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CLEO Release CHASE [video]

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y0mike

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Hello everyone.

CHASE is a hack that puts cars on fire and teleports them to a player. It will keep teleporting cars to them until they die, etc.

How to use?: Use /chase [ID]

Video: https://youtu.be/z8KXo-vkZ-Y


I have tried to make it as undetectable as possible but very good anticheats can detect it  :bawww:
 

Attachments

  • chase.cs
    29.4 KB · Views: 357

Fu$10N

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Re: [CLEO] CHASE [video]

Nice mod xD :urtheman:
Players will be like wtf? :table_flip: :trollface:
 

Josh_

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Re: [CLEO] CHASE [video]

Hahaha, buenísimo. :urtheman:
 

HarrisonFord

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Re: [CLEO] CHASE [video]

After a while, i crash :(
How to turn it off?
 

HarrisonFord

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Re: [CLEO] CHASE [video]

y0mike link said:
What do u mean? when do u crash?
and it turns off after the player dies.

When i do /chase ID , it starts. When the player dies and respawns it just continues on him..
The players leaves, and i just get alot of errors and crash.

Please add a off button :D
 

Sunny_Forelli

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Re: [CLEO] CHASE [video]

This is detectable - isn't it?
apart from that
pretty cool mod :)
 

maximko

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Re: [CLEO] CHASE [video]

Oh mah gawd! pretty cool!  :celeral_spitting:
 

y0mike

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Re: [CLEO] CHASE [video]

Sonny_Forelli link said:
This is detectable - isn't it?
apart from that
pretty cool mod :)

detectable on some servers
ive went on rp ones and never got banned just make sure there isnt like 100 cars around. then itll be easy to detect. if theres like 10-20 use that shit :)
 

Spix

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Re: [CLEO] CHASE [video]

Why crypt a simple mod like this? :motherofgod_
 

y0mike

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Re: [CLEO] CHASE [video]

SpexxTr0n link said:
Why crypt a simple mod like this? :motherofgod_

:imoverit: idk the script sucks and im not even a good cleo scripter but heres the script

Code:
{$CLEO .cs}
0000: NOP 
repeat
wait 0
until 0AFA:  is_samp_available
chatmsg "{b02424}[CHASE]:{a8d642} BY MIKE" -1
thread 'CHASE' 
0662: "BY MIKE"
0B34: samp register_client_command "chase" to_label @NONAME_40        
0@ = 0 
           
:NONAME_406
wait 5
0AD1: show_formatted_text_highpriority "..." time 999
SAMP.CmdRet()

:NONAME_405 // 0@ is the ID
wait 0
if
0@ == 1
else_jump @NONAME_405
0B2E: 21@ = read_samp_memory 0x12D60 size 2
0B2D: write samp_memory 0x12D60 value 0xC390 size 2
0B2E: 22@ = read_samp_memory 0x13FA0 size 2
0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
0B2E: 23@ = read_samp_memory 0x4830 size 1
0B2D: write samp_memory 0x4830 value 0xC3 size 1
SAMP.ReadSAMPMemory(3@, 77152, 2)
SAMP.WriteSAMPMemory(77152, 50064, 2)
0B2E: 24@ = read_samp_memory 0x5ED0 size 3
0B2D: write samp_memory 0x5ED0 value 0xC20800 size 3
0B2E: 25@ = read_samp_memory 0x41E0 size 1
0B2D: write samp_memory 0x41E0 Value 0xC3 size 1
00A0: store_actor 4@ position_to 7@ 8@ 9@
    33@ = 0
    29@ = 0
    for 6@ = 0 to 1500
    if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
    then
        if 
        8119: 28@ wrecked 
        then
        046C: 4@ = car 28@ driver
            if
            056D:   actor 4@ defined
            then
            wait 0
            else
            29@++  
            repeat
            wait 100
            0224: set_car 28@ health_to 0
            wait 100
            00AB: put_car 28@ at 7@ 8@ 9@
            0175: set_car 28@ Z_angle_to 359.0
            051B:   actor 4@ damaged_by_car 28@
            05EE: unfreeze_car 28@ while_on_path
            0AB1: @SYNC_VEHICLE 1 HANDLE 28@ 
            until 33@ > 300     
            end
         end
     end
  end       
            0AD1: show_formatted_text_highpriority "CHASE ~g~Enabled" time 2000
            if 29@ == 1
            then
            3@ += 3.0
            else 
                if 29@ == 2
                then
                3@ -= 3.0
                4@ += 3.0
                else
                    if 29@ == 3
                    then
                    3@ -= 3.0
                    4@ -= 3.0
                    else
                        if 29@ == 4
                        then
                        3@ += 3.0
                        4@ -= 3.0
                        end
                    end     
                end      
            end
       
    if 29@ > 4
    then 
    wait 5 
    end  
wait 10
0B2D: write samp_memory 0x12D60 value 21@ size 2
0B2D: write samp_memory 0x13FA0 value 22@ size 2
0B2D: write samp_memory 0x4830 value 23@ size 1
0B2D: write samp_memory 0x41E0 Value 25@ size 1
wait 1000
SAMP.WriteSAMPMemory(77152, 3@, 2)
0B2D: write samp_memory 0x5ED0 value 24@ size 3
wait 5
0@ = 0
SAMP.CmdRet()


:NONAME_40
wait 0
0B35: samp 1@ = get_last_command_params
if 
0AD4: 2@ = scan_string 1@ format "%d" 3@  
else_jump @NONAME_395
if
SAMP.IsPlayerConnected(3@)
else_jump @NONAME_41 
0B20: samp 4@ = actor_handle_by_samp_player_id 3@ 
if 
056D:   actor 4@ defined 
else_jump @NONAME_406
0@ = 1
Samp.CmdRet
goto @NONAME_405

:NONAME_41
wait 0
0AF8: samp add_message_to_chat "[CHASE] Player not connected." color 12566463  
SAMP.CmdRet


:NONAME_395
wait 0
0AF8: samp add_message_to_chat "[CHASE] USAGE: /chase [id]" color 12566463  
SAMP.CmdRet


:DistanceActorActor
00A0: store_actor 0@ position_to 2@ 3@ 4@
00A0: store_actor 1@ position_to 5@ 6@ 7@
050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
0AB2: ret 1 8@  

const
PACKET_VEHICLE_SYNC = 219
BS_TYPE_BYTE = 0
BS_TYPE_ARRAY = 5
end

//0AB1: @SYNC_VEHICLE 1 HANDLE 0@
:SYNC_VEHICLE
IF
0B2C: 1@ = get_vehicle_id_by_car_handle 0@
THEN  
    0AC8: 31@ = allocate_memory_size 63 // struct stInCarData ( size = 63 )
    0C0D: struct 31@ offset 0 size 2 = 1@ // sVehicleID;
    0C0D: struct 31@ offset 2 size 2 = 0 // sLeftRightKeys; 
    0C0D: struct 31@ offset 4 size 2 = 0 // sUpDownKeys;
    0C0D: struct 31@ offset 6 size 2 = 0 // sKeys;        
    0A97: 17@ = car 0@ struct  
    17@ += 0x14
    0A8D: 17@ = read_memory 17@ size 4 virtual_protect 0
    0AB1: call_scm_func @Quaternion_get 1 matrix_pointer 17@ Quat_x 18@ Quat_y 19@ Quat_z 20@ Quat_w 21@        
    0C0D: struct 31@ offset 8  size 4   = 18@
    0C0D: struct 31@ offset 12 size 4   = 19@
    0C0D: struct 31@ offset 16 size 4   = 20@
    0C0D: struct 31@ offset 20 size 4   = 21@ 
    0407: store_coords_to 24@ 23@ 22@ from_car 0@ with_offset 0.0 0.0 0.0
    0C0D: struct 31@ offset 24 size 4   = 24@
    0C0D: struct 31@ offset 28 size 4   = 23@
    0C0D: struct 31@ offset 32 size 4   = 22@    
    0A97: 22@ = car 0@ struct
    22@ += 68   //Snippet by OpcodeXe
    0A8D: 21@ = read_memory 22@ size 4 virtual_protect 0
    22@ += 0x4
    0A8D: 20@ = read_memory 22@ size 4 virtual_protect 0
    22@ += 0x4
    0A8D: 19@ = read_memory 22@ size 4 virtual_protect 0
    0C0D: struct 31@ offset 36  size 4   = 21@
    0C0D: struct 31@ offset 40  size 4   = 20@
    0C0D: struct 31@ offset 44  size 4   = 19@    
    0227: 18@ = car 0@ health
    0093: 17@ = integer 18@ to_float    
    0C0D: struct 31@ offset 48  size 4   = 17@  // car hp
    0226: 17@ = actor $PLAYER_ACTOR health
    0C0D: struct 31@ offset 52  size 1   = 17@   // PLAYER
    04DD: 16@ = actor $PLAYER_ACTOR armour
    0C0D: struct 31@ offset 53  size 1   = 16@   // ARMOUR
    0C0D: struct 31@ offset 54  size 1   = 0   // weapon    
    0C0D: struct 31@ offset 55  size 1   = 0   // siren
    0C0D: struct 31@ offset 56  size 1   = 0   
    0C0D: struct 31@ offset 57  size 2   = 0   
    0C0D: struct 31@ offset 59  size 4   = 0.0 // train speed    
    0B3D: raknet 29@ = new_bit_stream
    0B40: raknet bit_stream 29@ write PACKET_VEHICLE_SYNC type BS_TYPE_BYTE size 1
    0B40: raknet bit_stream 29@ write 31@ type BS_TYPE_ARRAY size 63
    0B8B: raknet send bit_stream 29@
    0B3E: raknet delete_bit_stream 29@
    0AC9: free_allocated_memory 31@
END
0AB2: 0

:Quaternion_get 
0C0C: 1@ = struct 0@ offset 0 size 4
0C0C: 2@ = struct 0@ offset 4 size 4
0C0C: 3@ = struct 0@ offset 8 size 4
0C0C: 4@ = struct 0@ offset 16 size 4
0C0C: 5@ = struct 0@ offset 20 size 4
0C0C: 6@ = struct 0@ offset 24 size 4
0C0C: 7@ = struct 0@ offset 32 size 4
0C0C: 8@ = struct 0@ offset 36 size 4
0C0C: 9@ = struct 0@ offset 40 size 4
 
005B: 10@ = 1@
005B: 10@ += 5@
005B: 10@ += 9@
 
if 0021: 10@ > 0.0
then
0007: 0@ = 0.5
000B: 10@ += 1.0
01FB: sqrt 10@ store_to 10@
0073: 0@ /= 10@  //s
0007: 15@ = 0.25
0073: 15@ /= 0@ //w
005B: 16@ = 8@  //x
0063: 16@ -= 6@
006B: 16@ *= 0@
005B: 17@ = 3@  //y
0063: 17@ -= 7@
006B: 17@ *= 0@
005B: 18@ = 4@  //z
0063: 18@ -= 2@
006B: 18@ *= 0@
else if and
    0025: 1@ > 5@
    0025: 1@ > 9@
    then
    0007: 0@ = 2.0
    0007: 10@ = 1.0
    005B: 10@ += 1@
    0063: 10@ -= 5@
    0063: 10@ -= 9@
    01FB: sqrt 10@ store_to 10@
    006B: 0@ *= 10@ //s
    005B: 15@ = 8@ //w
    0063: 15@ -= 6@
    0073: 15@ /= 0@
    0007: 16@ = 0.25 //x
    006B: 16@ *= 0@
    005B: 17@ = 2@
    005B: 17@ += 4@
    0073: 17@ /= 0@
    005B: 18@ = 3@
    005B: 18@ += 7@
    0073: 18@ /= 0@
    else if 0025: 5@ > 9@
        then
        0007: 0@ = 2.0
        0007: 10@ = 1.0
        005B: 10@ += 5@
        0063: 10@ -= 1@
        0063: 10@ -= 9@
        01FB: sqrt 10@ store_to 10@
        006B: 0@ *= 10@ //s
        005B: 15@ = 3@ //w
        0063: 15@ -= 7@
        0073: 15@ /= 0@
        005B: 16@ = 2@ //x
        005B: 16@ += 4@
        0073: 16@ /= 0@
        0007: 17@ = 0.25 //y
        006B: 17@ *= 0@
        005B: 18@ = 6@  //z
        005B: 18@ += 8@
        0073: 18@ /= 0@
        else
        0007: 0@ = 2.0
        0007: 10@ = 1.0
        005B: 10@ += 9@
        0063: 10@ -= 1@
        0063: 10@ -= 5@
        01FB: sqrt 10@ store_to 10@
        006B: 0@ *= 10@ //s
        005B: 15@ = 4@ //w
        0063: 15@ -= 2@
        0073: 15@ /= 0@
        005B: 16@ = 3@ //x
        005B: 16@ += 7@
        0073: 16@ /= 0@
        005B: 17@ = 6@  //y
        005B: 17@ += 8@
        0073: 17@ /= 0@
        0007: 18@ = 0.25 //z
        006B: 18@ *= 0@
        end
    end
end           
0AB2: ret 4 15@ 16@ 17@ 18@


//0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 5@  Distance 7.0 Return_XYZ_To 6@ 7@ 8@
:get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance}
3@ *= -1.0
02F6: 6@ = sine 3@
006B: 6@ *= 5@
005B: 0@ += 6@
02F7: 6@ = cosine 3@
006B: 6@ *= 5@
005B: 1@ += 6@
02F7: 6@ = cosine 4@
0073: 5@ /= 6@
02F6: 6@ = sine 4@
006B: 5@ *= 6@
005B: 2@ += 5@
0AB2: ret 3 0@ 1@ 2@

//0AB1: @RUN_CLEO 8 AT LINE @Box_Actor_Timed TIME 1000 Actor_handle 1@ RGBA 0 204 0 255 THICKNESS 2.0
:RUN_CLEO
0A9F: 32@ = current_thread_pointer
000A: 32@ += 0x10
0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
0062: 32@ -= 0@
0AA7: call_function 0x464C20 num_params 1 pop 1 32@ 33@
005A: 32@ += 0@
000A: 33@ += 0x10
0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0
000A: 33@ += 0x2C
for 32@ = 0 to 30
    0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0
    000A: 33@ += 4
end
0AB2: ret 0 

:Distance_player_car
00A0: store_actor 0@ position_to 2@ 3@ 4@
00AA: store_car 1@ position_to 5@ 6@ 7@
050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
0AB2: ret 1 8@
 

HarrisonFord

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Re: [CLEO] CHASE [video]

This mod is nice :D

Can you maybe do one with:

F10 = ON/OFF
( Cars explodings on random players near you )
 

McAwesome

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Re: [CLEO] CHASE [video]

My samp crashes, I'm using sampfuncs 5.1.1 and cleo 4.1
 

Garfield

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Re: [CLEO] CHASE [video]

McAwesome link said:
My samp crashes, I'm using sampfuncs 5.1.1 and cleo 4.1

Works fine with :
Samp funcs 5.1
Cleo 4.1
Mg funcs 4.3
 
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