Infite Ammo

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dtzust

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[font='Source Sans Pro', Tahoma, 'Helvetica Neue', Arial, sans-serif]Code:[/font]
Code:
* Name of the mod (if the mod doesn't exist, you don't have to tell one): infiniteAmmo.CS
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):no
* What do you want: for example, I have a gun Deagle Deagle and 1 clip then I spent the next inifite Ammo and I fired the 7th member of my gun disappeared help me(the most important part, explain this carefully)
* Details (add more details to your request)
* On/off key (specify it): insert
 

Momo92

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I do not really know CLEO and I am not sure if I know what you want. But this address can be patched to have infinite ammo but still having to reload:

Code:
0x7428E6 -> NOP: 3 Bytes
So what this does is whenever you shoot your weapon, your clip will lose a bullet but your remaining ammo will be incremented.
 

dtzust

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Momo92 said:
I do not really know CLEO and I am not sure if I know what you want. But this address can be patched to have infinite ammo but still having to reload:

Code:
0x7428E6 -> NOP: 3 Bytes
So what this does is whenever you shoot your weapon, your clip will lose a bullet but your remaining ammo will be incremented.


[font=arial, sans-serif]I really do not know how to use it you can help me[/font]
 

Momo92

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Probably real shitty stuff since I don't know CLEO but here you go it works for me. So the activation/deactivation key is INSERT.
Code:
{$CLEO .cs}

thread 'InfAmmo'
$activated = false 

WHILE TRUE
wait 0
    if 0AB0: key_pressed 45
    then
        if $activated == true
        then
            0A8C: write_memory 0x7428E6 size 2 value 0x9090 virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x90 virtual_protect 1
            $activated = false
        else
            0A8C: write_memory 0x7428E6 size 2 value 0x4EFF virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x0C virtual_protect 1
            $activated = true
        end
    end
END
end_thread
 

dtzust

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Momo92 said:
Probably real shitty stuff since I don't know CLEO but here you go it works for me. So the activation/deactivation key is INSERT.
Code:
{$CLEO .cs}

thread 'InfAmmo'
$activated = false 

WHILE TRUE
wait 0
    if 0AB0: key_pressed 45
    then
        if $activated == true
        then
            0A8C: write_memory 0x7428E6 size 2 value 0x9090 virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x90 virtual_protect 1
            $activated = false
        else
            0A8C: write_memory 0x7428E6 size 2 value 0x4EFF virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x0C virtual_protect 1
            $activated = true
        end
    end
END
end_thread

[font=arial, sans-serif]it only works with shotgun weapon Deagle And then I shot up to 7th rounds and it disappears my gun Deagle[/font]
 

Momo92

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Ok I have changed some stuff, now it should be more reliable. It works with every weapon for me so far.
Code:
{$CLEO .cs}

thread 'InfAmmo'
0@ = 0 

WHILE TRUE
wait 0
    if 0AB0: 45
    then
        repeat
            wait 0
        until 8AB0: 45
        if 0@ == 0
        then
            0A8C: write_memory 0x7428E6 size 2 value 0x9090 virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x90 virtual_protect 1
            0@ = 1
        else
            0A8C: write_memory 0x7428E6 size 2 value 0x4EFF virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x0C virtual_protect 1
            0@ = 0
        end
    end
END
end_thread
You could of course add game texts or whatever to have a visual confirmation of the activation status.
 

dtzust

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Momo92 said:
Ok I have changed some stuff, now it should be more reliable. It works with every weapon for me so far.
Code:
{$CLEO .cs}

thread 'InfAmmo'
0@ = 0 

WHILE TRUE
wait 0
    if 0AB0: 45
    then
        repeat
            wait 0
        until 8AB0: 45
        if 0@ == 0
        then
            0A8C: write_memory 0x7428E6 size 2 value 0x9090 virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x90 virtual_protect 1
            0@ = 1
        else
            0A8C: write_memory 0x7428E6 size 2 value 0x4EFF virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x0C virtual_protect 1
            0@ = 0
        end
    end
END
end_thread
You could of course add game texts or whatever to have a visual confirmation of the activation status.

[font=arial, sans-serif]it really does not work well in sever rgame.vn it made me lose a lot of gun Deagle[/font]


Momo92 said:
Ok I have changed some stuff, now it should be more reliable. It works with every weapon for me so far.
Code:
{$CLEO .cs}

thread 'InfAmmo'
0@ = 0 

WHILE TRUE
wait 0
    if 0AB0: 45
    then
        repeat
            wait 0
        until 8AB0: 45
        if 0@ == 0
        then
            0A8C: write_memory 0x7428E6 size 2 value 0x9090 virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x90 virtual_protect 1
            0@ = 1
        else
            0A8C: write_memory 0x7428E6 size 2 value 0x4EFF virtual_protect 1
            0A8C: write_memory 0x7428E8 size 1 value 0x0C virtual_protect 1
            0@ = 0
        end
    end
END
end_thread
You could of course add game texts or whatever to have a visual confirmation of the activation status.


[font=arial, sans-serif]before I used one gun Deagle truth and I turned cleo / whack / dgun 24 100 and it works but now it has been anti[/font]
 

Momo92

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Well then you would probably have to NOP the addresses in SAMP which write the ammo. But what good is this cheat when it is detected by the anti cheat anyway?
 

dtzust

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Momo92 said:
Well then you would probably have to NOP the addresses in SAMP which write the ammo. But what good is this cheat when it is detected by the anti cheat anyway?


[font=arial, sans-serif]it undetected but it does not work in gun Deagle[/font]
 

xeruM

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Unlimited ammo is old to talked. You still always can get banned because hack ammo!
 
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