benberk

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As I wrote in the topic, I need help to code bullet tracer in samp.
first of all, it can be any coding lang(cleo,asi or anyelse). so it should look like this (see attachments)
I found a cleo that creates bullet tracers in the singleplayer gta. Anyways its working on the samp too, but not 0p.
hope you guys help me to get best rekker bullet trac4r

Code:
{$CLEO}
0000:
while true
wait 0
    if
    player.Defined(0)
    then
        for 0@ = 0xC7C748 to 0xC7C9DC step 0x2C
        0085: 1@ = 0@ // (int)
        1@ += 0x18
        0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
            if
            1@ == 1
            then
            0085: 2@ = 0@ // (int)
            0085: 3@ = 0@ // (int)
            0085: 4@ = 0@ // (int)
            2@ += 0xff
            3@ += 0x44
            4@ += 0x40
            0A8C: write_memory 2@ size 1 value 255 virtual_protect 0
            0A8C: write_memory 3@ size 4 value 0.03 virtual_protect 0
            0A8C: write_memory 4@ size 4 value 900 virtual_protect 0
            0085: 2@ = 0@ // (int)
            0085: 3@ = 0@ // (int)
            0085: 4@ = 0@ // (int)
            0085: 5@ = 0@ // (int)
            0085: 6@ = 0@ // (int)
            0085: 7@ = 0@ // (int)
            3@ += 0x24
            4@ += 0x18
            5@ += 0x1C
            6@ += 0x10
            7@ += 0x34
            0A8D: 8@ = read_memory 2@ size 4 virtual_protect 0 //Float Trans Side X
            0A8D: 9@ = read_memory 3@ size 4 virtual_protect 0 //Float Trans Side Y
            0A8D: 10@ = read_memory 4@ size 4 virtual_protect 0 //Float Trans Side Z
            0A8D: 11@ = read_memory 5@ size 4 virtual_protect 0 //Float Yellow Side X
            0A8D: 12@ = read_memory 6@ size 4 virtual_protect 0 //Float Yellow Side Y
            0A8D: 13@ = read_memory 7@ size 4 virtual_protect 0 //Float Yellow Side Z
            0063: 8@ -= 11@  // (float)
            0063: 9@ -= 12@  // (float)
            0063: 10@ -= 13@  // (float)
            8@ /= 5.5
            9@ /= 5.5
            10@ /= 5.5
            095C: create_smoke_at 11@ 12@ 13@ velocity 8@ 9@ 10@ RGBA 3.0 0.0 0.0 5.8 size 1.01 last_factor 0.1
            024F: create_corona_with_radius 0.53 type 2 lensflares 1 with_color 255 0 255 at 8@ 9@ 10@    
            end
        end
    end
end
and ofc samp 0.3dl
 

Attachments

  • Bullettracerschams.jpg
    Bullettracerschams.jpg
    369.4 KB · Views: 153
Last edited:

real_fl1k

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I actually tried doing this but I gave up, do you want it for all shots or only for your shots?
 

xAmUser

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Messages
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As I wrote in the topic, I need help to code bullet tracer in samp.
first of all, it can be any coding lang(cleo,asi or anyelse). so it should look like this (see attachments)
I found a cleo that creates bullet tracers in the singleplayer gta. Anyways its working on the samp too, but not 0p.
hope you guys help me to get best rekker bullet trac4r

Code:
{$CLEO}
0000:
while true
wait 0
    if
    player.Defined(0)
    then
        for 0@ = 0xC7C748 to 0xC7C9DC step 0x2C
        0085: 1@ = 0@ // (int)
        1@ += 0x18
        0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
            if
            1@ == 1
            then
            0085: 2@ = 0@ // (int)
            0085: 3@ = 0@ // (int)
            0085: 4@ = 0@ // (int)
            2@ += 0xff
            3@ += 0x44
            4@ += 0x40
            0A8C: write_memory 2@ size 1 value 255 virtual_protect 0
            0A8C: write_memory 3@ size 4 value 0.03 virtual_protect 0
            0A8C: write_memory 4@ size 4 value 900 virtual_protect 0
            0085: 2@ = 0@ // (int)
            0085: 3@ = 0@ // (int)
            0085: 4@ = 0@ // (int)
            0085: 5@ = 0@ // (int)
            0085: 6@ = 0@ // (int)
            0085: 7@ = 0@ // (int)
            3@ += 0x24
            4@ += 0x18
            5@ += 0x1C
            6@ += 0x10
            7@ += 0x34
            0A8D: 8@ = read_memory 2@ size 4 virtual_protect 0 //Float Trans Side X
            0A8D: 9@ = read_memory 3@ size 4 virtual_protect 0 //Float Trans Side Y
            0A8D: 10@ = read_memory 4@ size 4 virtual_protect 0 //Float Trans Side Z
            0A8D: 11@ = read_memory 5@ size 4 virtual_protect 0 //Float Yellow Side X
            0A8D: 12@ = read_memory 6@ size 4 virtual_protect 0 //Float Yellow Side Y
            0A8D: 13@ = read_memory 7@ size 4 virtual_protect 0 //Float Yellow Side Z
            0063: 8@ -= 11@  // (float)
            0063: 9@ -= 12@  // (float)
            0063: 10@ -= 13@  // (float)
            8@ /= 5.5
            9@ /= 5.5
            10@ /= 5.5
            095C: create_smoke_at 11@ 12@ 13@ velocity 8@ 9@ 10@ RGBA 3.0 0.0 0.0 5.8 size 1.01 last_factor 0.1
            024F: create_corona_with_radius 0.53 type 2 lensflares 1 with_color 255 0 255 at 8@ 9@ 10@   
            end
        end
    end
end
and ofc samp 0.3dl

As I wrote in the topic, I need help to code bullet tracer in samp.
first of all, it can be any coding lang(cleo,asi or anyelse). so it should look like this (see attachments)
I found a cleo that creates bullet tracers in the singleplayer gta. Anyways its working on the samp too, but not 0p.
hope you guys help me to get best rekker bullet trac4r

Code:
{$CLEO}
0000:
while true
wait 0
    if
    player.Defined(0)
    then
        for 0@ = 0xC7C748 to 0xC7C9DC step 0x2C
        0085: 1@ = 0@ // (int)
        1@ += 0x18
        0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
            if
            1@ == 1
            then
            0085: 2@ = 0@ // (int)
            0085: 3@ = 0@ // (int)
            0085: 4@ = 0@ // (int)
            2@ += 0xff
            3@ += 0x44
            4@ += 0x40
            0A8C: write_memory 2@ size 1 value 255 virtual_protect 0
            0A8C: write_memory 3@ size 4 value 0.03 virtual_protect 0
            0A8C: write_memory 4@ size 4 value 900 virtual_protect 0
            0085: 2@ = 0@ // (int)
            0085: 3@ = 0@ // (int)
            0085: 4@ = 0@ // (int)
            0085: 5@ = 0@ // (int)
            0085: 6@ = 0@ // (int)
            0085: 7@ = 0@ // (int)
            3@ += 0x24
            4@ += 0x18
            5@ += 0x1C
            6@ += 0x10
            7@ += 0x34
            0A8D: 8@ = read_memory 2@ size 4 virtual_protect 0 //Float Trans Side X
            0A8D: 9@ = read_memory 3@ size 4 virtual_protect 0 //Float Trans Side Y
            0A8D: 10@ = read_memory 4@ size 4 virtual_protect 0 //Float Trans Side Z
            0A8D: 11@ = read_memory 5@ size 4 virtual_protect 0 //Float Yellow Side X
            0A8D: 12@ = read_memory 6@ size 4 virtual_protect 0 //Float Yellow Side Y
            0A8D: 13@ = read_memory 7@ size 4 virtual_protect 0 //Float Yellow Side Z
            0063: 8@ -= 11@  // (float)
            0063: 9@ -= 12@  // (float)
            0063: 10@ -= 13@  // (float)
            8@ /= 5.5
            9@ /= 5.5
            10@ /= 5.5
            095C: create_smoke_at 11@ 12@ 13@ velocity 8@ 9@ 10@ RGBA 3.0 0.0 0.0 5.8 size 1.01 last_factor 0.1
            024F: create_corona_with_radius 0.53 type 2 lensflares 1 with_color 255 0 255 at 8@ 9@ 10@   
            end
        end
    end
end
and ofc samp 0.3dl

 

xAmUser

Active member
Joined
Feb 23, 2018
Messages
55
Reaction score
3
So you don't know what he used for this.
I guess it was RPC.
кароче надо перехватывать Rpc и в потоке с таймером вести линию от конца оружия к перехваченным координатам
 
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