GlobalsSoundCheatLocalWorldInputRenderUIConvarEventEntitiesTraceUserCMDAntiAimExploitRagebotMaterial__filename:
string
Filename of the currently running script.
Path): ReferenceReturns a Reference to the specified ui element.
number): EntityReturns the Entity for the specified entity.
number, y: number): Vector2Returns a Vector2 with the specified coordinates.
number, y: number, z: number): Vector3Returns a Vector3 with the specified coordinates.
number, yaw: number, roll: number): AngleReturns Angle with the specified pitch/yaw/roll values.
number, g: number, b: number, a: number): RGBAReturns a RGBA color with the specified red/green/blue/alpha values.
Globals.Tickcount():
number
Returns the tick the server is on.
numberReturns the server's tickrate. The tickrate is how many ticks the server processes each second.
numberReturns the time between each tick.
This is equivalent to: 1 / Globals.Tickrate()
numberReturns the time of the server in seconds.
numberReturns the time in seconds since the game started.
numberReturns the time the last frame took to render. To convert to FPS use:
Math.floor(1 / Globals.Frametime())Sound.Play(filename:
string)
Plays a sound from a .wav file.
string)Plays a sound from a .wav file over the voicechat.
Interrupts the currently playing sound from Sound.PlayMicrophone.
Cheat.GetUsername():
string
Returns the name of the steam account at the point of the injection.
string, name: function)Registers a callback, check the Callbacks documentation for more information.
Cheat.RegisterCallback("CreateMove", function() {
// called every tick
})string)Executes a command in the CS:GO console.
// TODO: better example :kek:
Cheat.ExecuteCommand("say I'm using OTC (chams.cc)") // cringenumberReturns the current framestage.
| Stage | Meaning |
|---|---|
| 0 | Frame Start |
| 1 | Frame NetUpdate Start |
| 2 | Frame NetUpdate PostDataUpdate Start |
| 3 | Frame NetUpdate PostDataUpdate End |
| 4 | Frame NetUpdate End |
| 5 | Frame Render Start |
| 6 | Frame Render End |
string)Prints text into the CS:GO console.
A newline \n is not automatically appended, so make sure you include one.
string)Prints text into your local chat (only you can see it).
You can use special bytes to change the color:
| Byte | Color | Byte | Color | Byte | Color | Byte | Color | |||
|---|---|---|---|---|---|---|---|---|---|---|
| \x01 | White | \x05 | Lighter green | \x09 | Gold | \x0D | Dark purple | |||
| \x02 | Dark red | \x06 | Light green | \x0A | Gray | \x0E | Light purple | |||
| \x03 | Purple | \x07 | Red | \x0B | Aqua | \x0F | Light red | |||
| \x04 | Green | \x08 | Gray | \x0C | Blue |
Warning: The first character cannot be a color changing byte, adding a space at the start of the string fixes this issue.
RGBA, text: string)Same as Cheat.Print but colored.
Local.Latency():
number
Returns your latency to the server in seconds.
AngleReturns your current viweangles.
Global.RegisterCallback("Draw", function() {
const angles = Global.GetViewAngles();
Render.String(5, 5, 0, "Angles: pitch=" + angles.pitch + " yaw=" + angles.yaw + " roll=" + angles.roll, [255, 0, 0, 255]);
});Angle)Sets your current viewangles to the specified one.
string)Changes your clantag to the specified one.
numberReturns the yaw of your real.
numberReturns the yaw of your fake.
numberReturns the spread of your selected gun.
numberReturns the inaccuracy of your selected gun with other factors calculated (e.g. moving inaccuracy)
World.GetMapName():
string
Returns the current map name. (e.g. de_dust2, de_mirage)
stringReturns the current server (ip, port, offline match, ...) as a string.
This is used in the watermark.
Input.GetCursorPosition():
Vector2
Returns the current position of the cursor (mouse).
number): booleanReturns if the key is currently pressed.
For possible keys check Virtual Key Codes.
Note: Can only be used during a
Drawcallback.
Render.String(x:
number, y: number, align: number, text: string, color: RGBA, size: Size)
Renders the string text at the position x|y on the screen.
align === 0 is left-aligned and everything else is centered.size is optional.
// this will render a red colored string at the top left of the screen
Render.String(0, 0, 0, "Hello World", [255, 0, 0, 255]); string, size: Size): Vector2Returns width and height the text would need to be rendered.
number, y1: number, x2: number, y2: number, color: RGBA)Renders a line from x1|y1 to x2|y2.
number, y: number, width: number, height: number, color: RGBA)Renders the outline of a rectangle at x|y with the specified width and height.
number, y: number, width: number, height: number, color: RGBA)Renders a filled reactangle at x|y with the specified width and height.
number, y: number, width: number, height: number, direction: number, color1: RGBA?, color2: RGBA?)Renders a gradient reactangle at x|y with the specified width and height.
number, y: number, radius: number, color: RGBA)Renders a circle at x|y with the specified color and radius.
number, y: number, radius: number, color: RGBA)Renders a circle at x|y with the specified color and radius.
RGBA)Renders a polygon/triangle, the 3 corners are the points list.
Cheat.RegisterCallback("Draw", function() {
// draws a simple red polygon
Render.Polygon([[50, 0], [25, 50], [75, 50]], [255, 0, 0, 255]);
});Vector3): Vector2Transforms a world position to a screen position.
string, size: number, weight: number): numberCreates a new font with the specified name, size and weight, and returns its font identifier.
string, size: number, weight: number): numberReturns font identifier.
Returns 0 if the font is not found.
number, y: number, align: number, text: string, color: RGBA, font: number)Renders the string text at x|y with a custom font (see also Font).
Renders the texture at x|y with the specified width and height.
string): numberReturns a texture loaded from a file.
string, font: number): Vector2Like Render.TextSize but for custom fonts.
Vector2Returns the width and height of the screen (not the CS:GO window!).
UI.AddCheckbox(name:
string): Reference
Creates a checkbox element in the scripting section and returns a reference to it.
string, min: number, max: number): ReferenceCreates a slider element with the specified range in the scripting section and returns a reference to it.
string, min: number, max: number): ReferenceCreates a slider element with the specified range in the scripting section and returns a reference to it.
string): ReferenceCreates a hotkey element in the scripting section and returns a reference to it.
Use Reference.IsHotkeyActive to check if the hotkey is active.
string): ReferenceCreates a label element in the scripting section and returns a reference to it.
string, options): ReferenceCreates a dropdown element in the scripting section and returns a reference to it.options is a list of string.
Reference.GetValue on a dropdown returns a zero-indexed number
UI.AddDropdown("sample dropdown", ["option 0", "option 1", "option 2"])
// by default the first option is selected
UI.GetValue("sample dropdown") // 0
UI.SetValue("sample dropdown", 2) // sets dropdown to "option 2"string, options): ReferenceCreates a mnlti dropdown element in the scripting section and returns a reference to it.options is a list of string.
Reference.GetValue on a dropdown returns a number which has the bits of the active options set.
UI.AddMultiDropdown("sample multidropdown", ["option 0", "option 1", "option 2"])
UI.GetValue("sample multidropdown") // 0, because nothing is set
UI.SetValue("sample multidropdown", 0b101) // selects option 0 and 2 (bitwise)
UI.GetValue("sample multidropdown") // 5, because option 0 and 2 are setstring): ReferenceCreates a colorpicker element in the scripting section and returns a reference to it.
string): ReferenceCreates a textbox element in the scripting section and returns a reference to it.
booleanReturns if the menu is opened.
Convar.GetInt(name:
string): number
Returns the current value of the specified console variable.
string, value: number)Sets the value of the specified console variable to the specified value.
string): numberReturns the current value of the specified console variable.
string, value: number)Sets the value of the specified console variable to the specified value.
string): stringReturns the current value of the specified console variable.
string, value: string)Sets the value of the specified console variable to the specified value.
Note: Can only used during a
Callbacks.
Event.GetInt(name:
string): number
Returns the integer representation of the specified variable.
string): numberReturns the floating point representation of the specified variable.
string): stringReturns the string representation of the specified variable.
Entities.GetEntities(): Array[
Entity]
Returns the entityindex of every entity.
number): Array[Entity]Returns the entityindex of every entity with that class id.
Entity]Returns the entityindex of every player.
Entity]Returns the entityindex of every enemy.
Entity]Returns the entityindex of every teammates.
EntityReturns the entityindex of yourself.
EntityReturns the entityindex of the gamerules proxy.
// TODO: maybe link to some information about the GameRulesProxy?
number): EntityReturns the entityindex of the player with the matching user id.
Trace.Line(entityindex:
Entity, start: Vector3, end: Vector3)
Traces a line between start and end, ignoring the specified entity.
[target: Entity, fraction: number]
target is the entity who was hitfraction has 3 possible values:Entity, target: Entity, start: Vector3, end: Vector3)Traces a bullet between start and end.
Returns undefined if the target is not hit.
[target: Entity, damage: number, visibility: boolean, hitbox: number]
target is the entity from the function calldamage is the damage your current gun would dealvisibility is whether the target is visiblehitbox is the hitbox that gets hit, see also: HitboxWarning: If you've teamcheck on, this will return 0 damage on teammates and yourself!
NOTE: This can only be used during a
CreateMovecallback.
UserCMD.SetMovement(movement:
Vector3)
Sets the movement for the current user command.
Vector3Returns the planned movement for the current user command.
Vector3)Sets the viewangles for the current user command.
boolean)Forces yourself to jump (or not) in this user command.
boolean)Forces yourself to crouch (or not) in this user command.
AntiAim.GetOverride():
number
Returns whether the antiaim is being managed by a script.1 means it is and 0 means it isn't.
number)Enables/disables management of the antiaim.
Warning: A
booleanis not supported.
Use0instead offalseand1instead oftrue.
number)Sets the offset of your real (relative to your AntiAim.SetFakeOffset).
Degrees should be between -58 and 58.
number)Sets your yaw offset (relative to -180).
Degrees should be between -180 and 180.
number)Sets the offset of your fake (relative to your AntiAim.SetFakeOffset).
Degrees should be between -58 and 58.
Exploit.GetCharge():
number
Returns the current doubletap charge percentage between 0 and 1 and -1 if disabled.
Forces the ragebot to recharge the doubletap as soon as possible.
Disables automatic recharge.
Enables automatic recharge.
Note: Can only be used during a
CreateMovecallback.
Ragebot.GetTarget():
Entity
Returns the targetted entity.
Returns 0 if no entity is being targetted.
Entity)Ignores the specified entity for the current tick.
Entity)Forces the ragebot to shoot the specified entity for the current tick.
Entity)Forces the ragebot to only shoot safepoint for the specified entity for the current tick.
Entity, hitchance: number)Forces the ragebot to only shoot with at least the specified hitchance for the specified entity for the current tick.
Hitchance is a number between 0 and 100.
Entity, damage: number)Forces the ragebot to shoot for at least the specified damage for the specified entity for the current tick.
Damage 0 is treated as dynamic min damage.
Damage over 100 is treated as HP + (damage - 100).
Hitbox)Forces the ragebot to only shoot safepoint of the specified hitbox for the current tick.
Useful ressources:
Material.Create(name:
string): Material?
Creates a material and returns it or false if it fails.
The material is added to the "Visible type" dropdown in the chams section of the menu.
string): MaterialReturns the material.