Переписать клавиши активации камхака

chapmanidzee

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Автор темы
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Здравствуйте. Думаю из названия все понятно. Камхак активируется на клавиши C+1 и деактивируется на C+2. Нужно чтобы вместо С был правый шифт. Тобиш RSHIFT+1 RSHIFT+2
Спасибо заранее
 

Вложения

  • camhack.lua
    9 KB · Просмотры: 1
Решение
Lua:
script_name("CamHack")
script_author("sanek a.k.a Maks_Fender, edited by ANIKI")
require "lib.moonloader"


function main()
    --sampAddChatMessage('шо?', 0xFFFFFF)
    flymode = 0 
    speed = 1.0
    radarHud = 0
    time = 0
    keyPressed = 0
    while true do
    --displayRadar(false)
        wait(0)
        time = time + 1
        if isKeyDown(VK_RSHIFT) and isKeyDown(VK_1) then
            if flymode == 0 then
                --setPlayerControl(playerchar, false)
                displayRadar(false)
                displayHud(false)       
                posX, posY, posZ = getCharCoordinates(playerPed)
                angZ = getCharHeading(playerPed)
                angZ = angZ * -1.0...

minxty

Известный
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Lua:
script_name("CamHack")
script_author("sanek a.k.a Maks_Fender, edited by ANIKI")
require "lib.moonloader"


function main()
    --sampAddChatMessage('шо?', 0xFFFFFF)
    flymode = 0 
    speed = 1.0
    radarHud = 0
    time = 0
    keyPressed = 0
    while true do
    --displayRadar(false)
        wait(0)
        time = time + 1
        if isKeyDown(VK_RSHIFT) and isKeyDown(VK_1) then
            if flymode == 0 then
                --setPlayerControl(playerchar, false)
                displayRadar(false)
                displayHud(false)       
                posX, posY, posZ = getCharCoordinates(playerPed)
                angZ = getCharHeading(playerPed)
                angZ = angZ * -1.0
                setFixedCameraPosition(posX, posY, posZ, 0.0, 0.0, 0.0)
                angY = 0.0
                --freezeCharPosition(playerPed, false)
                --setCharProofs(playerPed, 1, 1, 1, 1, 1)
                --setCharCollision(playerPed, false)
                lockPlayerControl(true)
                flymode = 1
            --    sampSendChat('/anim 35')
            end
        end
        if flymode == 1 and not sampIsChatInputActive() and not isSampfuncsConsoleActive() then
            offMouX, offMouY = getPcMouseMovement() 
              
            offMouX = offMouX / 4.0
            offMouY = offMouY / 4.0
            angZ = angZ + offMouX
            angY = angY + offMouY

            if angZ > 360.0 then angZ = angZ - 360.0 end
            if angZ < 0.0 then angZ = angZ + 360.0 end

            if angY > 89.0 then angY = 89.0 end
            if angY < -89.0 then angY = -89.0 end   

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0       
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY     
            pointCameraAtPoint(poiX, poiY, poiZ, 2)

            curZ = angZ + 180.0
            curY = angY * -1.0     
            radZ = math.rad(curZ)
            radY = math.rad(curY)                   
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 10.0     
            cosZ = cosZ * 10.0       
            sinY = sinY * 10.0                       
            posPlX = posX + sinZ
            posPlY = posY + cosZ
            posPlZ = posZ + sinY             
            angPlZ = angZ * -1.0
            --setCharHeading(playerPed, angPlZ)

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0       
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY     
            pointCameraAtPoint(poiX, poiY, poiZ, 2)

            if isKeyDown(VK_W) then     
                radZ = math.rad(angZ)
                radY = math.rad(angY)                   
                sinZ = math.sin(radZ)
                cosZ = math.cos(radZ)     
                sinY = math.sin(radY)
                cosY = math.cos(radY)       
                sinZ = sinZ * cosY     
                cosZ = cosZ * cosY
                sinZ = sinZ * speed     
                cosZ = cosZ * speed       
                sinY = sinY * speed 
                posX = posX + sinZ
                posY = posY + cosZ
                posZ = posZ + sinY     
                setFixedCameraPosition(posX, posY, posZ, 0.0, 0.0, 0.0)     
            end

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0         
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY     
            pointCameraAtPoint(poiX, poiY, poiZ, 2)

            if isKeyDown(VK_S) then 
                curZ = angZ + 180.0
                curY = angY * -1.0     
                radZ = math.rad(curZ)
                radY = math.rad(curY)                   
                sinZ = math.sin(radZ)
                cosZ = math.cos(radZ)     
                sinY = math.sin(radY)
                cosY = math.cos(radY)       
                sinZ = sinZ * cosY     
                cosZ = cosZ * cosY
                sinZ = sinZ * speed     
                cosZ = cosZ * speed       
                sinY = sinY * speed                       
                posX = posX + sinZ
                posY = posY + cosZ
                posZ = posZ + sinY     
                setFixedCameraPosition(posX, posY, posZ, 0.0, 0.0, 0.0)
            end

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0       
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY     
            pointCameraAtPoint(poiX, poiY, poiZ, 2)
              
            if isKeyDown(VK_A) then 
                curZ = angZ - 90.0
                radZ = math.rad(curZ)
                radY = math.rad(angY)
                sinZ = math.sin(radZ)
                cosZ = math.cos(radZ)
                sinZ = sinZ * speed
                cosZ = cosZ * speed
                posX = posX + sinZ
                posY = posY + cosZ
                setFixedCameraPosition(posX, posY, posZ, 0.0, 0.0, 0.0)
            end

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0       
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY
            pointCameraAtPoint(poiX, poiY, poiZ, 2)       

            if isKeyDown(VK_D) then 
                curZ = angZ + 90.0
                radZ = math.rad(curZ)
                radY = math.rad(angY)
                sinZ = math.sin(radZ)
                cosZ = math.cos(radZ)       
                sinZ = sinZ * speed
                cosZ = cosZ * speed
                posX = posX + sinZ
                posY = posY + cosZ     
                setFixedCameraPosition(posX, posY, posZ, 0.0, 0.0, 0.0)
            end

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0       
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY     
            pointCameraAtPoint(poiX, poiY, poiZ, 2)   

            if isKeyDown(VK_SPACE) then 
                posZ = posZ + speed
                setFixedCameraPosition(posX, posY, posZ, 0.0, 0.0, 0.0)
            end

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0       
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY     
            pointCameraAtPoint(poiX, poiY, poiZ, 2)

            if isKeyDown(VK_SHIFT) then 
                posZ = posZ - speed
                setFixedCameraPosition(posX, posY, posZ, 0.0, 0.0, 0.0)
            end

            radZ = math.rad(angZ)
            radY = math.rad(angY)             
            sinZ = math.sin(radZ)
            cosZ = math.cos(radZ)     
            sinY = math.sin(radY)
            cosY = math.cos(radY)       
            sinZ = sinZ * cosY     
            cosZ = cosZ * cosY
            sinZ = sinZ * 1.0     
            cosZ = cosZ * 1.0     
            sinY = sinY * 1.0       
            poiX = posX
            poiY = posY
            poiZ = posZ     
            poiX = poiX + sinZ
            poiY = poiY + cosZ
            poiZ = poiZ + sinY     
            pointCameraAtPoint(poiX, poiY, poiZ, 2)

            if keyPressed == 0 and isKeyDown(VK_F10) then
                keyPressed = 1
                if radarHud == 0 then
                    displayRadar(true)
                    displayHud(true)
                    radarHud = 1
                else
                    displayRadar(false)
                    displayHud(false)
                    radarHud = 0
                end
            end

            if wasKeyReleased(VK_F10) and keyPressed == 1 then keyPressed = 0 end

            if isKeyDown(187) then
                speed = speed + 0.01
                printStringNow(speed, 1000)
            end
                          
            if isKeyDown(189) then
                speed = speed - 0.01
                if speed < 0.01 then speed = 0.01 end
                printStringNow(speed, 1000)
            end   

            if isKeyDown(VK_RSHIFT) and isKeyDown(VK_2) then
                --setPlayerControl(playerchar, true)
                displayRadar(true)
                displayHud(true)
                radarHud = 0       
                angPlZ = angZ * -1.0
                --setCharHeading(playerPed, angPlZ)
                --freezeCharPosition(playerPed, false)
                lockPlayerControl(false)
                --setCharProofs(playerPed, 0, 0, 0, 0, 0)
                --setCharCollision(playerPed, true)
                restoreCameraJumpcut()
                setCameraBehindPlayer()
                flymode = 0     
            end
        end
    end
end

local sampev = require 'lib.samp.events'

function sampev.onPlayerChatBubble(id, col, dist, dur, msg)
    if flymode == 1 then
        return {id, col, 1488, dur, msg}
    end
end