Atentatbot

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Attentatbot does not work, when I check the box, nothing happens, does not damage to the players  :sadpepe:
any ideas?
 

ini

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when some romanian fags trying to include atentatbot into their copy pasted hooks , and they spend like weeks for implement it. WHY don't you spend a bit time on learn how general coding works , what is a class what is a methood etc.... and then start implementing your cpasted codes and start doing the weird ideas u want. no @D4rk?
 

DavidRO99

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I already told him to try learning something like C# / Java first, to get basic understanding atleast, but nah, who would listen
 

Ezel

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DavidRO99 said:
Fake damage

ok i see, it is working for non-fireable weapons too. but as far as i can see, it is not working on the all servers. why?
 

Benedict

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Code:
float fWeaponDamage[55] =
            {
                1.0, // 0 - Fist
                1.0, // 1 - Brass knuckles
                1.0, // 2 - Golf club
                1.0, // 3 - Nitestick
                1.0, // 4 - Knife
                1.0, // 5 - Bat
                1.0, // 6 - Shovel
                1.0, // 7 - Pool cue
                1.0, // 8 - Katana
                1.0, // 9 - Chainsaw
                1.0, // 10 - Dildo
                1.0, // 11 - Dildo 2
                1.0, // 12 - Vibrator
                1.0, // 13 - Vibrator 2
                1.0, // 14 - Flowers
                1.0, // 15 - Cane
                82.5, // 16 - Grenade
                0.0, // 17 - Teargas
                1.0, // 18 - Molotov
                9.9, // 19 - Vehicle M4 (custom)
                46.2, // 20 - Vehicle minigun (custom)
                0.0, // 21
                8.25, // 22 - Colt 45
                13.2, // 23 - Silenced
                46.2, // 24 - Deagle
                49.5,//3.3, // 25 - Shotgun
                49.5,//3.3, // 26 - Sawed-off
                39.6,//4.95, // 27 - Spas
                6.6, // 28 - UZI
                8.25, // 29 - MP5
                9.900001, // 30 - AK47
                9.900001, // 31 - M4
                6.6, // 32 - Tec9
                24.750001, // 33 - Cuntgun
                41.25, // 34 - Sniper
                82.5, // 35 - Rocket launcher
                82.5, // 36 - Heatseeker
                1.0, // 37 - Flamethrower
                46.2, // 38 - Minigun
                82.5, // 39 - Satchel
                0.0, // 40 - Detonator
                0.33, // 41 - Spraycan
                0.33, // 42 - Fire extinguisher
                0.0, // 43 - Camera
                0.0, // 44 - Night vision
                0.0, // 45 - Infrared
                0.0, // 46 - Parachute
                0.0, // 47 - Fake pistol
                2.64, // 48 - Pistol whip (custom)
                9.9, // 49 - Vehicle
                330.0, // 50 - Helicopter blades
                82.5, // 51 - Explosion
                1.0, // 52 - Car park (custom)
                1.0, // 53 - Drowning
                165.0 // 54 - Splat
            };
Code:
if (!tick_done)
           {
               tick = GetTickCount64();
               tick_done = true;
           }

           if (GetTickCount64() - tick > 700) //replace 700 with your delay.
           {
               static int current_tick = 0;
                
               stBulletData BulletData;
               parameters->ResetReadPointer();
               parameters->Read(packetId);
               parameters->Read((PCHAR)&BulletData, sizeof(stBulletData));

               int weaponid = pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon;

               for (int i = 0; i < SAMP_MAX_PLAYERS; i++)
               {
                   if (pSAMP->getPlayers()->pRemotePlayer[i] == nullptr)
                       continue;
                   if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData == nullptr)
                       continue;
                   if (!pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth)
                       continue;
                   float damage_t = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth / fWeaponDamage[pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon];
             

                   for (int z = 0; z < round(damage_t) + 1; z++)
                   {
                       BulletData.byteType = 1;
                       BulletData.fOrigin[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
                       BulletData.fOrigin[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
                       BulletData.fOrigin[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];

                       BulletData.fTarget[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
                       BulletData.fTarget[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
                       BulletData.fTarget[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];

                       if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->bytePlayerState == PLAYER_STATE_ONFOOT)
                       {
                           BulletData.fCenter[0] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
                           BulletData.fCenter[1] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
                           BulletData.fCenter[2] = 0.50f - ((rand() % 100) / 100.0f);
                       }
                       else
                       {
                           BulletData.fCenter[0] = 0.0f;
                           BulletData.fCenter[1] = 0.0f;
                           BulletData.fCenter[2] = 0.56f - ((rand() % 5) / 100.0f);
                       }
                        
                       BulletData.sTargetID = i;
                       BulletData.byteWeaponID = weaponid;
                       BitStream bsGiveDamage;
                       bsGiveDamage.Write(false);
                       bsGiveDamage.Write((USHORT)i);
                       bsGiveDamage.Write((float)fWeaponDamage[weaponid]);
                       bsGiveDamage.Write((int)weaponid);
                       bsGiveDamage.Write((rand() % 7) + 3);
                       pSAMP->sendRPC(RPC_GiveTakeDamage, &bsGiveDamage, HIGH_PRIORITY, RELIABLE_SEQUENCED, NULL, false);


                       parameters->Reset();
                       parameters->Write((BYTE)ID_BULLET_SYNC);
                       parameters->Write((PCHAR)&BulletData, sizeof(stBulletData));
                       pSAMP->sendPacket(parameters);
                   }

               }

               tick = 0;
               tick_done = false;
           }
Credits: Zooky.
c++
 

DavidRO99

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Told you, even if you give him full sauce he wont know how to use it.
 

shanker

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copy paste in text document save as .exe run samp run the executable have fun
 

DavidRO99

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shanker said:
copy paste in text document save as .exe run samp run the executable have fun

shanker with the perfect tutorials, dont tell em dude, sampcac proof cheats gonna be poppin' up like crazy now
 
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