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FPTHook v2.07


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Więcej informacji  

Rekomendowane odpowiedzi

WeaponESP ( jakos tak ) na 0 ustaw.

  niestety dalej to samo nic nie znikło ale za chęci daje +

 

Daje cfg

 

// AgN-Soft v PREMIUM

//

 

[Main]

 

// Delay between loading (either *.asi/forced) and memsearch.

// Should now stay at 0, since it simply won't scan if there are uninitialized pointers.

Delay = 0

 

// For developers.

// Enabling this gives some extra console messages.

// "debug_*" commands will be also unlocked.

// UNDONE: somewhat obsolete. use RegCommands

Debug = 1

 

// Enables registration of console commands. (debug_*)

RegCommands = 1

 

// as of v2.02

// Enable/disable PanicKey.

PanicKey = 1

 

// Console command that will activate PanicKey.

// It can be assigned to a key: bind <key> <specified command (fpt_pkey)>

PanicKey_Command = fpt_pkey

 

// as of v2.07

// Determines whether the *.DLL should wait for all pointers to be initialized.

// Can sometimes affect the scanning speed.

WaitForInit = 1

 

// Interval between the checks.

WaitForInit_Threshold = 15

 

// The rate at which WindowInfo should be updated.

UpdateThreshold = 500

 

[ESP]

 

// Whether to enable ESP or not.

// Affects all types of ESP but BarrelESP and FarESP.

Active = 1

 

// "Initial" thickness of a box.

Thickness = 3

 

// Sets the step from which the thickness will decrease.

// It occurs roughly at (Distance div ESP_ThicknessStep) pixels, though it also depends on a trace.

// The thickness will never go lesser than 1.

ThicknessStep = 650

 

// Draws a colored dot (color depends on team)

// Consider using it only for debugging.

// It is called before any other ESP routines (excluding DrawVector).

DrawDot = 0

 

// ESP Mode.

// You should now use MODE_FPT_1, unless there are problems.

// Avaliable modes: MODE_FPT_2, MODE_FPT_1 and MODE_STATIc.

Mode = MODE_FPT_1

 

// DynESP X/Y box factors.

DOffsetX = 1

DOffsetY = 1.5

 

// StaticESP box size.

SOffsetX = 15

SOffsetY = 25

 

// "Initial" ESP Size.

// The bigger the resolution, the bigger the value.

// Presets:

// - 1440x900: 10000

// As of v2.07: Set this to "0" to let the *.DLL decide.

Size = 10000

 

// It is called "Chams", i think.

CheckVisibleParts = 0

 

// CVP Color.

VisColorR = 50

VisColorG = 255

VisColorB = 50

 

// ESP Box Type.

// Types: BOX_DEFAULT (square), BOX_EXTENDED (somewhat different "crosshair" square), BOX_CROSSHAIR (crosshair)

// BOX_CROSSHAIR is the fastest, and BOX_EXTENDED is the slowest, 4 times slower than BOX_CROSSHAIR.

BoxType = BOX_EXTENDED

 

// NameESP.

NameESP = 0

 

// WeaponESP.

WeaponESP = 0

 

// Sets the distance between the box and the name.

// Only for NameESP/WeaponESP.

NameOffset = 16

 

// "Length" of the crosshair (if BoxType = BOX_EXTENDED)

ExtLength = 4.5

 

// FarESP.

// WARNING: It won't work on some builds.

// Don't know what is causing this.

// If this didn't worked for you, contact me @ ICQ 289012

// NOTE: Probably fixed in v2.05/v2.06.

// NOTE: Fixed as of v2.07. Tested on Non-Steam 26p, Non-Steam 35p, p48 Non-Steam (Emulator) and Steam.

FarESP = 0

 

// FarESP square hold time.

// 328 is the delay between steps on a flat ground.

FarESPHoldTime = 328

 

// Whether to interpolate the ESP or not.

ESP_FarESPEnableInterp = 0

 

// BarrelESP.

// May flicker sometimes. Still working on it.

ESP_DrawVector = 0

 

// A fix for BoxESP, causing ESP to appear lower than expected.

ESP_CheckHull = 0

 

// Hull difference/2

// Should now stay at "8".

ESP_HullDiff = 8

 

// as of v2.03

// ESP would skip that much frames, but if the number is greater than 1, an extra frame will always be drawn

// to prevent half-transparency bug.

FrameSkip = 0

 

// as of v2.04

EntityESP = 1

 

EntityESP_R = 255

EntityESP_G = 255

EntityESP_B = 255

 

// as of v2.04-dev

// Should now stay at 0, unless there are problems.

FarESP_Debug = 0

 

// as of v2.07

EntityESP_Extended = 1

 

[dbg]

// DEBUG goes here

d = 0

 

// impulse 100

f = 0

Odnośnik do komentarza

EntityESP = 0 sprawdz

Jeśli pomogłem daj up.png

-------------------------------------------------------------------

if(vars.iniuria.ragetrigger->("1");

gAimbot->Trigger4(Entity, Takedown, CustomerEye);

-------------------------------------------------------------------

Odnośnik do komentarza
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