Не знаю,как насчёт аризоны, но на нубо работает.Ищу дамагер, либо крашер, на край можно и рванку с ног для гейзоны и нубо рп, всем буду благодарен.
script_name("EnterCrasher (bypass)")
script_author("seven.eXe")
local samp = require "samp.events"
local act = false
function main()
repeat wait(0) until isSampAvailable()
sampAddChatMessage("Enter crasher (Bypass) | {FFFFFF}Loaded. Author: S E V E N", 0xFFFF00)
sampRegisterChatCommand("ecrash", function()
act = not act
sampAddChatMessage(act and "Enter crasher (Bypass) | {FFFFFF}Activated." or "Enter crasher (Bypass) | {FFFFFF}Deactivated", 0xFFFF00)
end)
end...
Не знаю,как насчёт аризоны, но на нубо работает.Ищу дамагер, либо крашер, на край можно и рванку с ног для гейзоны и нубо рп, всем буду благодарен.
script_name("EnterCrasher (bypass)")
script_author("seven.eXe")
local samp = require "samp.events"
local act = false
function main()
repeat wait(0) until isSampAvailable()
sampAddChatMessage("Enter crasher (Bypass) | {FFFFFF}Loaded. Author: S E V E N", 0xFFFF00)
sampRegisterChatCommand("ecrash", function()
act = not act
sampAddChatMessage(act and "Enter crasher (Bypass) | {FFFFFF}Activated." or "Enter crasher (Bypass) | {FFFFFF}Deactivated", 0xFFFF00)
end)
end
function samp.onPlayerEnterVehicle(playerId, enterId, passenger)
lua_thread.create(function()
if act then
local _, crashedVehicle = sampGetCarHandleBySampVehicleId(enterId)
local vehPos = {getCarCoordinates(crashedVehicle)}
wait(200)
local data = samp_create_sync_data('player')
data.position = {vehPos[1], vehPos[2], vehPos[3]}
data.moveSpeed = {0.4999, 0.4999, 0.4999}
data.send()
local data = samp_create_sync_data('unoccupied')
data.vehicleId = enterId
data.seatId = 0
data.position = {vehPos[1], vehPos[2], vehPos[3] - 0.5}
data.send()
sampAddChatMessage("Enter crasher (Bypass) | [" .. playerId .. "] Crashed.", 0xFFFF00)
end
end)
end
function samp_create_sync_data(sync_type, copy_from_player)
local ffi = require 'ffi'
local sampfuncs = require 'sampfuncs'
-- from SAMP.Lua
local raknet = require 'samp.raknet'
require 'samp.synchronization'
copy_from_player = copy_from_player or true
local sync_traits = {
player = {'PlayerSyncData', raknet.PACKET.PLAYER_SYNC, sampStorePlayerOnfootData},
vehicle = {'VehicleSyncData', raknet.PACKET.VEHICLE_SYNC, sampStorePlayerIncarData},
passenger = {'PassengerSyncData', raknet.PACKET.PASSENGER_SYNC, sampStorePlayerPassengerData},
aim = {'AimSyncData', raknet.PACKET.AIM_SYNC, sampStorePlayerAimData},
trailer = {'TrailerSyncData', raknet.PACKET.TRAILER_SYNC, sampStorePlayerTrailerData},
unoccupied = {'UnoccupiedSyncData', raknet.PACKET.UNOCCUPIED_SYNC, nil},
bullet = {'BulletSyncData', raknet.PACKET.BULLET_SYNC, nil},
spectator = {'SpectatorSyncData', raknet.PACKET.SPECTATOR_SYNC, nil}
}
local sync_info = sync_traits[sync_type]
local data_type = 'struct ' .. sync_info[1]
local data = ffi.new(data_type, {})
local raw_data_ptr = tonumber(ffi.cast('uintptr_t', ffi.new(data_type .. '*', data)))
-- copy player's sync data to the allocated memory
if copy_from_player then
local copy_func = sync_info[3]
if copy_func then
local _, player_id
if copy_from_player == true then
_, player_id = sampGetPlayerIdByCharHandle(PLAYER_PED)
else
player_id = tonumber(copy_from_player)
end
copy_func(player_id, raw_data_ptr)
end
end
-- function to send packet
local func_send = function()
local bs = raknetNewBitStream()
raknetBitStreamWriteInt8(bs, sync_info[2])
raknetBitStreamWriteBuffer(bs, raw_data_ptr, ffi.sizeof(data))
raknetSendBitStreamEx(bs, sampfuncs.HIGH_PRIORITY, sampfuncs.UNRELIABLE_SEQUENCED, 1)
raknetDeleteBitStream(bs)
end
-- metatable to access sync data and 'send' function
local mt = {
__index = function(t, index)
return data[index]
end,
__newindex = function(t, index, value)
data[index] = value
end
}
return setmetatable({send = func_send}, mt)
end
Привет бро! спасибо за крашер! Прекрасно работает и на нубо рп, и на арз, правда на арз кикает временами, но работу свою все равно выполняет)Не знаю,как насчёт аризоны, но на нубо работает.
Источник - [LUA] ENTER CRASHER - КРАШИМ ИГРОКОВ ПО ФАНУ [ARP, DRP, REVENT]
Уверен, есть тема на BH по поводу этого скрипта, но я не нашёл и не видел.Lua:script_name("EnterCrasher (bypass)") script_author("seven.eXe") local samp = require "samp.events" local act = false function main() repeat wait(0) until isSampAvailable() sampAddChatMessage("Enter crasher (Bypass) | {FFFFFF}Loaded. Author: S E V E N", 0xFFFF00) sampRegisterChatCommand("ecrash", function() act = not act sampAddChatMessage(act and "Enter crasher (Bypass) | {FFFFFF}Activated." or "Enter crasher (Bypass) | {FFFFFF}Deactivated", 0xFFFF00) end) end function samp.onPlayerEnterVehicle(playerId, enterId, passenger) lua_thread.create(function() if act then local _, crashedVehicle = sampGetCarHandleBySampVehicleId(enterId) local vehPos = {getCarCoordinates(crashedVehicle)} wait(200) local data = samp_create_sync_data('player') data.position = {vehPos[1], vehPos[2], vehPos[3]} data.moveSpeed = {0.4999, 0.4999, 0.4999} data.send() local data = samp_create_sync_data('unoccupied') data.vehicleId = enterId data.seatId = 0 data.position = {vehPos[1], vehPos[2], vehPos[3] - 0.5} data.send() sampAddChatMessage("Enter crasher (Bypass) | [" .. playerId .. "] Crashed.", 0xFFFF00) end end) end function samp_create_sync_data(sync_type, copy_from_player) local ffi = require 'ffi' local sampfuncs = require 'sampfuncs' -- from SAMP.Lua local raknet = require 'samp.raknet' require 'samp.synchronization' copy_from_player = copy_from_player or true local sync_traits = { player = {'PlayerSyncData', raknet.PACKET.PLAYER_SYNC, sampStorePlayerOnfootData}, vehicle = {'VehicleSyncData', raknet.PACKET.VEHICLE_SYNC, sampStorePlayerIncarData}, passenger = {'PassengerSyncData', raknet.PACKET.PASSENGER_SYNC, sampStorePlayerPassengerData}, aim = {'AimSyncData', raknet.PACKET.AIM_SYNC, sampStorePlayerAimData}, trailer = {'TrailerSyncData', raknet.PACKET.TRAILER_SYNC, sampStorePlayerTrailerData}, unoccupied = {'UnoccupiedSyncData', raknet.PACKET.UNOCCUPIED_SYNC, nil}, bullet = {'BulletSyncData', raknet.PACKET.BULLET_SYNC, nil}, spectator = {'SpectatorSyncData', raknet.PACKET.SPECTATOR_SYNC, nil} } local sync_info = sync_traits[sync_type] local data_type = 'struct ' .. sync_info[1] local data = ffi.new(data_type, {}) local raw_data_ptr = tonumber(ffi.cast('uintptr_t', ffi.new(data_type .. '*', data))) -- copy player's sync data to the allocated memory if copy_from_player then local copy_func = sync_info[3] if copy_func then local _, player_id if copy_from_player == true then _, player_id = sampGetPlayerIdByCharHandle(PLAYER_PED) else player_id = tonumber(copy_from_player) end copy_func(player_id, raw_data_ptr) end end -- function to send packet local func_send = function() local bs = raknetNewBitStream() raknetBitStreamWriteInt8(bs, sync_info[2]) raknetBitStreamWriteBuffer(bs, raw_data_ptr, ffi.sizeof(data)) raknetSendBitStreamEx(bs, sampfuncs.HIGH_PRIORITY, sampfuncs.UNRELIABLE_SEQUENCED, 1) raknetDeleteBitStream(bs) end -- metatable to access sync data and 'send' function local mt = { __index = function(t, index) return data[index] end, __newindex = function(t, index, value) data[index] = value end } return setmetatable({send = func_send}, mt) end
Рад помочь :)Привет бро! спасибо за крашер! Прекрасно работает и на нубо рп, и на арз, правда на арз кикает временами, но работу свою все равно выполняет)