CLEO Help Is there a way to bypass anti weapons servers?

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Kelvin_One

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Code:
{$CLEO .cs}
0000:
thread 'GIVE_WEAPON'
jump @Start

:Start
wait 0
if
0ADC: test_cheat "N"
else_jump @Start
0ACD: show_text_highpriority "~R~Weapons Hack" time 999
jump @M4

:M4
wait 0
Model.Load(356)
if
   Model.Available(356)
else_jump @M4
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 5000
wait 100
jump @Star
Is there a way to avoid the server's anti weapon, I used the command (about set, give weapons of GTA SA in Sanny Builder (Offline Help) but still got anti, does anyone have source code weapons that don't get anti? thanks
help me. Please @ajom @Parazitas thanks you.
 
Last edited:

ajom

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Is there a way to avoid the server's anti weapon, I used the command (about set, give weapons of GTA SA in Sanny Builder (Offline Help) but still got anti, does anyone have source code weapons that don't get anti? thanks
help me.
You can't bypass a server's weapon monitoring system(unless there is a bug on its system). Since it realtime saves and processes all weapon information about your player. Most server's weapon cheat detection system includes:
  • Everytime you Fire a Bullet(RPC_GiveTakePlayerDamage/Packet_BulletSync), Server will decrease your Player Weapon Ammo by 1 on its database. If your client sided Ammo did is not the same as the server sided ammo(Mostly Unlimited Ammo Hack), you will be detected.
  • Client weapon Ammo becomes greater than the Server Saved Player weapon Ammo will be detected.
  • You have a Weapon thats is currently disabled or not possible to be produced inside the server(Most server does not enable MiniGun and HeatSeeker Weapon) will be detected.

I suggest you to play on Server which does not have a Server Sided Player Weapon Ammo System
 

Kelvin_One

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You can't bypass a server's weapon monitoring system(unless there is a bug on its system). Since it realtime saves and processes all weapon information about your player. Most server's weapon cheat detection system includes:
  • Everytime you Fire a Bullet(RPC_GiveTakePlayerDamage/Packet_BulletSync), Server will decrease your Player Weapon Ammo by 1 on its database. If your client sided Ammo did is not the same as the server sided ammo(Mostly Unlimited Ammo Hack), you will be detected.
  • Client weapon Ammo becomes greater than the Server Saved Player weapon Ammo will be detected.
  • You have a Weapon thats is currently disabled or not possible to be produced inside the server(Most server does not enable MiniGun and HeatSeeker Weapon) will be detected.

I suggest you to play on Server which does not have a Server Sided Player Weapon Ammo System
Thank you so much bro, thank you bro for supporting me, thank you so much
 
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