[CLEO] Сборник рабочих клео (ОБНОВЛЕНО) - Страница 3 - Форум Cheat-Master.ru
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[CLEO] Сборник рабочих клео (ОБНОВЛЕНО)
_UNBAN_ Дата: Среда, 25.02.2015, 17:02 | Сообщение # 31
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Цитата JerryKoter ()
Название:Bag Bike Описание:Это СLEO дает возможность использовать баг на байке (стрелочка вперед) автоматически Активация:Shift + Ё Скачать: Ну и ссылка тут*

У меня нету клавиши Е. Или я просто чайни и не знаю где она. Кто поможет?


10 дней на CM [✔] 10 репутации на CM [✔] Новичок [✔]
15 дней на CM [✔] 20 репутации на CM [✔] Любитель [✔]
20 дней на CM [✔] 50 репутации на CM [✔] Боец [✔]
30 дней на CM [✔] 100 репутации на CM [✔] Боец(х2) [✖]
40 дней на CM [✔] 250 репутации на CM [✔] Бывалый [✖]
60 дней на CM [✔] 300 репутации на CM [✔] Знаток [✖]
70 дней на CM [✔] 400 репутации на CM [✖] Советник [✖]
80 дней на CM [✔] 500 репутации на CM [✖] Авторитет [✖]
90 дней на CM [✔] 600 репутации на CM [✖] Легенда [✖]
100 дней на CM [✔] 1000+ репутации на CM [✖] Cheat-master
fragma Дата: Среда, 25.02.2015, 17:19 | Сообщение # 32
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Цитата _UNBAN_ ()
У меня нету клавиши Е. Или я просто чайни и не знаю где она. Кто поможет?





Пишу на заказ CLEO скрипты, SF и ASI плагины.
sevada009 Дата: Среда, 25.02.2015, 18:05 | Сообщение # 33
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Мдее...
Вообще-то, это моя сборка, которую я сделал месяца 3-4 назад, и ее почему-то удалили.
Во всех ссылках на скачивание упоминается мой ник.
dry


YM: 41001676780193
Renato_Skalette Дата: Среда, 25.02.2015, 19:09 | Сообщение # 34
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Парочку взял,надеюсь рабочие happy

Kotlette
World Of Tanks - Больше чем игра!
Прав не тот, кто прав, прав тот, у кого больше прав. (c) Народное творчество
[CM]Vanish Дата: Среда, 25.02.2015, 19:48 | Сообщение # 35
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Взял 3 штуки, надеюсь без стиллера happy

☻▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☻
► Хочу 1000 репы! ◄
-----
Мои темы:
• [DRP] Читы,баги,советы - http://cheat-master.ru/forum/192-439521-1
• Сборка аватарок - http://cheat-master.ru/forum/134-439994-1
• [DRP] Зарабатываем очень быстро на работе "водолаза" - http://cheat-master.ru/forum/192-443994-1
• [ARP] Устраиваемся на работу с любого места - http://cheat-master.ru/forum/146-444087-1
☻▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☻
WMR: R100092862733
_Prizrak_ Дата: Четверг, 26.02.2015, 15:23 | Сообщение # 36
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Не плохо, хорошие клое, взял парочку smile

.
ilovebeer Дата: Четверг, 05.03.2015, 22:52 | Сообщение # 37
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Название:Авто-sellgun.
Описание:С этим CLEO Вам не придется прописывать команду /sellgun.
Активация:/de Даё вам 166 пт Deagl'a и берёт со склада 498 матов.
/sh Даёт вам 166 Shotgan'a и берёт со склада 498 матов.
/m Даёт вам 166 M4 и берёт со склада 498 матов.
/dsm даёт 166 Deagle Shota, M4, и берёт 1.5к матов.
Скачать:

Перезалей ссылку
WaZZdub Дата: Четверг, 05.03.2015, 23:09 | Сообщение # 38
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Спасибо за клео.Взял себе пару штук!Не забрасывай темку,дополняй!

Музыка в Телеге -
https://t.me/cttss
Минора Дата: Пятница, 06.03.2015, 02:19 | Сообщение # 39
KUNTEYNIR
Сообщений: 1377
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Полезно,однако советую тебе красивее оформить тему,уж больно неудобно смотреть

Barry_Белый Дата: Пятница, 26.06.2015, 12:29 | Сообщение # 40
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А что надо для Анти-ограна ?
arrow


#White tawiter
DonaldTawerok Дата: Пятница, 26.06.2015, 12:48 | Сообщение # 41
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Код клео перезарядки на "R":
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
thread "SKRIPT_MOD"

:SKRIPT_MOD_16
wait 0
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SKRIPT_MOD_16
if and
not Actor.Dead($PLAYER_ACTOR)
09E7: player $PLAYER_CHAR not_frozen
else_jump @SKRIPT_MOD_16
0470: $PLAYER_WEAP = actor $PLAYER_ACTOR current_weapon
if or
$PLAYER_WEAP == 22
$PLAYER_WEAP == 28
$PLAYER_WEAP == 32
else_jump @SKRIPT_MOD_104
jump @SKRIPT_MOD_264

:SKRIPT_MOD_104
if
$PLAYER_WEAP == 23
else_jump @SKRIPT_MOD_129
jump @SKRIPT_MOD_1231

:SKRIPT_MOD_129
if
$PLAYER_WEAP == 24
else_jump @SKRIPT_MOD_154
jump @SKRIPT_MOD_1664

:SKRIPT_MOD_154
if or
$PLAYER_WEAP == 27
$PLAYER_WEAP == 33
$PLAYER_WEAP == 34
$PLAYER_WEAP == 30
$PLAYER_WEAP == 31
else_jump @SKRIPT_MOD_207
jump @SKRIPT_MOD_2089

:SKRIPT_MOD_207
if
$PLAYER_WEAP == 29
else_jump @SKRIPT_MOD_232
jump @SKRIPT_MOD_2501

:SKRIPT_MOD_232
if
$PLAYER_WEAP == 26
else_jump @SKRIPT_MOD_257
jump @SKRIPT_MOD_2899

:SKRIPT_MOD_257
jump @SKRIPT_MOD_16

:SKRIPT_MOD_264
if
84EE: not animation "COLT45" loaded
else_jump @SKRIPT_MOD_302
04ED: load_animation "COLT45"
jump @SKRIPT_MOD_302

:SKRIPT_MOD_302
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo
if
$PLAYER_WEAP == 22
else_jump @SKRIPT_MOD_349
0653: $ZNACHENIE = float_stat 69
jump @SKRIPT_MOD_356

:SKRIPT_MOD_349
0653: $ZNACHENIE = float_stat 75

:SKRIPT_MOD_356
wait 0
04EE: animation "COLT45" loaded
else_jump @SKRIPT_MOD_356
if and
0597: actor $PLAYER_ACTOR crouching
$ZNACHENIE == 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_630
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 1 time -1 // versionA
0605: actor -1 perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 1 time -1 // versionA
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 2000
Player.CanMove($PLAYER_CHAR) = True
0992: set_player $PLAYER_CHAR weapons_scrollable 1
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_630
if and
0597: actor $PLAYER_ACTOR crouching
not $ZNACHENIE >= 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_835
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 1 time -1 // versionA
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_835
if and
$ZNACHENIE == 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_1065
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 2000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1065
if and
not $ZNACHENIE >= 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1231
if
84EE: not animation "SILENCED" loaded
else_jump @SKRIPT_MOD_1273
04ED: load_animation "SILENCED"
jump @SKRIPT_MOD_1273

:SKRIPT_MOD_1273
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_1288
wait 0
04EE: animation "SILENCED" loaded
else_jump @SKRIPT_MOD_1288
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_1503
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "CROUCHRELOAD" IFP_file "SILENCED" 4.0 loop 0 0 0 1 time -1 // versionA
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "SILENCED"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1503
if and
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SILENCE_RELOAD" IFP_file "SILENCED" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "SILENCED"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1664
if
84EE: not animation "PYTHON" loaded
else_jump @SKRIPT_MOD_1702
04ED: load_animation "PYTHON"
jump @SKRIPT_MOD_1702

:SKRIPT_MOD_1702
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_1717
wait 0
04EE: animation "PYTHON" loaded
else_jump @SKRIPT_MOD_1717
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_1933
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "PYTHON_CROUCHRELOAD" IFP_file "PYTHON" 4.0 loop 0 0 0 1 time -1 // versionA
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "PYTHON"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1933
if and
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "PYTHON_RELOAD" IFP_file "PYTHON" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "PYTHON"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2089
if
84EE: not animation "RIFLE" loaded
else_jump @SKRIPT_MOD_2125
04ED: load_animation "RIFLE"
jump @SKRIPT_MOD_2125

:SKRIPT_MOD_2125
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_2140
wait 0
04EE: animation "RIFLE" loaded
else_jump @SKRIPT_MOD_2140
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_2350
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "RIFLE_CROUCHLOAD" IFP_file "RIFLE" 4.0 loop 0 0 0 1 time -1 // versionA
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "RIFLE"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2350
if and
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RIFLE_LOAD" IFP_file "RIFLE" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "RIFLE"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2501
if
84EE: not animation "UZI" loaded
else_jump @SKRIPT_MOD_2533
04ED: load_animation "UZI"
jump @SKRIPT_MOD_2533

:SKRIPT_MOD_2533
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_2548
wait 0
04EE: animation "UZI" loaded
else_jump @SKRIPT_MOD_2548
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_2752
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "UZI_CROUCHRELOAD" IFP_file "UZI" 4.0 loop 0 0 0 1 time -1 // versionA
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "UZI"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2752
if and
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "UZI_RELOAD" IFP_file "UZI" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "UZI"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2899
if
84EE: not animation "COLT45" loaded
else_jump @SKRIPT_MOD_2937
04ED: load_animation "COLT45"
jump @SKRIPT_MOD_2937

:SKRIPT_MOD_2937
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo
0653: $ZNACHENIE = float_stat 73

:SKRIPT_MOD_2959
wait 0
04EE: animation "COLT45" loaded
else_jump @SKRIPT_MOD_2959
if and
$ZNACHENIE == 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_3212
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation_sequence "SAWNOFF_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "SAWNOFF_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 2000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_3212
if
04EE: animation "COLT45" loaded
else_jump @SKRIPT_MOD_2899
if and
not $OBOYMA == 0
0AB0: key_pressed 82
else_jump @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SAWNOFF_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
$OBOYMA *= -1
01B2: give_actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo $OBOYMA // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

Код анти-ограна:
:0
wait 0
if 0AFA: is_samp_structures_available
jf @0
0AF7: get_samp_base_to 25@

while true
wait 0
if and
0B2E: 0@ = read_samp_memory offset 0x13650 size 2
0B2D: write_samp_memory offset 0x13650 value 0xC390 size 2
endA __SBFTR
Код радарзума(видение игроков без клиста):
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
thread 'RDRZYYM'
wait 1000
0@ = 0

:RDRZYYM_25
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @RDRZYYM_25
wait 1000

:RDRZYYM_50
wait 0
if and
0AB0: key_pressed 107
not Actor.Driving($PLAYER_ACTOR)
else_jump @RDRZYYM_117
0@ += 10
if
0@ >= 170
else_jump @RDRZYYM_108
0@ = 170

:RDRZYYM_108
075B: zoom_radar 0@
wait 100

:RDRZYYM_117
if and
0AB0: key_pressed 109
not Actor.Driving($PLAYER_ACTOR)
else_jump @RDRZYYM_50
0@ -= 10
if
not 0@ >= 10
else_jump @RDRZYYM_169
0@ = 0

:RDRZYYM_169
075B: zoom_radar 0@
wait 100
jump @RDRZYYM_50

Бесконечные патроны:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:NONAME_2
wait 1000
if and
0AB0: key_pressed 17
0AB0: key_pressed 8
jf @NONAME_2
00BC: show_text_highpriority GXT 'CHEAT1' time 1000 flag 1 // ‹it-Їo™ aЇt›«o«a¬›њ
0A8C: write_memory 7600773 size 1 value 144 virtual_protect 1
0A8C: write_memory 7600815 size 1 value 144 virtual_protect 1
0A8C: write_memory 7600816 size 2 value 37008 virtual_protect 1
0A8C: write_memory 7612591 size 1 value 144 virtual_protect 1
0A8C: write_memory 7612646 size 1 value 144 virtual_protect 1
0A8C: write_memory 7612647 size 2 value 37008 virtual_protect 1
wait 50

:NONAME_134
wait 1000
if and
0AB0: key_pressed 17
0AB0: key_pressed 8
jf @NONAME_134
00BC: show_text_highpriority GXT 'CHEAT8' time 1000 flag 1 // ‹it-Їo™ «i™Їќ©ўe¬›њ
0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
jump @NONAME_2


Восстание
[CM]Borman Дата: Четверг, 06.08.2015, 14:17 | Сообщение # 42
Cheater228
Сообщений: 279
Статус: Offline
Отличная сборка,малень-ко взял)
[CM]Rayder Дата: Четверг, 06.08.2015, 14:18 | Сообщение # 43
Боец
Сообщений: 174
Статус: Offline
Воу воу воу, хорошая сборка! Жирный +
Nub1993 Дата: Понедельник, 17.08.2015, 15:09 | Сообщение # 44
Боец
Сообщений: 254
Статус: Offline
Для Адванса какие из этих клео рабочие?

На СМ уже 2827 дней.
-УТКА- Дата: Понедельник, 17.08.2015, 15:21 | Сообщение # 45
Бывалый
Сообщений: 323
Статус: Offline
Взял пару клео
Спасибо
+ дал


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