I have a problem, I'm using a cleo script to perform the C-bug (deagle) in SA-MP. After testing with other players discovered that not all the shots I shot hammered them.
Example: After activating the C-Bug I shot 6 times in a player, but only 3 shots hit him.
Is there any way to synchronize these shots no fail? And if possible, I would like the C-bug would not be slow to want to shoot ASAP!
This is the code:
| CODE |
//-------------MAIN--------------- 0662: NOP "MADE BY FYP, CHANGED BY OPCODE.EXE TO AUTOCBUG" thread "CBUG"
:CBUG_58 wait 0 if and Actor.HasWeapon($PLAYER_ACTOR, 24) Actor.HasWeapon($PLAYER_ACTOR, 24) Player.Defined($PLAYER_CHAR) 0ADC: test_cheat "E" else_jump @CBUG_58 0ACD: show_text_highpriority "ON" time 20 jump @CBUG_112
:CBUG_112 wait 0 if and Player.Defined($PLAYER_CHAR) 0ADC: test_cheat "E" else_jump @CBUG_164 jump @CBUG_144
:CBUG_144 wait 0 0ACD: show_text_highpriority "OFF" time 20 jump @CBUG_58
:CBUG_164 wait 0 if 00E1: player 0 pressed_key 17 else_jump @CBUG_112 wait 360 0A8C: write_memory 12006520 size 2 value 255 virtual_protect 0 wait 60 0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_WALK" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24 jump @CBUG_272
:CBUG_272 wait 0 if 00E1: player 0 pressed_key 17 else_jump @CBUG_112 wait 360 01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 0 // Load the weapon model before using this 0A8C: write_memory 12006520 size 2 value 255 virtual_protect 0 wait 60 0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_WALK" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24 jump @CBUG_164
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This post has been edited by LgZ on Thursday, Sep 13 2012, 04:43