Результат:чёт намудрил с кавычками ты
0AD3: 0@ = format "%i" 2@ и всё
1@ += 1
0C1C: 0@ = itoa 1@ radix 10
0AF5: write_string 2@ to_ini_file "cleo\kek.ini" section "kek" key 0@
Получаешь хендл и получаешь координаты, хули сложного ?Как определить координаты игрока по хендлу или айди?
Так вот для handle:Как определить координаты игрока по хендлу или айди?
04C4: store_coords_to 0@ 1@ 2@ from_actor 0@ with_offset 0.0 0.0 0.0
0B20: samp 0@ = actor_handle_by_samp_player_id 420
04C4: store_coords_to 0@ 1@ 2@ from_actor 0@ with_offset 0.0 0.0 0.0
{$CLEO .cs}
0000: NOP
thread "HP"
:HP
wait 0
0@ = Actor.Health($PLAYER_ACTOR)
if
not 0@ >= 100
jf @HP
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 51 position 97.5 403.0 size 194.5 89.0 RGBA 60 0 0 255
if
not 0@ >= 50
jf @HP
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 52 position 97.5 403.0 size 194.5 89.0 RGBA 60 0 0 255
jump @HP
{$CLEO .cs}
THREAD "AUTOFRISK"
:START
wait 0
if
0AB0: key_pressed 97
jf @START
if
0AB1: call @get_id_nearest_player 0 retr_to fdist 0@ sid 1@
jf @START
0AF9: "/frisk %d" 1@
wait 100
0C72: set_virtual_key 0x7A down true
wait 100
0C72: set_virtual_key 0x7A down false
wait 1000
jump @START
:get_id_nearest_player
// FOR ALL PEDS
3@ = 1000.0 // Max. distance
4@ = 0xFFFFFF // Nearest player handle / id
0A8D: 0@ = read_memory 0xB74490 size 4 virtual_protect 0
0@ += 4
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
for 1@ = 0 to 35584 step 0x100
0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
0@++
if and
2@ >= 0x00
2@ < 0x80
then
005A: 2@ += 1@
if or
003C: $PLAYER_ACTOR == 2@ // LOCAL_PLAYER == REMOTE_PLAYER
856D: NOT actor 2@ defined // REMOTE PLAYER IS NOT DEFINED
then continue
end
0AB1: call @distanceBetweenActor 1 remote_player_handle 2@ retr_dist_to 5@
if 0025: 3@ > 5@ // Max. dist > cur.
then
0087: 3@ = 5@ // Max. dist = cur.
0085: 4@ = 2@ // Save remote player handle
end
end
end
if 4@ = SAMP.GetSAMPPlayerIDByActorHandle(4@)
then
0485: return_true
else
059A: return_false
end
0AB2: ret 2 3@ 4@
:distanceBetweenActor
Actor.StorePos(0@, 1@, 2@, 3@)
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
050A: 7@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 1@ 2@ 3@
0AB2: ret 1 7@
И там в 0A9A есть настройка mode, что там вписывать?
Parameters:
1 = variable to store the file handle
2 = file name. If the path is relative, the file is open in accordance with the current directory (opcode 0A99).
3 = file open mode:
0x6272 - opens binary file for reading
0x72 - opens text file for reading
0x6277 - opens binary file for writing
0x77 - opens text file for writing
CLEO 4 Specialities
CLEO 4 simplifies the task of setting the mode using standard methods.
You can replace the mode parameter with a string to specify the opening mode. If you don't use a string, the CLEO 3 opening mode will be used.
"rb" = read binary file
"wb" = write binary file
"wb+" = write binary file (create it if it doesn't exist)
"ab" = append binary file (write at the end)
"ab+" = append binary file (create it if it doesn't exist)
"rt" = read text file
"wt" = write text file
"wt+" = write text file (create it if it doesn't exist)
"at" = append text file
"at+" = append text file (create it if it doesn't exist)
"rb+" = read/write binary file
"rt+" = read/write text file
:zapis
wait 0
if 1@ == true
jf @zapis
0A8E: 5@ = 5@ + 1 // int
Actor.StorePos($Player_Actor, 2@, 3@, 4@)
0A9A: $hFILE = openfile "botg.ini" mode 0x77 // IF and SET
0AD9: write_formatted_text "%dx-%d y-%d z-%d" in_file $hFILE 5@ 2@ 3@ 4@
jump @zapis
:zapis
wait 0
if 1@ == true
jf @zapis
0A8E: 5@ = 5@ + 1 // int
Actor.StorePos($Player_Actor, 2@, 3@, 4@)
0A9A: 7@ = openfile "botg.ini" mode 0x77 // IF and SET
0AD9: write_formatted_text "%dx-%f y-%f z-%f" in_file 7@ 5@ 2@ 3@ 4@
jump @zapis