CLEO [All Servers]Aimbot (with settings)

Krotchy

Известный
Автор темы
Проверенный
402
384
"4.3 нельзя." вместо точки должен был быть ?. Перепутал. Она на 4.3 работает? У меня скрипты есть которые работают только на 4.3!
Я хз работает на CLEO 4.3 или нет. Но все топовые скрипты пашут на 4.1. Что у тебя за скрипты такие на 4.3?
 

LaRossa

Потрачен
429
117
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Этот Aim от OpcodeXe можно считать переизданием только другим автором.

Добавленные улучшения

  • Более плавная наводка
  • Фильтр игнора скинов
Команды игнора определённых скинов
Код:
/igrove
/ivagos
/iballas
/iaztec
/irifa
/ilcn
/iyakuza
/irm
/ioff - сбросить игнор скинов

Требования

  • CLEO 4.1+
  • SAMPFUNCS 5.3+

Активация

  • 1. CapsLock
  • 2. NumPad*
Aim подойдет как для +с/слайдов так и для обычной стрельбы.

Автор: butchers

Данный Aim лучше этих Aim'ов:
Outdated - Skin-Aimbot.cs by OpcodeXe (С деактивацией)(https://blast.hk/threads/4249/)
CLEO - SkinAimbot(https://blast.hk/threads/17861/)
Зачем ты софты с других формов сюда перезаливаешь?
CLEO:
printf "~w~ Aim ~g~ on ~w~ dev. butchers perfect-soft.net" 1500

printf "~w~ Aim ~r~ off ~w~ dev. butchers perfect-soft.net" 1500

CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

NOP
cmd "igrove" @Noname_1602
cmd "ivagos" @Noname_1684
cmd "iballas" @Noname_1764
cmd "iaztec" @Noname_1927
cmd "irifa" @Noname_1845
cmd "iyakuza" @Noname_2006
cmd "ilcn" @Noname_2088
cmd "irm" @Noname_2166
cmd "ioff" @Noname_2249

:Noname_131
wait 0
if and
   not SAMP.ChatInputOpened
   not SAMP.IsDialogActive(-1)
key 106
else_jump @Noname_360
if
  31@ == 0
else_jump @Noname_270
printf "~w~ Aim ~g~ on ~w~ dev. butchers perfect-soft.net" 1500
018C: play_sound 1083 at 0.0 0.0 0.0
31@ = 1
wait 200
jump @Noname_360

:Noname_270
printf "~w~ Aim ~r~ off ~w~ dev. butchers perfect-soft.net" 1500
018C: play_sound 1058 at 0.0 0.0 0.0
31@ = 0
wait 200

:Noname_360
jump @Noname_367

:Noname_367
wait 0
if and
  31@ == 1
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @Noname_131

:Noname_397
wait 0
if and
actordef 2@
key 1
else_jump @Noname_131
0665: get_actor 2@ model_to 22@
if and
   not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
803B:   not  22@ == 23@ // (int)
803B:   not  22@ == 24@ // (int)
803B:   not  22@ == 25@ // (int)
803B:   not  22@ == 26@ // (int)
803B:   not  22@ == 27@ // (int)
803B:   not  22@ == 28@ // (int)
else_jump @Noname_131
0A96: 6@ = actor 2@ struct
6@ += 68
rmem 3@ 6@ 4 0
6@ += 4
rmem 4@ 6@ 4 0
6@ += 4
rmem 5@ 6@ 4 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if
06BD:   no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
else_jump @Noname_761
call @Noname_768 4 2@ 6@ 7@ 8@

:Noname_761
jump @Noname_397

:Noname_768
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
sact 7@ 8@ 9@ $PLAYER_ACTOR 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@ 
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@ 
0AE9: pop_float 13@
if
call @Noname_1502 0 16@
else_jump @Noname_1063
if
call @Noname_1068 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @Noname_1063
15@ += 0.0389
wmem 11989592 4 15@ 0

:Noname_1063
ret 0

:Noname_1068
if
  6@ == 5
else_jump @Noname_1133
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @Noname_1238

:Noname_1133
if
  6@ == 6
else_jump @Noname_1198
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @Noname_1238

:Noname_1198
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:Noname_1238
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @Noname_1281
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:Noname_1281
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @Noname_1334
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:Noname_1334
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @Noname_1377
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:Noname_1377
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @Noname_1430
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:Noname_1430
rmem 11@ 11989592 4 0
0063: 11@ -= 15@ // (float)
if and
   not 11@ >= 0.18
  11@ > -0.18
else_jump @Noname_1492
rtrue
jump @Noname_1494

:Noname_1492
rfalse

:Noname_1494
ret 1 15@

:Noname_1502
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
rmem 1@ 0@ 1 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
else_jump @Noname_1592
rtrue
jump @Noname_1594

:Noname_1592
rfalse

:Noname_1594
ret 1 1@

:Noname_1602
23@ = 105
24@ = 106
25@ = 107
26@ = 270
27@ = 271
28@ = 269
29@ = 56
printf "~w~ Ignore ~r~ grove" 1500
SAMP.CmdRet

:Noname_1684
23@ = 108
24@ = 109
25@ = 110
26@ = 190
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ vagos" 1500
SAMP.CmdRet

:Noname_1764
23@ = 102
24@ = 103
25@ = 104
26@ = 195
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ ballas" 1500
SAMP.CmdRet

:Noname_1845
23@ = 173
24@ = 174
25@ = 175
26@ = 226
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ rifa" 1500
SAMP.CmdRet

:Noname_1927
23@ = 114
24@ = 115
25@ = 116
26@ = 41
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ aztec" 1500
SAMP.CmdRet

:Noname_2006
23@ = 123
24@ = 117
25@ = 117
26@ = 120
27@ = 169
28@ = 186
29@ = -1
printf "~w~ Ignore ~ê~ yakuza" 1500
SAMP.CmdRet

:Noname_2088
23@ = 124
24@ = 113
25@ = 223
26@ = 91
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ lcn" 1500
SAMP.CmdRet

:Noname_2166
23@ = 111
24@ = 112
25@ = 125
26@ = 214
27@ = 272
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ russian" 1500
SAMP.CmdRet

:Noname_2249
23@ = -1
24@ = -1
25@ = -1
26@ = -1
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ off" 1500
SAMP.CmdRet
 

Krotchy

Известный
Автор темы
Проверенный
402
384
Зачем ты софты с других формов сюда перезаливаешь?
CLEO:
printf "~w~ Aim ~g~ on ~w~ dev. butchers perfect-soft.net" 1500

printf "~w~ Aim ~r~ off ~w~ dev. butchers perfect-soft.net" 1500

CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

NOP
cmd "igrove" @Noname_1602
cmd "ivagos" @Noname_1684
cmd "iballas" @Noname_1764
cmd "iaztec" @Noname_1927
cmd "irifa" @Noname_1845
cmd "iyakuza" @Noname_2006
cmd "ilcn" @Noname_2088
cmd "irm" @Noname_2166
cmd "ioff" @Noname_2249

:Noname_131
wait 0
if and
   not SAMP.ChatInputOpened
   not SAMP.IsDialogActive(-1)
key 106
else_jump @Noname_360
if
  31@ == 0
else_jump @Noname_270
printf "~w~ Aim ~g~ on ~w~ dev. butchers perfect-soft.net" 1500
018C: play_sound 1083 at 0.0 0.0 0.0
31@ = 1
wait 200
jump @Noname_360

:Noname_270
printf "~w~ Aim ~r~ off ~w~ dev. butchers perfect-soft.net" 1500
018C: play_sound 1058 at 0.0 0.0 0.0
31@ = 0
wait 200

:Noname_360
jump @Noname_367

:Noname_367
wait 0
if and
  31@ == 1
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @Noname_131

:Noname_397
wait 0
if and
actordef 2@
key 1
else_jump @Noname_131
0665: get_actor 2@ model_to 22@
if and
   not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
803B:   not  22@ == 23@ // (int)
803B:   not  22@ == 24@ // (int)
803B:   not  22@ == 25@ // (int)
803B:   not  22@ == 26@ // (int)
803B:   not  22@ == 27@ // (int)
803B:   not  22@ == 28@ // (int)
else_jump @Noname_131
0A96: 6@ = actor 2@ struct
6@ += 68
rmem 3@ 6@ 4 0
6@ += 4
rmem 4@ 6@ 4 0
6@ += 4
rmem 5@ 6@ 4 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if
06BD:   no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
else_jump @Noname_761
call @Noname_768 4 2@ 6@ 7@ 8@

:Noname_761
jump @Noname_397

:Noname_768
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
sact 7@ 8@ 9@ $PLAYER_ACTOR 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
call @Noname_1502 0 16@
else_jump @Noname_1063
if
call @Noname_1068 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @Noname_1063
15@ += 0.0389
wmem 11989592 4 15@ 0

:Noname_1063
ret 0

:Noname_1068
if
  6@ == 5
else_jump @Noname_1133
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @Noname_1238

:Noname_1133
if
  6@ == 6
else_jump @Noname_1198
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @Noname_1238

:Noname_1198
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:Noname_1238
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @Noname_1281
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:Noname_1281
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @Noname_1334
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:Noname_1334
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @Noname_1377
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:Noname_1377
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @Noname_1430
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:Noname_1430
rmem 11@ 11989592 4 0
0063: 11@ -= 15@ // (float)
if and
   not 11@ >= 0.18
  11@ > -0.18
else_jump @Noname_1492
rtrue
jump @Noname_1494

:Noname_1492
rfalse

:Noname_1494
ret 1 15@

:Noname_1502
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
rmem 1@ 0@ 1 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
else_jump @Noname_1592
rtrue
jump @Noname_1594

:Noname_1592
rfalse

:Noname_1594
ret 1 1@

:Noname_1602
23@ = 105
24@ = 106
25@ = 107
26@ = 270
27@ = 271
28@ = 269
29@ = 56
printf "~w~ Ignore ~r~ grove" 1500
SAMP.CmdRet

:Noname_1684
23@ = 108
24@ = 109
25@ = 110
26@ = 190
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ vagos" 1500
SAMP.CmdRet

:Noname_1764
23@ = 102
24@ = 103
25@ = 104
26@ = 195
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ ballas" 1500
SAMP.CmdRet

:Noname_1845
23@ = 173
24@ = 174
25@ = 175
26@ = 226
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ rifa" 1500
SAMP.CmdRet

:Noname_1927
23@ = 114
24@ = 115
25@ = 116
26@ = 41
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ aztec" 1500
SAMP.CmdRet

:Noname_2006
23@ = 123
24@ = 117
25@ = 117
26@ = 120
27@ = 169
28@ = 186
29@ = -1
printf "~w~ Ignore ~ê~ yakuza" 1500
SAMP.CmdRet

:Noname_2088
23@ = 124
24@ = 113
25@ = 223
26@ = 91
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ lcn" 1500
SAMP.CmdRet

:Noname_2166
23@ = 111
24@ = 112
25@ = 125
26@ = 214
27@ = 272
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ russian" 1500
SAMP.CmdRet

:Noname_2249
23@ = -1
24@ = -1
25@ = -1
26@ = -1
27@ = -1
28@ = -1
29@ = -1
printf "~w~ Ignore ~r~ off" 1500
SAMP.CmdRet
Захотелось. Законом запрещено?
 

BisQwit

Известный
456
124
Лучше всего использовать Сайлент аим 15 версии. Обход всех серверов.
 

Templer

Новичок
1
0
Все аими по скинцу то одинаковы) Ну тут хоть активация и игнор прикольные)
 

MidN1ght

Новичок
23
5
Почему когда я стреляю с Аимами, у меня оно целится рядом с игроком. Как это исправить?