, 0, 0), screenHeight / 660,
Vec2(x - healthLength, top - screenHeight / 110),
Vec2(x + healthLength, top - screenHeight / 225));
}
send full codeEnjoy it
[/CODE]Code://Skelton if (isSkelton && response.Players.Bone.isBone && !response.Players.isBot) { esp.DrawLine(Color().White(), 1, Vec2(x, y), Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y), Vec2(response.Players.Bone.cheast.x, response.Players.Bone.cheast.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.cheast.x, response.Players.Bone.cheast.y), Vec2(response.Players.Bone.pelvis.x, response.Players.Bone.pelvis.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y), Vec2(response.Players.Bone.lSh.x, response.Players.Bone.lSh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y), Vec2(response.Players.Bone.rSh.x, response.Players.Bone.rSh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lSh.x, response.Players.Bone.lSh.y), Vec2(response.Players.Bone.lElb.x, response.Players.Bone.lElb.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rSh.x, response.Players.Bone.rSh.y), Vec2(response.Players.Bone.rElb.x, response.Players.Bone.rElb.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lElb.x, response.Players.Bone.lElb.y), Vec2(response.Players.Bone.lWr.x, response.Players.Bone.lWr.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rElb.x, response.Players.Bone.rElb.y), Vec2(response.Players.Bone.rWr.x, response.Players.Bone.rWr.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.pelvis.x, response.Players.Bone.pelvis.y), Vec2(response.Players.Bone.lTh.x, response.Players.Bone.lTh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.pelvis.x, response.Players.Bone.pelvis.y), Vec2(response.Players.Bone.rTh.x, response.Players.Bone.rTh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lTh.x, response.Players.Bone.lTh.y), Vec2(response.Players.Bone.lKn.x, response.Players.Bone.lKn.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rTh.x, response.Players.Bone.rTh.y), Vec2(response.Players.Bone.rKn.x, response.Players.Bone.rKn.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lKn.x, response.Players.Bone.lKn.y), Vec2(response.Players.Bone.lAn.x, response.Players.Bone.lAn.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rKn.x, response.Players.Bone.rKn.y), Vec2(response.Players.Bone.rAn.x, response.Players.Bone.rAn.y)); //Health if (isPlayerHealth) { float healthLength = screenWidth / 60; if (healthLength < mx) healthLength = mx; if (response.Players.Health < 25) clrHealth = Color(255, 0, 0); else if (response.Players.Health < 50) clrHealth = Color(255, 165, 0); else if (response.Players.Health < 75) clrHealth = Color(255, 255, 0); else clrHealth = Color(0, 255, 0); if (response.Players.Health == 0) esp.DrawText(Color(255, 0, 0), "Knocked", Vec2(x, top - screenHeight / 225), textsize); else { esp.DrawFilledRect(clrHealth, Vec2(x - healthLength, top - screenHeight / 110), Vec2(x - healthLength + (2 * healthLength) * response.Players.Health / 100, top - screenHeight / 225)); esp.DrawRect(Color(0, 0, 0), screenHeight / 660, Vec2(x - healthLength, top - screenHeight / 110), Vec2(x + healthLength, top - screenHeight / 225)); }
do you have it for c#Enjoy it
[/CODE]Code://Skelton if (isSkelton && response.Players.Bone.isBone && !response.Players.isBot) { esp.DrawLine(Color().White(), 1, Vec2(x, y), Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y), Vec2(response.Players.Bone.cheast.x, response.Players.Bone.cheast.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.cheast.x, response.Players.Bone.cheast.y), Vec2(response.Players.Bone.pelvis.x, response.Players.Bone.pelvis.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y), Vec2(response.Players.Bone.lSh.x, response.Players.Bone.lSh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.neck.x, response.Players.Bone.neck.y), Vec2(response.Players.Bone.rSh.x, response.Players.Bone.rSh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lSh.x, response.Players.Bone.lSh.y), Vec2(response.Players.Bone.lElb.x, response.Players.Bone.lElb.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rSh.x, response.Players.Bone.rSh.y), Vec2(response.Players.Bone.rElb.x, response.Players.Bone.rElb.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lElb.x, response.Players.Bone.lElb.y), Vec2(response.Players.Bone.lWr.x, response.Players.Bone.lWr.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rElb.x, response.Players.Bone.rElb.y), Vec2(response.Players.Bone.rWr.x, response.Players.Bone.rWr.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.pelvis.x, response.Players.Bone.pelvis.y), Vec2(response.Players.Bone.lTh.x, response.Players.Bone.lTh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.pelvis.x, response.Players.Bone.pelvis.y), Vec2(response.Players.Bone.rTh.x, response.Players.Bone.rTh.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lTh.x, response.Players.Bone.lTh.y), Vec2(response.Players.Bone.lKn.x, response.Players.Bone.lKn.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rTh.x, response.Players.Bone.rTh.y), Vec2(response.Players.Bone.rKn.x, response.Players.Bone.rKn.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.lKn.x, response.Players.Bone.lKn.y), Vec2(response.Players.Bone.lAn.x, response.Players.Bone.lAn.y)); esp.DrawLine(Color().White(), 1, Vec2(response.Players.Bone.rKn.x, response.Players.Bone.rKn.y), Vec2(response.Players.Bone.rAn.x, response.Players.Bone.rAn.y)); //Health if (isPlayerHealth) { float healthLength = screenWidth / 60; if (healthLength < mx) healthLength = mx; if (response.Players.Health < 25) clrHealth = Color(255, 0, 0); else if (response.Players.Health < 50) clrHealth = Color(255, 165, 0); else if (response.Players.Health < 75) clrHealth = Color(255, 255, 0); else clrHealth = Color(0, 255, 0); if (response.Players.Health == 0) esp.DrawText(Color(255, 0, 0), "Knocked", Vec2(x, top - screenHeight / 225), textsize); else { esp.DrawFilledRect(clrHealth, Vec2(x - healthLength, top - screenHeight / 110), Vec2(x - healthLength + (2 * healthLength) * response.Players.Health / 100, top - screenHeight / 225)); esp.DrawRect(Color(0, 0, 0), screenHeight / 660, Vec2(x - healthLength, top - screenHeight / 110), Vec2(x + healthLength, top - screenHeight / 225)); }
I found it as an enumu should get position of bones in world, convert it to screen position and connect using lines. in every game its different because there is no default unity class with bones
nahdo you have it for c#
Im using SkinnedMeshRenderer bonesu should firstly convert every world bone point to screen point and only then connect it
Whyif u can draw boxes u can also do skeletons. i cant help
skeleton is correct but directions are wrong come on pls helpif u can draw boxes u can also do skeletons. i cant help
drop topic linki explained my full algorytm i used to do skeletons in FA. now your turn. just do it
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