local mindmg = menu.add_checkbox("visual", "dmg indicator")
local enabled = true
local screen_size = render.get_screen_size()
local x = screen_size.x / 1.99
local y = screen_size.y / 1.99
local main_font = render.create_font("smallest_pixel-7", 11, 1000)
local min_damage_a = menu.find("aimbot", "auto", "target overrides", "force min. damage")
local min_damage_s = menu.find("aimbot", "scout", "target overrides", "force min. damage")
local min_damage_d = menu.find("aimbot", "deagle", "target overrides", "force min. damage")
local min_damage_r = menu.find("aimbot", "revolver", "target overrides", "force min. damage")
local min_damage_p = menu.find("aimbot", "pistols", "target overrides", "force min. damage")
local min_damage_awp = menu.find("aimbot", "awp", "target overrides", "force min. damage")
local amount_auto = unpack(menu.find("aimbot", "auto", "target overrides", "force min. damage"))
local amount_scout = unpack(menu.find("aimbot", "scout", "target overrides", "force min. damage"))
local amount_awp = unpack(menu.find("aimbot", "awp", "target overrides", "force min. damage"))
local amount_deagle = unpack(menu.find("aimbot", "deagle", "target overrides", "force min. damage"))
local amount_revolver = unpack(menu.find("aimbot", "revolver", "target overrides", "force min. damage"))
local amount_pistol = unpack(menu.find("aimbot", "pistols", "target overrides", "force min. damage"))
local function getweapon()
local local_player = entity_list.get_local_player()
if local_player == nil then return end
local weapon_name = nil
if local_player:get_prop("m_iHealth") > 0 then
local active_weapon = local_player:get_active_weapon()
if active_weapon == nil then return end
weapon_name = active_weapon:get_name()
else return end
return weapon_name
end
local function on_paint()
if enabled then
if menu.is_open() then return end
if getweapon() == "ssg08" then
if min_damage_s[2]:get() then
render.text(main_font, tostring(amount_scout:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "deagle" then
if min_damage_d[2]:get() then
render.text(main_font, tostring(amount_deagle:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "revolver" then
if min_damage_r[2]:get() then
render.text(main_font, tostring(amount_revolver:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "awp" then
if min_damage_awp[2]:get() then
render.text(main_font, tostring(amount_awp:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "scar20" or getweapon() == "g3sg1" then
if min_damage_a[2]:get() then
render.text(main_font, tostring(amount_auto:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "glock" or getweapon() == "p250" or getweapon() == "cz75a" or getweapon() == "usp-s" or getweapon() == "tec9" or getweapon() == "p2000" or getweapon() == "fiveseven" or getweapon() == "elite" then
if min_damage_p[2]:get() then
render.text(main_font, tostring(amount_pistol:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
end
end
end
callbacks.add(e_callbacks.PAINT, on_paint)
идеальным вариантом будет использовать сразу все триНу тут три варианта. 1) Лучше изучить луа 2) Лучше изучить апи чита 3) Посмотреть сурсы других луашек. Надеюсь поможет
В идеале так. Правда этот супергений не указал то, на какой софт он луашку пишетлибо
или жеLua:if mindmg:get() then -- что тебе нужно end
Lua:if not mindmg:get() then return end --т.е если не включен, то ничего не будет происходить
это примордиал, я ему уже под его апи написалВ идеале так. Правда этот супергений не указал то, на какой софт он луашку пишет
local checkbox = menu.add_checkbox("General", "Damage override amount indication")
local screen_size = render.get_screen_size()
local x = screen_size.x / 1.99
local y = screen_size.y / 1.99
local font = render.create_font("smallest_pixel-7", 11, 1000)
local damage_override_key_autosniper = menu.find("aimbot", "auto", "target overrides", "force min. damage")
local damage_override_key_scout = menu.find("aimbot", "scout", "target overrides", "force min. damage")
local damage_override_key_awp = menu.find("aimbot", "awp", "target overrides", "force min. damage")
local damage_override_key_deagle = menu.find("aimbot", "deagle", "target overrides", "force min. damage")
local damage_override_key_revolver = menu.find("aimbot", "revolver", "target overrides", "force min. damage")
local damage_override_key_pistol = menu.find("aimbot", "pistols", "target overrides", "force min. damage")
local damage_override_amount_autosniper = unpack(menu.find("aimbot", "auto", "target overrides", "force min. damage"))
local damage_override_amount_scout = unpack(menu.find("aimbot", "scout", "target overrides", "force min. damage"))
local damage_override_amount_awp = unpack(menu.find("aimbot", "awp", "target overrides", "force min. damage"))
local damage_override_amount_deagle = unpack(menu.find("aimbot", "deagle", "target overrides", "force min. damage"))
local damage_override_amount_revolver = unpack(menu.find("aimbot", "revolver", "target overrides", "force min. damage"))
local damage_override_amount_pistol = unpack(menu.find("aimbot", "pistols", "target overrides", "force min. damage"))
local function getweapon()
local local_player = entity_list.get_local_player()
if local_player == nil then return end
local weapon_name = nil
if local_player:get_prop("m_iHealth") > 0 then
local active_weapon = local_player:get_active_weapon()
if active_weapon == nil then return end
weapon_name = active_weapon:get_name()
else return end
return weapon_name
end
local function indication()
if checkbox:get() then
if getweapon() == "scar20" or getweapon() == "g3sg1" then
if damage_override_key_autosniper[2]:get() then
render.text(font, tostring(damage_override_amount_auto:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "ssg08" then
if damage_override_key_scout[2]:get() then
render.text(font, tostring(damage_override_amount_scout:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "awp" then
if damage_override_key_awp[2]:get() then
render.text(font, tostring(damage_override_amount_awp:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "deagle" then
if mdamage_override_key_deagle[2]:get() then
render.text(font, tostring(damage_override_amount_deagle:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "revolver" then
if damage_override_key_revolver[2]:get() then
render.text(font, tostring(damage_override_amount_revolver:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
elseif getweapon() == "glock" or getweapon() == "p250" or getweapon() == "cz75a" or getweapon() == "usp-s" or getweapon() == "tec9" or getweapon() == "p2000" or getweapon() == "fiveseven" or getweapon() == "elite" then
if damage_override_key_pistol[2]:get() then
render.text(font, tostring(damage_override_amount_pistol:get()), vec2_t(x, y - 16), color_t(255, 255, 255))
end
end
end
end
callbacks.add(e_callbacks.PAINT, indication)
Хочешь сказать, что код полностью твой?)нужные тебе строки, были выделены, я сам писатель луа скриптов - НОВИЧОК ПОЛНЕЙШИЙ, прошу не судить строго я пытался помочьDamage override indicator near crosshair:local checkbox = menu.add_checkbox("General", "Damage override amount indication") local screen_size = render.get_screen_size() local x = screen_size.x / 1.99 local y = screen_size.y / 1.99 local font = render.create_font("smallest_pixel-7", 11, 1000) local damage_override_key_autosniper = menu.find("aimbot", "auto", "target overrides", "force min. damage") local damage_override_key_scout = menu.find("aimbot", "scout", "target overrides", "force min. damage") local damage_override_key_awp = menu.find("aimbot", "awp", "target overrides", "force min. damage") local damage_override_key_deagle = menu.find("aimbot", "deagle", "target overrides", "force min. damage") local damage_override_key_revolver = menu.find("aimbot", "revolver", "target overrides", "force min. damage") local damage_override_key_pistol = menu.find("aimbot", "pistols", "target overrides", "force min. damage") local damage_override_amount_autosniper = unpack(menu.find("aimbot", "auto", "target overrides", "force min. damage")) local damage_override_amount_scout = unpack(menu.find("aimbot", "scout", "target overrides", "force min. damage")) local damage_override_amount_awp = unpack(menu.find("aimbot", "awp", "target overrides", "force min. damage")) local damage_override_amount_deagle = unpack(menu.find("aimbot", "deagle", "target overrides", "force min. damage")) local damage_override_amount_revolver = unpack(menu.find("aimbot", "revolver", "target overrides", "force min. damage")) local damage_override_amount_pistol = unpack(menu.find("aimbot", "pistols", "target overrides", "force min. damage")) local function getweapon() local local_player = entity_list.get_local_player() if local_player == nil then return end local weapon_name = nil if local_player:get_prop("m_iHealth") > 0 then local active_weapon = local_player:get_active_weapon() if active_weapon == nil then return end weapon_name = active_weapon:get_name() else return end return weapon_name end local function indication() if checkbox:get() then if getweapon() == "scar20" or getweapon() == "g3sg1" then if damage_override_key_autosniper[2]:get() then render.text(font, tostring(damage_override_amount_auto:get()), vec2_t(x, y - 16), color_t(255, 255, 255)) end elseif getweapon() == "ssg08" then if damage_override_key_scout[2]:get() then render.text(font, tostring(damage_override_amount_scout:get()), vec2_t(x, y - 16), color_t(255, 255, 255)) end elseif getweapon() == "awp" then if damage_override_key_awp[2]:get() then render.text(font, tostring(damage_override_amount_awp:get()), vec2_t(x, y - 16), color_t(255, 255, 255)) end elseif getweapon() == "deagle" then if mdamage_override_key_deagle[2]:get() then render.text(font, tostring(damage_override_amount_deagle:get()), vec2_t(x, y - 16), color_t(255, 255, 255)) end elseif getweapon() == "revolver" then if damage_override_key_revolver[2]:get() then render.text(font, tostring(damage_override_amount_revolver:get()), vec2_t(x, y - 16), color_t(255, 255, 255)) end elseif getweapon() == "glock" or getweapon() == "p250" or getweapon() == "cz75a" or getweapon() == "usp-s" or getweapon() == "tec9" or getweapon() == "p2000" or getweapon() == "fiveseven" or getweapon() == "elite" then if damage_override_key_pistol[2]:get() then render.text(font, tostring(damage_override_amount_pistol:get()), vec2_t(x, y - 16), color_t(255, 255, 255)) end end end end callbacks.add(e_callbacks.PAINT, indication)