OTCv3 Battlefield hud for otc

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И так народ brokencore.club представляю вам Battlefield hud for otc
Скрипт логично будет обновляться, человек который делает его не железный, и хочет отдыхать и писать свои проекты, подробнее вы можете прочитать в теме который я указал выще
p.s: СРАЗУ ГОВОРЮ ДЛЯ НЕКОТОРЫХ, Я СПРОСИЛ У СОЗДАТЕЛЯ ДАННЫЙ ТЕМЫ, И ОН ДАЛ МНЕ РАЗРЕШЕНИЕ НА ВЫКОАДЫВАНИЕ ЭТОЙ ТЕМЫ СДЕСЬ :)

Удачного пользования, так же данный скрипт не подходит под все разрешение
Шрифт мы устанавливаем перед заходом в ксго, скрипт кидаем с папку scripts
Всем удачи:roflan-ebalo:
Сам скрипт
Так же ss кому надо

unknown.png

JavaScript:
var screen = Render.GetScreenSize()
function renderPlayerState() {
    if (!Entity.IsAlive(Entity.GetLocalPlayer()) || !Entity.IsValid(Entity.GetLocalPlayer())) return
    const health = Entity.GetProp(Entity.GetLocalPlayer(), 'CBasePlayer', 'm_iHealth')
    const armor = Entity.GetProp(Entity.GetLocalPlayer(), 'CCSPlayerResource', 'm_iArmor')
    const helmet = Entity.GetProp(Entity.GetLocalPlayer(), 'CCSPlayer', 'm_bHasHelmet')
    const icons = Render.AddFont('undefeated', 19, 100)
    const font = Render.AddFont('Tahoma bold', 14, 100)
    Render.Line(screen[0] / 2, screen[1] / 2 + 404, screen[0] / 2, screen[1] / 2 + 424, [255,255,255,255])
    //WARNING! CODE = CRINGE
    if (health >= 100) { hdd = 45 }
    if (health < 100) { hdd = 40 }
    if (health < 10) { hdd = 35 }
    if (armor >= 100) { add = 45 }
    if (armor < 100) { add = 40 }
    if (armor < 10) { add = 35 }
    //WARNING! CODE = CRINGE
    Render.Outline(screen[0] / 2 + 15, screen[1] /2 + 396, 1, '+', [255,255,255,255], [0,0,0,255], Render.AddFont('Verdana', 20, 100))
    Render.Outline(screen[0] / 2 + hdd, screen[1] /2 + 402, 1, health.toString(), [255,255,255,255], [0,0,0,255], font)
    Render.Outline(screen[0] / 2 - 13, screen[1] /2 + 402, 1, helmet ? 'q' : 'p', [255,255,255,255], [0,0,0,255], icons)
    Render.Outline(screen[0] / 2 - add, screen[1] /2 + 403, 1, armor.toString(), [255,255,255,255], [0,0,0,255], font)
}
Cheat.RegisterCallback('Draw', 'renderPlayerState')
var background = [ [0,0,0,200], [0,0,0,200], [0,0,0,200], [0,0,0,200] ]
var numbers_background = [ [255,255,255,255], [255,255,255,255], [255,255,255,255], [255,255,255,255] ]
var numbers = [ [0,0,0,255], [0,0,0,255], [0,0,0,255], [0,0,0,255] ]
var icons = [ [255,255,255,255], [255,255,255,255], [255,255,255,255], [255,255,255,255] ]
const mainWeapons = ['ak 47', 'aug', 'awp', 'famas', 'g3sg1', 'galil ar', 'm4a1 s', 'm4a4', 'scar 20', 'sg 553', 'ssg 08', 'mac 10', 'mp5 sd', 'mp7', 'mp9', 'pp bizon', 'p90', 'ump 45', 'mag 7', 'nova', 'sawed off',
'xm1014']
const pistols = ['cz75 auto', 'desert eagle', 'dual berettas', 'five seven', 'glock 18', 'p2000', 'p250', 'r8 revolver', 'tec 9', 'usp s']
const knifes = ['nomad knife', 'skeleton knife', 'survival knife', 'paracord knife', 'classic knife', 'bayonet', 'bowie knife', 'butterfly knife', 'falchion knife', 'flip knife', 'gut knife', 'huntsman knife',
'karambit', 'm9 bayonet', 'navaja knife', 'shadow daggers', 'stiletto knife', 'talon knife', 'ursus knife']
const grenades = ['high explosive grenade', 'incendiary grenade', 'decoy grenade', 'smoke grenade', 'flashbang', 'molotov']
const mainWeaponsIcons = {'ssg 08': 'a', 'xm1014': 'b', 'sawed off': 'c', 'mag 7': 'd', 'nova': 'e', 'negev': 'f', 'm249': 'g', 'mac 10': 'K', 'ump 45': 'L', 'pp bizon': 'M', 'mp7': 'N', 'mp9': 'O', 'p90': 'P',
'galil ar': 'Q', 'famas': 'R', 'm4a4': 'S', 'm4a1 s': 'T', 'aug': 'U', 'sg 553': 'V', 'ak 47': 'W', 'g3sg1': 'X', 'scar 20': 'Y', 'awp': 'Z' }
const pistolsIcons = {'desert eagle': 'A', 'dual berettas': 'B', 'five seven': 'C', 'glock 18': 'D', 'p2000': 'E', 'p250': 'F', 'usp s': 'G', 'tec 9': 'H', 'cz75 auto': 'I', 'r8 revolver': 'J'}
const knifesIcons = {'knife': 'G', 'bayonet': '1', 'flip knife': '2', 'gut knife': '3', 'karambit': '4', 'm9 bayonet': '5', 'huntsman knife': '6', 'bowie knife': '7', 'butterfly knife': '8', 'shadow daggers': '9', 'falchion knife': '0'}
const grenadesIcons = {'high explosive grenade': 'j', 'incendiary grenade': 'n', 'decoy grenade': 'm', 'smoke grenade': 'k', 'flashbang': 'i', 'molotov': 'l'}
function setReverseColor() {
    if (Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer())) == 'zeus x27') knifes.push('zeus x27')
    set = [mainWeapons, pistols, knifes, grenades]
    for (var s in set) {
        inverseColor(set[s], Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer())))
    }
}
Cheat.RegisterCallback('CreateMove', 'setReverseColor')
function renderWeaponHud() {
    var gRender = []
    if (!Entity.IsAlive(Entity.GetLocalPlayer()) || !Entity.IsValid(Entity.GetLocalPlayer())) return
    setPos = {
        background: {
            mainY: screen[1] /2 + 120,
            pistolY: screen[1] /2 + 184,
            knifeY: screen[1] /2 + 248,
            grenadeY: screen[1] /2 + 312
        },
        icons: {
            mainY: screen[1] /2 + 123,
            pistolY: screen[1] /2 + 190,
            knifeY: screen[1] /2 + 254,
            grenadeY: screen[1] /2 + 314
        },
        numbers_background: {
            mainY: screen[1] /2 + 140,
            pistolY: screen[1] /2 + 204,
            knifeY: screen[1] /2 + 269,
            grenadeY: screen[1] /2 + 332
        },
        numbers: {
            mainY: screen[1] /2 + 139,
            pistolY: screen[1] /2 + 203,
            knifeY: screen[1] /2 + 268,
            grenadeY: screen[1] /2 + 332
        },
        bulletsCount: {
    
        }
    }
    font = Render.AddFont('Tahoma bold', 14, 100)
    playerWeapons = Entity.GetWeapons(Entity.GetLocalPlayer())
    iconsFont = Render.AddFont('undefeated', 40, 100)
    knifeIcon = knifesIcons[Entity.GetName(playerWeapons[0])]
    if (knifeIcon == undefined) knifeIcon = '4'
    if (Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer())) == 'zeus x27') knifeIcon = 'h'
    for (var inc in playerWeapons) {
        for (var m in mainWeapons) {
            if (Entity.GetName(playerWeapons[inc]).includes(mainWeapons[m])) {
                mainWeaponIcon = mainWeaponsIcons[mainWeapons[m]]
                Render.FilledRect(screen[0] /2 + 725, setPos.background.mainY, 230, 60, background[0])
                Render.StringCustom(screen[0] /2 + 740, setPos.icons.mainY, 0, mainWeaponIcon, icons[0], iconsFont)
                Render.FilledRect(screen[0] /2 + 920, setPos.numbers_background.mainY, 20, 20, numbers_background[0])
                Render.StringCustom(screen[0] /2 + 926, setPos.numbers.mainY, 0, '1', numbers[0], font)
            }
        }
        for (var p in pistols) {
            if (Entity.GetName(playerWeapons[inc]).includes(pistols[p])) {
                pistolIcon = pistolsIcons[pistols[p]]
                Render.FilledRect(screen[0] /2 + 725, setPos.background.pistolY, 230, 60, background[1])
                Render.StringCustom(screen[0] /2 + 740, setPos.icons.pistolY, 0, pistolIcon, icons[1], iconsFont)
                Render.FilledRect(screen[0] /2 + 920, setPos.numbers_background.pistolY, 20, 20, numbers_background[1])
                Render.StringCustom(screen[0] /2 + 926, setPos.numbers.pistolY, 0, '2', numbers[1], font)
            }
        }     
        for (var k in knifes) {
            if(Entity.GetName(playerWeapons[inc]).includes(knifes[k])) {
                Render.FilledRect(screen[0] /2 + 725, setPos.background.knifeY, 230, 60, background[2])
                Render.StringCustom(screen[0] /2 + 740, setPos.icons.knifeY, 0, knifeIcon, icons[2], iconsFont)
                Render.FilledRect(screen[0] /2 + 920, setPos.numbers_background.knifeY, 20, 20, numbers_background[2])
                Render.StringCustom(screen[0] /2 + 926, setPos.numbers.knifeY, 0, '3', numbers[2], font)
            }
        }
        
        for (var g in grenades) {
            if(Entity.GetName(playerWeapons[inc]).includes(grenades[g])) {
                gRender.push(grenades[g])
                Render.FilledRect(screen[0] /2 + 725, setPos.background.grenadeY, 230, 60, background[3])
                for (var gr in gRender) {
                    grenadeIcon = grenadesIcons[gRender[gr]]
                    Render.StringCustom(screen[0] /2 + 750 + (35 * gr), setPos.icons.grenadeY, 1, grenadeIcon, icons[3], Render.AddFont('undefeated', 40, 100))
                }
                Render.FilledRect(screen[0] /2 + 920, setPos.numbers_background.grenadeY, 20, 20, numbers_background[3])
                Render.StringCustom(screen[0] /2 + 926, setPos.numbers.grenadeY, 0, '4', numbers[3], font)
            }
        }
    }
}
Cheat.RegisterCallback('Draw', 'renderWeaponHud')
Render.Outline = function(x, y, a, t, c, oc, f) {
    Render.StringCustom(x + 1, y + 1, a, t, oc, f)
    Render.StringCustom(x - 1, y - 1, a, t, oc, f)
    Render.StringCustom(x - 1, y + 1, a, t, oc, f)
    Render.StringCustom(x + 1, y - 1, a, t, oc, f)
    Render.StringCustom(x, y, a, t, c, f)
}
function inverseColor(arr, obj) {
    function inc() {
        for (var i = 0; i < arr.length; i++) {
            if (arr[i] == obj) return true;
        }
    }
    if (arr == mainWeapons) index = 0;
    if (arr == pistols) index = 1;
    if (arr == knifes) index = 2;
    if (arr == grenades) index = 3;
    if (inc()) {
        background[index] = [255,255,255,200]
        numbers_background[index] = [0,0,0,255]
        numbers[index] = [255,255,255,255]
        icons[index] = [0,0,0,255]
    } else {
        background[index] = [0,0,0,200]
        numbers_background[index] = [255,255,255,255]
        numbers[index] = [0,0,0,255]
        icons[index] = [255,255,255,255]
    }
}
function include(array, element) {
    for (var i = 0; i < array.length; i++) {
        if (array[i] == element) {
            return true
        } else {
            return false
        }
    }
}
Cheat.ExecuteCommand('cl_draw_only_deathnotices 1')
Cheat.ExecuteCommand('cl_drawhud_force_radar 1')

function unload() {
    Cheat.ExecuteCommand('cl_draw_only_deathnotices 0')
}
Cheat.RegisterCallback('Unload', 'unload')

Code if you need :)
 

Вложения

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Последнее редактирование:
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Контакты для связи отсутствуют.
скачал вроде норм, думаю поставить в моем конфиге
 
Активность
Пока что здесь никого нет
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