Вопрос помогите сделать миндамаг на пистол onetap v3

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minimum damage:
UI.AddCheckbox("Display indicator")
UI.AddHotkey("Heavy Pistol Override")
UI.AddSliderInt("Heavy Pistol Mindmg", 0, 130)
UI.AddHotkey("Scout Override")
UI.AddSliderInt("Scout Mindmg", 0, 130)
UI.AddHotkey("AWP Override")
UI.AddSliderInt("AWP Mindmg", 0, 130)
UI.AddHotkey("Auto Override")
UI.AddSliderInt("Auto Mindmg", 0, 130)

var heavy_cache = UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
var scout_cache = UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
var awp_cache = UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
var auto_cache = UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")
function isActive(a)
{
    return UI.IsHotkeyActive("Script items", a)
}
function setValue(cat, value)
{
    UI.SetValue("Rage", cat.toUpperCase(), "Targeting", "Minimum damage", value)
}
function isHeavyPistol(name)
{
    if (name == "r8 revolver" || name == "desert eagle")
    {
        return true
    }
}
function isAutoSniper(name)
{
    if(name == "scar 20" || weapon_name == "g3sg1")
    {
        return true
    }
}
function onCM()
{
    heavy_value = UI.GetValue("Script items", "Heavy Pistol Mindmg")
    scout_value = UI.GetValue("Script items", "Scout Mindmg")
    awp_value = UI.GetValue("Script items", "AWP Mindmg")
    auto_value = UI.GetValue("Script items", "Auto Mindmg")
    weapon_name = Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))
    
    if (isActive("Heavy Pistol Override") && isHeavyPistol(weapon_name))
    {
        setValue("HEAVY PISTOL", heavy_value)
    }
    else{
        setValue("HEAVY PISTOL", heavy_cache)
    }
    
    if (isActive("Scout Override") && weapon_name == "ssg 08")
    {
        setValue("SCOUT", scout_value)
    }
    else{
        setValue("SCOUT", scout_cache)
    }

    if (isActive("AWP Override") && weapon_name == "awp")
    {
        setValue("AWP", awp_value)
    }
    else{
        setValue("AWP", awp_cache)
    }

    if (isActive("Auto Override") && isAutoSniper(weapon_name))
    {
        
        setValue("AUTOSNIPER", auto_value)
    }
    else
    {
        setValue("AUTOSNIPER", auto_cache)
    }
    
}
function indicator()
{
    font = Render.AddFont("Verdana", 7, 400 )
    screen = Render.GetScreenSize()
    wep = Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))
    x = screen[0]-screen[0] + 954
    y = screen[1] - 570
    heavy ="" + UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
    scout ="" +UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
    awp ="" +UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
    auto ="" +UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")
    var str = ""
    if (UI.GetValue("Script items", "Display indicator") && Entity.IsValid(Entity.GetLocalPlayer()) && Entity.IsAlive(Entity.GetLocalPlayer()))
    {
        if (isHeavyPistol(wep))
        {
            str = heavy
        }
        else if(wep == "ssg 08")
        {
            str = scout
        }
        else if(wep == "awp")
        {
            str = awp
        }
        else if (isAutoSniper(wep))
        {
            str = auto
        }
    }
    
    if (str == "" + 0)
    {
        str = "DYNAMIC"
    }
    Render.StringCustom(x+1, y+1, 0, str+"", [0,0,0,255], font)
    Render.StringCustom(x, y, 0, str+"", [255,255,255,255], font)
}
Cheat.RegisterCallback("Draw", "indicator")
Cheat.RegisterCallback("CreateMove", "onCM")
 
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