CLEO Help Delete checkpoint

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dat00788

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[font=arial, sans-serif][font=arial, sans-serif][size=xx-small][font=arial, sans-serif][size=medium][font=arial, sans-serif]I need a CLEO script that can delete red checkpoints on the radar or a CLEO script that can teleport the red checkpoint to yourself.[/font]

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[font=arial, sans-serif]Like this video: https://www.youtube.com/watch?v=X9i2RVvJqTA[/font]
[/font][/size]
 

0B36

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Yes that's Checkpoint Syncer made by me.

It doesn't delete anything, it simply syncs all Checkpoints :D

http://ugbase.eu/Thread-Checkpoint-Syncer-0-3-7
 

dat00788

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0B36 said:
Yes that's Checkpoint Syncer made by me.

It doesn't delete anything, it simply syncs all Checkpoints :D

http://ugbase.eu/Thread-Checkpoint-Syncer-0-3-7

[font=arial, sans-serif][font=arial, sans-serif]My server has anti that CLEO scripts :([/font]

[/font]
 

Parazitas

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I'am not sure its good works , but you can try. You need have anti crasher !
This is cps edit , i just add esc when you try teleport to  CP.

[shcode=cpp]
{$CLEO}

thread "fak"

0B34: "cp" @ok

:ct
wait 0
if
   13@ == TURE
then//////// Enable ESC  
SAMP.WriteSAMPMemory(16864, 195, 1)
SAMP.WriteSAMPMemory(24896, 195, 1)
SAMP.WriteSAMPMemory(18480, 195, 1)
SAMP.WriteSAMPMemory(82384, 50064, 2)
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0A8C: write_memory 4928287 size 6 value -1869574000 virtual_protect 1   //////// Enable ESC END
if    
   call @is_cp_active 0
then
   call @get_cp_pos 0 1@ 2@ 3@
   if
       044B: $PLAYER_ACTOR
   then
       call @SendOnFootDataSync 3 1@ 2@ 3@
   else        
       call @SendInCarDataSync 3 1@ 2@ 3@
   end    
end
end

IF
13@ == FALSE
THEN        //////// Dissable ESC
    SAMP.WriteSAMPMemory(16864, 0@, 1)
    SAMP.WriteSAMPMemory(24896, 1@, 1)
    SAMP.WriteSAMPMemory(18480, 2@, 1)
    SAMP.WriteSAMPMemory(82384, 3@, 2)
    Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
    0@ = 137
    0A8C: write_memory 4928287 size 1 value 0@ virtual_protect 1
    0@ = 150
    0A8C: write_memory 4928288 size 1 value 0@ virtual_protect 1
    0@ = 64
    0A8C: write_memory 4928289 size 1 value 0@ virtual_protect 1
    0@ = 5
    0A8C: write_memory 4928290 size 1 value 0@ virtual_protect 1
    0@ = 0
    0A8C: write_memory 4928291 size 1 value 0@ virtual_protect 1
    0@ = 0
    0A8C: write_memory 4928292 size 1 value 0@ virtual_protect 1
END
jump @ct
   

:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485:  return_true
ELSE 059A:  return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@

:SendOnFootDataSync
0B2B: 3@ = $PLAYER_ACTOR
0BBA: 3@ 4@
alloc 4@ 68
0C0D: 4@ 6 4 = 0@
0C0D: 4@ 10 4 = 1@
0C0D: 4@ 14 4 = 2@
0BC0: 4@
free 4@
ret 0

:SendInCarDataSync                
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 170
0AC8: 4@ = allocate_memory_size 63
0C10: memcpy destination 4@ source 3@ size 63
0C0D: struct 4@ offset 24 size 4 = 0@
0C0D: struct 4@ offset 28 size 4 = 1@
0C0D: struct 4@ offset 32 size 4 = 2@
0B3D: raknet 5@ = new_bit_stream
RakNet.Write(5@, 200, BS_TYPE_BYTE, 1)
RakNet.Write(5@, 4@, BS_TYPE_ARRAY, 63)
0B8B: raknet send bit_stream 5@                
0B3E: raknet delete_bit_stream 5@
0AC9: 4@
0AB2: ret 0

:eek:k
0B12: 13@ = 13@ XOR 1


0B43:
[/shcode]
 

dat00788

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Parazitas said:
I'am not sure its good works , but you can try. You need have anti crasher !
This is cps edit , i just add esc when you try teleport to  CP.

[shcode=cpp]
{$CLEO}

thread "fak"

0B34: "cp" @ok

:ct
wait 0
if
   13@ == TURE
then//////// Enable ESC  
SAMP.WriteSAMPMemory(16864, 195, 1)
SAMP.WriteSAMPMemory(24896, 195, 1)
SAMP.WriteSAMPMemory(18480, 195, 1)
SAMP.WriteSAMPMemory(82384, 50064, 2)
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0A8C: write_memory 4928287 size 6 value -1869574000 virtual_protect 1   //////// Enable ESC END
if    
   call @is_cp_active 0
then
   call @get_cp_pos 0 1@ 2@ 3@
   if
       044B: $PLAYER_ACTOR
   then
       call @SendOnFootDataSync 3 1@ 2@ 3@
   else        
       call @SendInCarDataSync 3 1@ 2@ 3@
   end    
end
end

IF
13@ == FALSE
THEN        //////// Dissable ESC
    SAMP.WriteSAMPMemory(16864, 0@, 1)
    SAMP.WriteSAMPMemory(24896, 1@, 1)
    SAMP.WriteSAMPMemory(18480, 2@, 1)
    SAMP.WriteSAMPMemory(82384, 3@, 2)
    Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
    0@ = 137
    0A8C: write_memory 4928287 size 1 value 0@ virtual_protect 1
    0@ = 150
    0A8C: write_memory 4928288 size 1 value 0@ virtual_protect 1
    0@ = 64
    0A8C: write_memory 4928289 size 1 value 0@ virtual_protect 1
    0@ = 5
    0A8C: write_memory 4928290 size 1 value 0@ virtual_protect 1
    0@ = 0
    0A8C: write_memory 4928291 size 1 value 0@ virtual_protect 1
    0@ = 0
    0A8C: write_memory 4928292 size 1 value 0@ virtual_protect 1
END
jump @ct
   

:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485:  return_true
ELSE 059A:  return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@

:SendOnFootDataSync
0B2B: 3@ = $PLAYER_ACTOR
0BBA: 3@ 4@
alloc 4@ 68
0C0D: 4@ 6 4 = 0@
0C0D: 4@ 10 4 = 1@
0C0D: 4@ 14 4 = 2@
0BC0: 4@
free 4@
ret 0

:SendInCarDataSync                
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 170
0AC8: 4@ = allocate_memory_size 63
0C10: memcpy destination 4@ source 3@ size 63
0C0D: struct 4@ offset 24 size 4 = 0@
0C0D: struct 4@ offset 28 size 4 = 1@
0C0D: struct 4@ offset 32 size 4 = 2@
0B3D: raknet 5@ = new_bit_stream
RakNet.Write(5@, 200, BS_TYPE_BYTE, 1)
RakNet.Write(5@, 4@, BS_TYPE_ARRAY, 63)
0B8B: raknet send bit_stream 5@                
0B3E: raknet delete_bit_stream 5@
0AC9: 4@
0AB2: ret 0

:eek:k
0B12: 13@ = 13@ XOR 1


0B43:
[/shcode]

[/font][/size][/color]

Can you send the link? I do not know how to create a .cs file.
 

Ryuiijin

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Parazitas said:
I'am not sure its good works , but you can try. You need have anti crasher !
This is cps edit , i just add esc when you try teleport to  CP.

[shcode=cpp]
{$CLEO}

thread "fak"

0B34: "cp" @ok

:ct
wait 0
if
   13@ == TURE
then//////// Enable ESC  
SAMP.WriteSAMPMemory(16864, 195, 1)
SAMP.WriteSAMPMemory(24896, 195, 1)
SAMP.WriteSAMPMemory(18480, 195, 1)
SAMP.WriteSAMPMemory(82384, 50064, 2)
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0A8C: write_memory 4928287 size 6 value -1869574000 virtual_protect 1   //////// Enable ESC END
if     
   call @is_cp_active 0
then
   call @get_cp_pos 0 1@ 2@ 3@
   if
       044B: $PLAYER_ACTOR
   then
       call @SendOnFootDataSync 3 1@ 2@ 3@
   else        
       call @SendInCarDataSync 3 1@ 2@ 3@
   end    
end
end

IF
13@ == FALSE
THEN        //////// Dissable ESC
    SAMP.WriteSAMPMemory(16864, 0@, 1)
    SAMP.WriteSAMPMemory(24896, 1@, 1)
    SAMP.WriteSAMPMemory(18480, 2@, 1)
    SAMP.WriteSAMPMemory(82384, 3@, 2)
    Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
    0@ = 137 
    0A8C: write_memory 4928287 size 1 value 0@ virtual_protect 1 
    0@ = 150 
    0A8C: write_memory 4928288 size 1 value 0@ virtual_protect 1 
    0@ = 64 
    0A8C: write_memory 4928289 size 1 value 0@ virtual_protect 1 
    0@ = 5 
    0A8C: write_memory 4928290 size 1 value 0@ virtual_protect 1 
    0@ = 0 
    0A8C: write_memory 4928291 size 1 value 0@ virtual_protect 1 
    0@ = 0 
    0A8C: write_memory 4928292 size 1 value 0@ virtual_protect 1
END
jump @ct
   

:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485:  return_true
ELSE 059A:  return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@

:SendOnFootDataSync
0B2B: 3@ = $PLAYER_ACTOR
0BBA: 3@ 4@
alloc 4@ 68
0C0D: 4@ 6 4 = 0@
0C0D: 4@ 10 4 = 1@
0C0D: 4@ 14 4 = 2@
0BC0: 4@
free 4@
ret 0 

:SendInCarDataSync                 
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR) 
3@ = SAMP.GetPlayerStruct(3@) 
3@ += 170
0AC8: 4@ = allocate_memory_size 63 
0C10: memcpy destination 4@ source 3@ size 63 
0C0D: struct 4@ offset 24 size 4 = 0@ 
0C0D: struct 4@ offset 28 size 4 = 1@ 
0C0D: struct 4@ offset 32 size 4 = 2@ 
0B3D: raknet 5@ = new_bit_stream 
RakNet.Write(5@, 200, BS_TYPE_BYTE, 1) 
RakNet.Write(5@, 4@, BS_TYPE_ARRAY, 63) 
0B8B: raknet send bit_stream 5@                 
0B3E: raknet delete_bit_stream 5@ 
0AC9: 4@ 
0AB2: ret 0

:eek:k
0B12: 13@ = 13@ XOR 1


0B43:
[/shcode]

[/font][/size][/color]

it wont work, you just destroyed main code lol
 
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