Если делали китайскую шляпопоОкей, возможно позволяет но топорно и не с таким цветом
var renderer = {
triangle: function(x0, y0, x1, y1, x2, y2, r, g, b, a) {
return Render.Polygon([[x0, y0], [x1, y1], [x2, y2]], [r, g, b, a]);
}
}
UI.AddCheckbox("Enable Angel Circle")
UI.AddColorPicker("China color")
UI.AddCheckbox("Gradient")
UI.SetEnabled("Script Items", "Gradient", false)
UI.AddSliderInt("Speed China", 1, 10)
UI.SetValue("Script items", "Speed China", 5)
var renderer_triangle = function(v2_A, v2_B, v2_C, r, g, b, a) {
var i = function(j, k, l) {
var m = (k.y - j.y) * (l.x - k.x) - (k.x - j.x) * (l.y - k.y)
if (m < 0) {
return true
}
return false
}
if (i(v2_A, v2_B, v2_C)) {
renderer.triangle(v2_A.x, v2_A.y, v2_B.x, v2_B.y, v2_C.x ,v2_C.y, r, g, b, a)
} else {
renderer.triangle(v2_C.x, v2_C.y, v2_B.x, v2_B.y, v2_A.x, v2_A.y, r, g, b, a)
}
}
var hsv_to_rgb = function(h, s, v) {
var r, g, b, i, f, p, q, t;
if (arguments.length === 1) {
s = h.s, v = h.v, h = h.h;
}
i = Math.floor(h * 6);
f = h * 6 - i;
p = v * (1 - s);
q = v * (1 - f * s);
t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return {
r: Math.round(r * 255),
g: Math.round(g * 255),
b: Math.round(b * 255)
}
}
Math.rad = function(degree){
return degree * Math.PI / 180.0;
}
var world_circle = function(origin, size) {
// if(origin[0] == null) return
var last_point = null
var gradient_g = UI.GetValue("Script Items", "Gradient")
var color_g = [UI.GetColor("Script items", "China color")[0], UI.GetColor("Script items", "China color")[1], UI.GetColor("Script items", "China color")[2], UI.GetColor("Script items", "China color")[3]]
for (var i = 0; i < 361; i++) {
var new_point = [
origin[0] - (Math.sin(Math.rad(i)) * size),
origin[1] - (Math.cos(Math.rad(i)) * size),
origin[2]
]
var actual_color = color_g
if (gradient_g) {
var hue_offset = 0
hue_offset = ((Globals.Realtime() * (UI.GetValue("Script items", "Speed China") * 50)) + i) % 360
hue_offset = Math.min(360, Math.max(0, hue_offset))
var g_color = hsv_to_rgb(hue_offset / 360, 1, 1)
color_g = [g_color.r, g_color.g, g_color.b, 255]
}
if (last_point != null) {
var old_screen_point = Render.WorldToScreen([last_point[0], last_point[1], last_point[2] + 6.66])
var new_screen_point = Render.WorldToScreen([new_point[0], new_point[1], new_point[2] + 6.66])
var origin_screen_point = Render.WorldToScreen([origin[0], origin[1], origin[2] + 6.66])
if (old_screen_point[0] != null && new_screen_point[0] != null && origin_screen_point[0] != null) {
renderer_triangle({"x": old_screen_point[0], "y": old_screen_point[1]}, {"x": new_screen_point[0], "y": new_screen_point[1]}, {"x": origin_screen_point[0], "y": origin_screen_point[1]}, color_g[0], color_g[1], color_g[2], 255)
}
}
last_point = new_point
}
}
var on_paint = function() {
var master_state = UI.GetValue("Script Items", "Enable Angel Circle")
UI.SetEnabled("Script items", "China color", master_state)
UI.SetEnabled("Script items", "Gradient", master_state)
UI.SetEnabled("Script items", "Speed China", master_state && UI.GetValue("Script items", "Gradient"))
if (!master_state || !UI.IsHotkeyActive("Visuals", "World", "View", "Thirdperson") || !Entity.GetLocalPlayer() || !Entity.IsAlive(Entity.GetLocalPlayer())) {
return
}
var hb = Entity.GetHitboxPosition(Entity.GetLocalPlayer(), 0)
world_circle([hb[0], hb[1], hb[2]], 5)
}
Cheat.RegisterCallback("Draw", "on_paint");
Это работает? Я просто ничего не шарю в скриптах, я сейчас смогу с этим поиграть?Это не фулл, т.к. я за**ался делать эту хернь, там осталось вырезать серединку и всё, сами сможете.The Lupa:var renderer = { triangle: function(x0, y0, x1, y1, x2, y2, r, g, b, a) { return Render.Polygon([[x0, y0], [x1, y1], [x2, y2]], [r, g, b, a]); } } UI.AddCheckbox("Enable Angel Circle") UI.AddColorPicker("China color") UI.AddCheckbox("Gradient") UI.SetEnabled("Script Items", "Gradient", false) UI.AddSliderInt("Speed China", 1, 10) UI.SetValue("Script items", "Speed China", 5) var renderer_triangle = function(v2_A, v2_B, v2_C, r, g, b, a) { var i = function(j, k, l) { var m = (k.y - j.y) * (l.x - k.x) - (k.x - j.x) * (l.y - k.y) if (m < 0) { return true } return false } if (i(v2_A, v2_B, v2_C)) { renderer.triangle(v2_A.x, v2_A.y, v2_B.x, v2_B.y, v2_C.x ,v2_C.y, r, g, b, a) } else { renderer.triangle(v2_C.x, v2_C.y, v2_B.x, v2_B.y, v2_A.x, v2_A.y, r, g, b, a) } } var hsv_to_rgb = function(h, s, v) { var r, g, b, i, f, p, q, t; if (arguments.length === 1) { s = h.s, v = h.v, h = h.h; } i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } return { r: Math.round(r * 255), g: Math.round(g * 255), b: Math.round(b * 255) } } Math.rad = function(degree){ return degree * Math.PI / 180.0; } var world_circle = function(origin, size) { // if(origin[0] == null) return var last_point = null var gradient_g = UI.GetValue("Script Items", "Gradient") var color_g = [UI.GetColor("Script items", "China color")[0], UI.GetColor("Script items", "China color")[1], UI.GetColor("Script items", "China color")[2], UI.GetColor("Script items", "China color")[3]] for (var i = 0; i < 361; i++) { var new_point = [ origin[0] - (Math.sin(Math.rad(i)) * size), origin[1] - (Math.cos(Math.rad(i)) * size), origin[2] ] var actual_color = color_g if (gradient_g) { var hue_offset = 0 hue_offset = ((Globals.Realtime() * (UI.GetValue("Script items", "Speed China") * 50)) + i) % 360 hue_offset = Math.min(360, Math.max(0, hue_offset)) var g_color = hsv_to_rgb(hue_offset / 360, 1, 1) color_g = [g_color.r, g_color.g, g_color.b, 255] } if (last_point != null) { var old_screen_point = Render.WorldToScreen([last_point[0], last_point[1], last_point[2] + 6.66]) var new_screen_point = Render.WorldToScreen([new_point[0], new_point[1], new_point[2] + 6.66]) var origin_screen_point = Render.WorldToScreen([origin[0], origin[1], origin[2] + 6.66]) if (old_screen_point[0] != null && new_screen_point[0] != null && origin_screen_point[0] != null) { renderer_triangle({"x": old_screen_point[0], "y": old_screen_point[1]}, {"x": new_screen_point[0], "y": new_screen_point[1]}, {"x": origin_screen_point[0], "y": origin_screen_point[1]}, color_g[0], color_g[1], color_g[2], 255) } } last_point = new_point } } var on_paint = function() { var master_state = UI.GetValue("Script Items", "Enable Angel Circle") UI.SetEnabled("Script items", "China color", master_state) UI.SetEnabled("Script items", "Gradient", master_state) UI.SetEnabled("Script items", "Speed China", master_state && UI.GetValue("Script items", "Gradient")) if (!master_state || !UI.IsHotkeyActive("Visuals", "World", "View", "Thirdperson") || !Entity.GetLocalPlayer() || !Entity.IsAlive(Entity.GetLocalPlayer())) { return } var hb = Entity.GetHitboxPosition(Entity.GetLocalPlayer(), 0) world_circle([hb[0], hb[1], hb[2]], 5) } Cheat.RegisterCallback("Draw", "on_paint");
(сделано на базе чина хед, так что оно жрёт фпс)
ля, это просто круг, там типо не залитый круг, просто оконтовка, еба с 120 до 48 фпс упал))0Это не фулл, т.к. я за**ался делать эту хернь, там осталось вырезать серединку и всё, сами сможете.The Lupa:var renderer = { triangle: function(x0, y0, x1, y1, x2, y2, r, g, b, a) { return Render.Polygon([[x0, y0], [x1, y1], [x2, y2]], [r, g, b, a]); } } UI.AddCheckbox("Enable Angel Circle") UI.AddColorPicker("China color") UI.AddCheckbox("Gradient") UI.SetEnabled("Script Items", "Gradient", false) UI.AddSliderInt("Speed China", 1, 10) UI.SetValue("Script items", "Speed China", 5) var renderer_triangle = function(v2_A, v2_B, v2_C, r, g, b, a) { var i = function(j, k, l) { var m = (k.y - j.y) * (l.x - k.x) - (k.x - j.x) * (l.y - k.y) if (m < 0) { return true } return false } if (i(v2_A, v2_B, v2_C)) { renderer.triangle(v2_A.x, v2_A.y, v2_B.x, v2_B.y, v2_C.x ,v2_C.y, r, g, b, a) } else { renderer.triangle(v2_C.x, v2_C.y, v2_B.x, v2_B.y, v2_A.x, v2_A.y, r, g, b, a) } } var hsv_to_rgb = function(h, s, v) { var r, g, b, i, f, p, q, t; if (arguments.length === 1) { s = h.s, v = h.v, h = h.h; } i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } return { r: Math.round(r * 255), g: Math.round(g * 255), b: Math.round(b * 255) } } Math.rad = function(degree){ return degree * Math.PI / 180.0; } var world_circle = function(origin, size) { // if(origin[0] == null) return var last_point = null var gradient_g = UI.GetValue("Script Items", "Gradient") var color_g = [UI.GetColor("Script items", "China color")[0], UI.GetColor("Script items", "China color")[1], UI.GetColor("Script items", "China color")[2], UI.GetColor("Script items", "China color")[3]] for (var i = 0; i < 361; i++) { var new_point = [ origin[0] - (Math.sin(Math.rad(i)) * size), origin[1] - (Math.cos(Math.rad(i)) * size), origin[2] ] var actual_color = color_g if (gradient_g) { var hue_offset = 0 hue_offset = ((Globals.Realtime() * (UI.GetValue("Script items", "Speed China") * 50)) + i) % 360 hue_offset = Math.min(360, Math.max(0, hue_offset)) var g_color = hsv_to_rgb(hue_offset / 360, 1, 1) color_g = [g_color.r, g_color.g, g_color.b, 255] } if (last_point != null) { var old_screen_point = Render.WorldToScreen([last_point[0], last_point[1], last_point[2] + 6.66]) var new_screen_point = Render.WorldToScreen([new_point[0], new_point[1], new_point[2] + 6.66]) var origin_screen_point = Render.WorldToScreen([origin[0], origin[1], origin[2] + 6.66]) if (old_screen_point[0] != null && new_screen_point[0] != null && origin_screen_point[0] != null) { renderer_triangle({"x": old_screen_point[0], "y": old_screen_point[1]}, {"x": new_screen_point[0], "y": new_screen_point[1]}, {"x": origin_screen_point[0], "y": origin_screen_point[1]}, color_g[0], color_g[1], color_g[2], 255) } } last_point = new_point } } var on_paint = function() { var master_state = UI.GetValue("Script Items", "Enable Angel Circle") UI.SetEnabled("Script items", "China color", master_state) UI.SetEnabled("Script items", "Gradient", master_state) UI.SetEnabled("Script items", "Speed China", master_state && UI.GetValue("Script items", "Gradient")) if (!master_state || !UI.IsHotkeyActive("Visuals", "World", "View", "Thirdperson") || !Entity.GetLocalPlayer() || !Entity.IsAlive(Entity.GetLocalPlayer())) { return } var hb = Entity.GetHitboxPosition(Entity.GetLocalPlayer(), 0) world_circle([hb[0], hb[1], hb[2]], 5) } Cheat.RegisterCallback("Draw", "on_paint");
(сделано на базе чина хед, так что оно жрёт фпс)