monday said:@SpnKO
what cpu/gpu do you have?
monday said:@SpnKO
what cpu/gpu do you have?
monday said:I wish I could help you but I have no idea if there could be any other reason for it. It ran without major lags using phenom x4 9600 and radeon hd 7770
Mennims said:monday said:I wish I could help you but I have no idea if there could be any other reason for it. It ran without major lags using phenom x4 9600 and radeon hd 7770
I have the same problem. Sometimes when searching for items the game will go slow motion. First let me point out I have an anti crasher, and before I used the anti crasher my game would just crash, but with the anti crasher my game goes slow motion. I notice sometimes it will go slow motion when you pick up the item you were searching for, other times I have no idea why, I'll be searching for items and a new item will pop up and all of a sudden I'll just lag. I have to spam /oreset about 5 times quickly for it to clear it. It's definitely a script error and not a CPU/GPU issue as my one mate has the same issue. It's something to do with the item streaming I think.
0984: 11@ = object 10@ model
if 003B: 11@ == 0@ // (int)
then
0984: 11@ = object 10@ model
if and
003B: 11@ == 0@ // (int)
call @ID_check 1 10@
then
:ID_check
0B52: samp 31@ = object_id_by_handle 0@
if and
0019: 31@ > 331 // minimum id (331 excluded)
001B: 337 > 31@ // maximum id (337 excluded)
then
0485: return_true
else
059A: return_false
end
ret 0
{$CLEO}
0000: NOP
repeat
wait 50
until 0AFA: is_samp_available
0B34: samp register_client_command "oy" to_label @ofyellow
0B34: samp register_client_command "or" to_label @ofred
0B34: samp register_client_command "ob" to_label @ofblue
0B34: samp register_client_command "ov" to_label @ofviolet
0B34: samp register_client_command "og" to_label @ofgreen
0B34: samp register_client_command "ow" to_label @ofwhite
0B34: samp register_client_command "oreset" to_label @oreset
0B34: samp register_client_command "otog" to_label @otog
0B34: samp register_client_command "ohelp" to_label @ohelp
7@ = 0
9@ = 0
/*
11@ - 16@ will become lower border of model ID range
17@ - 22@ will become higher border
*/
:First
wait 0
if
0118: actor $PLAYER_ACTOR dead
then
jump @First
end
if
056D: actor $PLAYER_ACTOR defined
jf @First
30@ = 0
0B12: 9@ = 9@ XOR 1
0085: 8@ = 9@
if
7@ == 1
then
jump @First
end
if 1@ == 1
then
0AB1: @Find_object 5 Object number 11@ Display_offset 30@ Color 0xF7F694 blinkingStatus 8@ 17@ _returnedBlinking 8@
30@ += 43
end
if 2@ == 1
then
0AB1: @Find_object 5 Object number 12@ Display_offset 30@ Color 0xFF4800 blinkingStatus 8@ 18@ _returnedBlinking 8@
30@ += 43
end
if 3@ == 1
then
0AB1: @Find_object 5 Object number 13@ Display_offset 30@ Color 0x00C8FF blinkingStatus 8@ 19@ _returnedBlinking 8@
30@ += 43
end
if 4@ == 1
then
0AB1: @Find_object 5 Object number 14@ Display_offset 30@ Color 0xD900FF blinkingStatus 8@ 20@ _returnedBlinking 8@
30@ += 43
end
if 5@ == 1
then
0AB1: @Find_object 5 Object number 15@ Display_offset 30@ Color 0x1EFF00 blinkingStatus 8@ 21@ _returnedBlinking 8@
30@ += 43
end
if 6@ == 1
then
0AB1: @Find_object 5 Object number 16@ Display_offset 30@ Color 0xFFFFFF blinkingStatus 8@ 22@ _returnedBlinking 8@
30@ += 43
end
jump @First
:ofyellow
wait 0
0B35: samp 29@ = get_last_command_params //
if 0AD4: 31@ = scan_string 29@ format "%d %d" 11@ 17@
then
1@ = 1
else
if 0AD4: 31@ = scan_string 29@ format "%d" 11@
then
0085: 17@ = 11@ // (int)
1@ = 1
else
1@ = 0
end
end
samp.CmdRet
:ofred
wait 0
0B35: samp 29@ = get_last_command_params //
if 0AD4: 31@ = scan_string 29@ format "%d %d" 12@ 18@
then
2@ = 1
else
if 0AD4: 31@ = scan_string 29@ format "%d" 12@
then
0085: 18@ = 12@ // (int)
2@ = 1
else
2@ = 0
end
end
samp.CmdRet
:ofblue
wait 0
0B35: samp 29@ = get_last_command_params //
if 0AD4: 31@ = scan_string 29@ format "%d %d" 13@ 19@
then
3@ = 1
else
if 0AD4: 31@ = scan_string 29@ format "%d" 13@
then
0085: 19@ = 13@ // (int)
3@ = 1
else
3@ = 0
end
end
samp.CmdRet
:ofviolet
wait 0
0B35: samp 29@ = get_last_command_params //
if 0AD4: 31@ = scan_string 29@ format "%d %d" 14@ 20@
then
4@ = 1
else
if 0AD4: 31@ = scan_string 29@ format "%d" 14@
then
0085: 20@ = 14@ // (int)
4@ = 1
else
4@ = 0
end
end
samp.CmdRet
:ofgreen
wait 0
0B35: samp 29@ = get_last_command_params //
if 0AD4: 31@ = scan_string 29@ format "%d %d" 15@ 21@
then
5@ = 1
else
if 0AD4: 31@ = scan_string 29@ format "%d" 15@
then
0085: 21@ = 15@ // (int)
5@ = 1
else
5@ = 0
end
end
samp.CmdRet
:ofwhite
wait 0
0B35: samp 29@ = get_last_command_params //
if 0AD4: 31@ = scan_string 29@ format "%d %d" 16@ 22@
then
5@ = 1
else
if 0AD4: 31@ = scan_string 29@ format "%d" 16@
then
0085: 22@ = 16@ // (int)
6@ = 1
else
6@ = 0
end
end
samp.CmdRet
:oreset
wait 0
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
samp.CmdRet
:otog
wait 0
0B12: 7@ = 7@ XOR 1
samp.CmdRet
:ohelp
wait 0
0AF8: samp add_message_to_chat "{F7F694}o{FF4800}b{00C8FF}j{D900FF}e{1EFF00}c{FFFFFF}t{F7F694}Finder commands:" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/oy <modelID> <modelID> {F7F694}(yellow markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/or <modelID> <modelID> {FF4800}(red markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/ob <modelID> <modelID> {00C8FF}(blue markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/ov <modelID> <modelID> {D900FF}(violet markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/og <modelID> <modelID> {1EFF00}(green markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/ow <modelID> <modelID> {FFFFFF}(white markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/oreset {F7F694}(reset current searches)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/otog {F7F694}(tog current searches)" color 0xFFFFFFFF
samp.CmdRet
//0AB1: @Find_object 4 Object number lower border 0@ Display_offset y@ Color 2@ blinkingStatus higher border _returnedBlinking 8@
:Find_object
//0@ = model id lower border
//4@ = model id higher border
0085: 19@ = 4@ // (int)
0085: 30@ = 3@ // blinking status
06AC: 21@ = actor $PLAYER_ACTOR movement_speed
if 0021: 21@ > 50.0
then
21@ = 50.0
end
006B: 21@ *= 21@
17@ = -0.514
0017: 17@ /= 2500.0
006B: 17@ *= 21@
000B: 17@ += 1.0
0B5A: get_screen_resolution 29@ 31@ //int
29@ /= 10
29@ *= 8
//31@ /= 2
31@ /= 10
31@ *= 7
005A: 31@ += 1@
28@ = 0
21@ = 400.0
2@ += 0xFF000000
0A8D: 16@ = read_memory 0xB7449C size 4 virtual_protect 0
000A: 16@ += 0x4
0A8D: 16@ = read_memory 16@ size 4 virtual_protect 0
for 23@ = 0 to 355840 step 0x100 //35584
0A8D: 10@ = read_memory 16@ size 1 virtual_protect 0
000A: 16@ += 0x1
if and
0029: 10@ >= 0x00
001B: 0x80 > 10@
then
005A: 10@ += 23@
0984: 11@ = object 10@ model
if and //003B: 11@ == 0@ // (int)
002D: 11@ >= 0@ // (int)
002D: 19@ >= 11@ // (int)
then
03F0: enable_text_draw 1
28@ += 1
if
02CC: object 10@ bounding_sphere_visible
then
0B66: render argb 2@ to_a 3@ r 4@ g 5@ b 6@
0AB1: @Box_object 6 Object_handle 10@ Red 4@ Green 5@ Blue 6@ Alpha 255 Thickness 90.0
end
0AB1: @DistanceObject 1 Object_handle 10@ _returnedDistance 20@
if 0025: 21@ > 20@ // (float)
then
0087: 21@ = 20@ // (float)
0085: 22@ = 10@ // (int) 22@ = closest object
end
01BB: store_object 10@ position_to 3@ 4@ 5@
0B60: convert_game_screen_coords 86.0 383.0 to_window_screen_coords 6@ 7@
0AB1: @POSITION_TO_RADAR 7 XYZ 3@ 4@ 5@ RADAR_POS 6@ 7@ DISTANCE_MULTIPLIER 17@ MAX_DISTANCE 130.0 _STORE_TO 3@ 4@
0B70: draw_polygon_pos 3@ 4@ size 20 20 corners 50 rotation 0 color 2@
end
end
if 28@ > 14
then break
end
end
2@ -= 0xFF000000
0AD3: 8@v = format "Models range: %d - %d" 0@ 19@
0AD3: 12@v = format "Number: %d" 28@
if
28@ == 0
then
0D94: draw_text 8@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
31@ += 19
0D94: draw_text 12@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
else
0D94: draw_text 8@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 2@ shadow 1
31@ += 19
0D94: draw_text 12@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 2@ shadow 1
31@ -= 10
29@ -= 30
01BB: store_object 22@ position_to 3@ 4@ 5@
0B60: convert_game_screen_coords 86.0 383.0 to_window_screen_coords 6@ 7@
0AB1: @POSITION_TO_RADAR 7 XYZ 3@ 4@ 5@ RADAR_POS 6@ 7@ DISTANCE_MULTIPLIER 17@ MAX_DISTANCE 130.0 _STORE_TO 3@ 4@
2@ += 0xFF000000
if 30@ == 1
then
0B70: draw_polygon_pos 3@ 4@ size 20 20 corners 50 rotation 0 color 0xFFFF3A1C
else
0B70: draw_polygon_pos 3@ 4@ size 20 20 corners 50 rotation 0 color 2@
end
end
0B12: 30@ = 30@ XOR 1
0AB2: ret 1 30@
//0AB1: @DistanceObject 1 Object_handle 10@
:DistanceObject
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
01BB: store_object 0@ position_to 4@ 5@ 6@
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
0AB2: ret 1 7@
//0AB1: @Box_object 6 Object_handle 1@ Red 2@ Green 3@ Blue 4@ Alpha 5@ Thickness 6@
:Box_object
01BB: store_object 0@ position_to 11@ 12@ 13@
068D: get_camera_position_to 21@ 22@ 23@
050A: 24@ = distance_between_XYZ 11@ 12@ 13@ and_XYZ 21@ 22@ 23@
if 0021: 24@ > 90.0 //to avoid too small, unnoticable boxes
then
24@ = 90.0
end
25@ = 800.0
26@ = 800.0
0073: 25@ /= 24@ // (float)
0073: 26@ /= 24@
0073: 5@ /= 24@
0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 11@ Y 12@ Z 13@ store_screen_X_to 14@ Y_to 15@
0AB1: @DRAW_OUTLINED_BOX 9 POS 14@ 15@ SIZE 25@ 26@ RGBA 1@ 2@ 3@ 4@ THICKNESS 5@
0AB2: ret 0
//0AB1: @DRAW_OUTLINED_BOX 9 POS 300.0 300.0 SIZE 50.0 50.0 RGBA 255 0 0 255 THICKNESS 0.5
:DRAW_OUTLINED_BOX
0087: 14@ = 8@ // (float)
0087: 12@ = 2@ // (float)
0087: 13@ = 3@ // (float)
12@ /= 2.0 // (float)
13@ /= 2.0 // (float)
0087: 8@ = 0@ // (float)
005B: 8@ += 2@ // (float)
0063: 8@ -= 12@ // (float)
0087: 9@ = 0@ // (float)
0063: 9@ -= 2@ // (float)
005B: 9@ += 12@ // (float)
0087: 10@ = 1@ // (float)
005B: 10@ += 3@ // (float)
0063: 10@ -= 13@ // (float)
0087: 11@ = 1@ // (float) by OpcodeXe
0063: 11@ -= 3@ // (float)
005B: 11@ += 13@ // (float)
03F0: enable_text_draw 1
038E: draw_box_position 8@ 1@ size 14@ 3@ RGBA 4@ 5@ 6@ 7@ // links
038E: draw_box_position 9@ 1@ size 14@ 3@ RGBA 4@ 5@ 6@ 7@ // rechts
038E: draw_box_position 0@ 10@ size 2@ 14@ RGBA 4@ 5@ 6@ 7@ // oben
038E: draw_box_position 0@ 11@ size 2@ 14@ RGBA 4@ 5@ 6@ 7@ // unten
0AB2: ret 0
//0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
:getScreenXYFrom3DCoords
0AA7: call_function 0x70CE30 num_params 6 pop 6 clipNear 1 clipFar 1 yMult 7@s xMult 6@s outVector 2@s inVector 0@s result 29@
0073: 2@ /= 6@
0073: 2@ /= 4@
0073: 3@ /= 7@
0073: 3@ /= 4@
2@ *= 640.0
3@ *= 448.0
0AB2: ret 2 2@ 3@
//0AB1: @POSITION_TO_RADAR 7 XYZ 0.0 0.0 0.0 RADAR_POS 400 400 DISTANCE_MULTIPLIER 1.5 MAX_DISTANCE 300.0 _STORE_TO 1@ 2@
:POSITION_TO_RADAR
04C4: 10@ 11@ 12@ = XYZ $PLAYER_ACTOR 0.0 0.0 0.0
050A: 13@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 10@ 11@ 12@
IF
0025: 13@ > 6@
THEN
0087: 13@ = 6@ // (float)
END
006B: 13@ *= 5@
0AB1: @getZAngleBetweenPoints 4 from_XY 10@ 11@ and_XY 0@ 1@ store_to 14@
14@ *= -1.0
0AB1: @getCameraFacingAngle 0 15@
005B: 14@ += 15@
0093: 3@ = integer 3@ to_float
0093: 4@ = integer 4@ to_float
0AB1: @makeCordinate 4 posXY 3@ 4@ Z_Angle 14@ Distance 13@ STORE_TO 16@ 17@
0092: 16@ = float 16@ to_integer
0092: 17@ = float 17@ to_integer
0AB2: 2 16@ 17@
:makeCordinate
//0@ = radar pos X
//1@ = radar pos Y
//2@ = z_angle
//3@ = Distance
//10@ = new variable
2@ *= -1.0
//x adjustment
02F6: 10@ = sine 2@
006B: 10@ *= 3@
005B: 0@ += 10@
//y adjustment
02F7: 10@ = cosine 2@
006B: 10@ *= 3@
0017: 10@ /= 640.0
0013: 10@ *= 480.0
005B: 1@ += 10@
0AB2: 2 0@ 1@
:getCameraFacingAngle
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
0AA6: call_method 0x514970 struct 0xB6F028 num_params 6 pop 0 0xA49994 0xA499A0 3@ 2@ 1@ 20.0
0AB1: call_scm_func @getZAngleBetweenPoints 4 from_XY $13 $14 and_XY 1@ 2@ store_to 4@
0AB2: 1 4@
:getZAngleBetweenPoints
0063: 0@ -= 2@
0063: 1@ -= 3@
0604: get_Z_angle_for_point 0@ 1@ store_to 4@
0AB2: 1 4@
//0AB1: @VersionType 0 _returnedValue 1@
:VersionType
0A8D: 0@ = read_memory 5794971 size 4 virtual_protect 0
if 0@ == 180.0
then
1@ = 1
else
1@ = 0
end
0AB2: 1 1@
segunda-feira said:@DuquiX
Nope
monday said:@DuquiX
nope