[CLEO] Сборник рабочих клео (ОБНОВЛЕНО)
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_UNBAN_ |
Дата: Среда, 25.02.2015, 17:02 | Сообщение # 31
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Боец
Сообщений: 75
Статус: Offline
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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
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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.
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sevada009 |
Дата: Среда, 25.02.2015, 18:05 | Сообщение # 33
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Боец
Сообщений: 216
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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.
YM: 41001676780193
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Renato_Skalette |
Дата: Среда, 25.02.2015, 19:09 | Сообщение # 34
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Боец
Сообщений: 126
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Парочку взял,надеюсь рабочие
Kotlette World Of Tanks - Больше чем игра! Прав не тот, кто прав, прав тот, у кого больше прав. (c) Народное творчество
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[CM]Vanish |
Дата: Среда, 25.02.2015, 19:48 | Сообщение # 35
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Боец
Сообщений: 54
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Взял 3 штуки, надеюсь без стиллера
☻▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬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
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_Prizrak_ |
Дата: Четверг, 26.02.2015, 15:23 | Сообщение # 36
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Новичок
Сообщений: 9
Статус: Offline
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Не плохо, хорошие клое, взял парочку
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ilovebeer |
Дата: Четверг, 05.03.2015, 22:52 | Сообщение # 37
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Новичок
Сообщений: 18
Статус: Offline
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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
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WaZZdub |
Дата: Четверг, 05.03.2015, 23:09 | Сообщение # 38
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Знаток
Сообщений: 554
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Спасибо за клео.Взял себе пару штук!Не забрасывай темку,дополняй!
Музыка в Телеге - https://t.me/cttss
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Barry_Белый |
Дата: Пятница, 26.06.2015, 12:29 | Сообщение # 40
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Новичок
Сообщений: 5
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А что надо для Анти-ограна ?
#White tawiter
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DonaldTawerok |
Дата: Пятница, 26.06.2015, 12:48 | Сообщение # 41
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Боец
Сообщений: 80
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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
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[CM]Borman |
Дата: Четверг, 06.08.2015, 14:17 | Сообщение # 42
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Cheater228
Сообщений: 279
Статус: Offline
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Отличная сборка,малень-ко взял)
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[CM]Rayder |
Дата: Четверг, 06.08.2015, 14:18 | Сообщение # 43
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Боец
Сообщений: 174
Статус: Offline
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Воу воу воу, хорошая сборка! Жирный +
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Nub1993 |
Дата: Понедельник, 17.08.2015, 15:09 | Сообщение # 44
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Боец
Сообщений: 254
Статус: Offline
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Для Адванса какие из этих клео рабочие?
На СМ уже 2827 дней.
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-УТКА- |
Дата: Понедельник, 17.08.2015, 15:21 | Сообщение # 45
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Бывалый
Сообщений: 323
Статус: Offline
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Взял пару клео Спасибо + дал
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