Can someone make this into a script for me
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i tried making this into a script but once i added this code into a txt and made it a js it didnt show up in liquid, the script is called pointer esp and here's the code
var script = registerScript({ name: "PointerESP", version: "1.X", authors: ["AquaVit"] }); var EntityPlayer = Java.type('net.minecraft.entity.player.EntityPlayer') var EntityMob = Java.type('net.minecraft.entity.monster.EntityMob') var EntityAnimal = Java.type('net.minecraft.entity.passive.EntityAnimal') var EntitySquid = Java.type('net.minecraft.entity.passive.EntitySquid') var EntitySlime = Java.type('net.minecraft.entity.monster.EntitySlime') var GlStateManager = Java.type("net.minecraft.client.renderer.GlStateManager") var ScaledResolution = Java.type("net.minecraft.client.gui.ScaledResolution") var GL11 = Java.type("org.lwjgl.opengl.GL11") var MathHelper = Java.type("net.minecraft.util.MathHelper") var Color = Java.type('java.awt.Color') Math.toRadians = function (degrees) { return degrees * Math.PI / 180; }; function glColor(shit) { var alpha = (shit >> 24 & 0xFF) / 255; var red = (shit >> 16 & 0xFF) / 255; var green = (shit >> 8 & 0xFF) / 255; var blue = (shit & 0xFF) / 255; GlStateManager.color(red, green, blue, alpha); } function enableGL2D() { GL11.glDisable(2929); GL11.glEnable(3042); GL11.glDisable(3553); GL11.glBlendFunc(770, 771); GL11.glDepthMask(true); GL11.glEnable(2848); GL11.glHint(3154, 4354); GL11.glHint(3155, 4354); } function disableGL2D() { GL11.glEnable(3553); GL11.glDisable(3042); GL11.glEnable(2929); GL11.glDisable(2848); GL11.glHint(3154, 4352); GL11.glHint(3155, 4352); } function drawESPCircle(cx, cy, r, n, color) { GL11.glPushMatrix(); cx *= 2.0; cy *= 2.0; var b = 6.2831852 / n; var p = Math.cos(b); var s = Math.sin(b); var x = r *= 2.0; var y = 0.0; enableGL2D(); GL11.glScalef(0.5, 0.5, 0.5); GlStateManager.color(0,0,0); GlStateManager.resetColor(); glColor(color); GL11.glBegin(2); var ii = 0; while (ii < n) { GL11.glVertex2f(x + cx, y + cy); var t = x; x = p * x - s * y; y = s * t + p * y; ii++; } GL11.glEnd(); GL11.glScalef(2.0, 2.0, 2.0); disableGL2D(); GlStateManager.color(1, 1, 1, 1); GL11.glPopMatrix(); } script.registerModule({ name: "PointerESP", description: ":/", category: "Render", tag: ">3", settings: { mode: Setting.list({ name: "Mode", values: ["Solid", "Line"], default: "Line" }), player: Setting.boolean({ name: "Players", default: true }), mob: Setting.boolean({ name: "Mobs", default: false }), invis: Setting.boolean({ name: "Invisibles", default: false }), animals: Setting.boolean({ name: "Animals", default: false }), r: Setting.integer({ name: "Red", default: 5, min: 0, max: 255 }), g: Setting.integer({ name: "Green", default: 5, min: 0, max: 255 }), b: Setting.integer({ name: "Blue", default: 5, min: 0, max: 255 }), al: Setting.integer({ name: "Alpha", default: 5, min: 0, max: 255 }) } }, function (module) { module.on("render2D", function (event) { var a = new ScaledResolution(mc); GlStateManager.pushMatrix(); var size = 50; var xOffset = a.getScaledWidth() / 2 - 24.5; var yOffset = a.getScaledHeight() / 2 - 25.2; var playerOffsetX = mc.thePlayer.posX; var playerOffSetZ = mc.thePlayer.posZ; for (var i in mc.theWorld.loadedEntityList){ var entity = mc.theWorld.loadedEntityList[i] if (module.settings.mob.get() && (entity instanceof EntityMob || entity instanceof EntitySlime) && (module.settings.invis.get() || !entity.isInvisible())){ var loaddist = 0.2; var pTicks = mc.timer.renderPartialTicks; var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist); var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist); var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var rotY = -(pos2 * cos - pos1 * sin); var rotX = -(pos1 * cos + pos2 * sin); var var7 = 0 - rotX; var var9 = 0 - rotY; if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) { var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI); var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2; var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2; GlStateManager.pushMatrix(); GlStateManager.translate(x, y, 0); GlStateManager.rotate(angle, 0, 0, 1); GlStateManager.scale(1.5, 1.0, 1.0); if (module.settings.mode.get() == "Solid"){ drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } else { drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } GlStateManager.popMatrix(); } } if (module.settings.animals.get() && (entity instanceof EntityAnimal || entity instanceof EntitySquid) && (module.settings.invis.get() || !entity.isInvisible())){ var loaddist = 0.2; var pTicks = mc.timer.renderPartialTicks; var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist); var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist); var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var rotY = -(pos2 * cos - pos1 * sin); var rotX = -(pos1 * cos + pos2 * sin); var var7 = 0 - rotX; var var9 = 0 - rotY; if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) { var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI); var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2; var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2; GlStateManager.pushMatrix(); GlStateManager.translate(x, y, 0); GlStateManager.rotate(angle, 0, 0, 1); GlStateManager.scale(1.5, 1.0, 1.0); if (module.settings.mode.get() == "Solid"){ drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } else { drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } GlStateManager.popMatrix(); } } if (module.settings.player.get() && (entity instanceof EntityPlayer && entity != mc.thePlayer) && (module.settings.invis.get() || !entity.isInvisible())){ var loaddist = 0.2; var pTicks = mc.timer.renderPartialTicks; var pos1 = (((entity.posX + (entity.posX - entity.lastTickPosX) * pTicks) - playerOffsetX) * loaddist); var pos2 = (((entity.posZ + (entity.posZ - entity.lastTickPosZ) * pTicks) - playerOffSetZ) * loaddist); var cos = Math.cos(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var sin = Math.sin(mc.thePlayer.rotationYaw * (Math.PI * 2 / 360)); var rotY = -(pos2 * cos - pos1 * sin); var rotX = -(pos1 * cos + pos2 * sin); var var7 = 0 - rotX; var var9 = 0 - rotY; if (MathHelper.sqrt_double(var7 * var7 + var9 * var9) < size / 2 - 4) { var angle = (Math.atan2(rotY - 0, rotX - 0) * 180 / Math.PI); var x = ((size / 2) * Math.cos(Math.toRadians(angle))) + xOffset + size / 2; var y = ((size / 2) * Math.sin(Math.toRadians(angle))) + yOffset + size / 2; GlStateManager.pushMatrix(); GlStateManager.translate(x, y, 0); GlStateManager.rotate(angle, 0, 0, 1); GlStateManager.scale(1.5, 1.0, 1.0); if (module.settings.mode.get() == "Solid"){ drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 1.0, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); drawESPCircle(0, 0, 0.5, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } else { drawESPCircle(0, 0, 2.2, 3, new Color(module.settings.r.get(),module.settings.g.get(),module.settings.b.get(),module.settings.al.get()).getRGB()); } GlStateManager.popMatrix(); } } } GlStateManager.popMatrix(); }); });
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@linus-sex-tips Ask the script author for help. @AquaVit might know what is causing your problems. Also, if you want to use scripts, don't use LiquidBounce b73. A lot has changed in this version and old scripts are mostly incompatible with it.