Ищу скрипт (OTC V3) JS TIMER

Начинающий
Статус
Оффлайн
Регистрация
27 Янв 2020
Сообщения
10
Реакции[?]
0
Поинты[?]
0
Нужен скрипт на таймер. Просто надпись в любом месте на экране. Будет запускаться по нажатию клавиши, например:
JavaScript:
if (Input.IsKeyPressed(0x01))
{
   //таймер на 10 сек (10:00)
}
 
Начинающий
Статус
Оффлайн
Регистрация
22 Фев 2021
Сообщения
102
Реакции[?]
6
Поинты[?]
0
JavaScript:
UI.AddLabel("------------ C4 Timer -------------");
UI.AddCheckbox("Enable C4 Indicator");
 
function calcDist(local, target) {
    var lx = local[0];
    var ly = local[1];
    var lz = local[2];
    var tx = target[0];
    var ty = target[1];
    var tz = target[2];
    var dx = lx - tx;
    var dy = ly - ty;
    var dz = lz - tz;
 
    return Math.sqrt(dx * dx + dy * dy + dz * dz);
}
 
function dispDamage() {
    local = Entity.GetLocalPlayer();
  
    if (!UI.GetValue("Script items", "Enable C4 Indicator")) return;
    var c4 = Entity.GetEntitiesByClassID(128)[0];
 
    if (c4 == undefined) return;
 
    var eLoc = Entity.GetRenderOrigin(c4);
    var lLoc = Entity.GetRenderOrigin(local)
    var distance = calcDist(eLoc, lLoc);
    var willKill = false;
    var dmg;
    //player checks
    var armor = Entity.GetProp(local, "CCSPlayerResource", "m_iArmor"); // player armor
    var health = Entity.GetProp(local, "CBasePlayer", "m_iHealth"); // player health
    //c4 things
    var timer = (Entity.GetProp(c4, "CPlantedC4", "m_flC4Blow") - Globals.Curtime()); // c4 left time
    var c4length = Entity.GetProp(c4, "CPlantedC4", "m_flTimerLength");
    var bar_length = (((Render.GetScreenSize()[1] - 50) / c4length) * (timer));
    var isbombticking = Entity.GetProp(c4, "CPlantedC4", "m_bBombTicking");
    //defusing things
    var deflength = Entity.GetProp(c4, "CPlantedC4", "m_flDefuseLength"); // length of defuse
    var deftimer = (Entity.GetProp(c4, "CPlantedC4", "m_flDefuseCountDown") - Globals.Curtime()); // timer when defusing
    var defbarlength = (((Render.GetScreenSize()[1] - 50) / deflength) * (deftimer)); // lenght for left bar
    var isbeingdefused = Entity.GetProp(c4, "CPlantedC4", "m_hBombDefuser"); // check if bomb is being defused
    var gotdefused = Entity.GetProp(c4, "CPlantedC4", "m_bBombDefused"); // check if bomb has or hasnt defused
  
    const a = 450.7;
    const b = 75.68;
    const c = 789.2;
 
    const d = (distance - b) / c;
 
    var damage = a * Math.exp(-d * d);
 
    if (armor > 0) {
        var newDmg = damage * 0.5;
        var armorDmg = (damage - newDmg) * 0.5;
 
        if (armorDmg > armor) {
            armor = armor * (1 / .5);
            newDmg = damage - armorDmg;
        }
        damage = newDmg;
    }
    dmg = Math.ceil(damage);
 
    if (dmg >= health) {
        willKill = true;
    }
    else {
        willKill = false;
    }
  
    timer = parseFloat(timer.toPrecision(3));
    timer2 = parseFloat(timer.toPrecision(2));
    timer3 = parseFloat(timer.toPrecision(1));
    bomb_font = Render.AddFont("Arial Black", 16, 800);
  
    if (!isbombticking) return;
  
    if (gotdefused) return;
        if (timer >= 1 && timer > 10)
        {
            Render.StringCustom(10 + 1, 5 + 1, 0, getSite(c4) + timer + "s", [0, 0, 0, 255], bomb_font);
            Render.StringCustom(10, 5, 0, getSite(c4) + timer + "s", [129, 177, 14, 255], bomb_font);
        }
        else if (timer <= 10 && timer > 5 && timer >= 1)
        {
            Render.StringCustom(10 + 1, 5 + 1, 0, getSite(c4) + timer2 + "s", [0, 0, 0, 255], bomb_font);
            Render.StringCustom(10, 5, 0, getSite(c4) + timer2 + "s", [210, 216, 112, 255], bomb_font);
        }
        else if (timer <= 5 && timer >= 1)
        {
            Render.StringCustom(10 + 1, 5 + 1, 0, getSite(c4) + timer2 + "s", [0, 0, 0, 255], bomb_font);
            Render.StringCustom(10, 5, 0, getSite(c4) + timer2 + "s", [252, 18, 19, 255], bomb_font);
        }
        else if (timer < 1 && timer >= 0.1)
 
Начинающий
Статус
Оффлайн
Регистрация
27 Янв 2020
Сообщения
10
Реакции[?]
0
Поинты[?]
0
JavaScript:
UI.AddLabel("------------ C4 Timer -------------");
UI.AddCheckbox("Enable C4 Indicator");

function calcDist(local, target) {
    var lx = local[0];
    var ly = local[1];
    var lz = local[2];
    var tx = target[0];
    var ty = target[1];
    var tz = target[2];
    var dx = lx - tx;
    var dy = ly - ty;
    var dz = lz - tz;

    return Math.sqrt(dx * dx + dy * dy + dz * dz);
}

function dispDamage() {
    local = Entity.GetLocalPlayer();

    if (!UI.GetValue("Script items", "Enable C4 Indicator")) return;
    var c4 = Entity.GetEntitiesByClassID(128)[0];

    if (c4 == undefined) return;

    var eLoc = Entity.GetRenderOrigin(c4);
    var lLoc = Entity.GetRenderOrigin(local)
    var distance = calcDist(eLoc, lLoc);
    var willKill = false;
    var dmg;
    //player checks
    var armor = Entity.GetProp(local, "CCSPlayerResource", "m_iArmor"); // player armor
    var health = Entity.GetProp(local, "CBasePlayer", "m_iHealth"); // player health
    //c4 things
    var timer = (Entity.GetProp(c4, "CPlantedC4", "m_flC4Blow") - Globals.Curtime()); // c4 left time
    var c4length = Entity.GetProp(c4, "CPlantedC4", "m_flTimerLength");
    var bar_length = (((Render.GetScreenSize()[1] - 50) / c4length) * (timer));
    var isbombticking = Entity.GetProp(c4, "CPlantedC4", "m_bBombTicking");
    //defusing things
    var deflength = Entity.GetProp(c4, "CPlantedC4", "m_flDefuseLength"); // length of defuse
    var deftimer = (Entity.GetProp(c4, "CPlantedC4", "m_flDefuseCountDown") - Globals.Curtime()); // timer when defusing
    var defbarlength = (((Render.GetScreenSize()[1] - 50) / deflength) * (deftimer)); // lenght for left bar
    var isbeingdefused = Entity.GetProp(c4, "CPlantedC4", "m_hBombDefuser"); // check if bomb is being defused
    var gotdefused = Entity.GetProp(c4, "CPlantedC4", "m_bBombDefused"); // check if bomb has or hasnt defused

    const a = 450.7;
    const b = 75.68;
    const c = 789.2;

    const d = (distance - b) / c;

    var damage = a * Math.exp(-d * d);

    if (armor > 0) {
        var newDmg = damage * 0.5;
        var armorDmg = (damage - newDmg) * 0.5;

        if (armorDmg > armor) {
            armor = armor * (1 / .5);
            newDmg = damage - armorDmg;
        }
        damage = newDmg;
    }
    dmg = Math.ceil(damage);

    if (dmg >= health) {
        willKill = true;
    }
    else {
        willKill = false;
    }

    timer = parseFloat(timer.toPrecision(3));
    timer2 = parseFloat(timer.toPrecision(2));
    timer3 = parseFloat(timer.toPrecision(1));
    bomb_font = Render.AddFont("Arial Black", 16, 800);

    if (!isbombticking) return;

    if (gotdefused) return;
        if (timer >= 1 && timer > 10)
        {
            Render.StringCustom(10 + 1, 5 + 1, 0, getSite(c4) + timer + "s", [0, 0, 0, 255], bomb_font);
            Render.StringCustom(10, 5, 0, getSite(c4) + timer + "s", [129, 177, 14, 255], bomb_font);
        }
        else if (timer <= 10 && timer > 5 && timer >= 1)
        {
            Render.StringCustom(10 + 1, 5 + 1, 0, getSite(c4) + timer2 + "s", [0, 0, 0, 255], bomb_font);
            Render.StringCustom(10, 5, 0, getSite(c4) + timer2 + "s", [210, 216, 112, 255], bomb_font);
        }
        else if (timer <= 5 && timer >= 1)
        {
            Render.StringCustom(10 + 1, 5 + 1, 0, getSite(c4) + timer2 + "s", [0, 0, 0, 255], bomb_font);
            Render.StringCustom(10, 5, 0, getSite(c4) + timer2 + "s", [252, 18, 19, 255], bomb_font);
        }
        else if (timer < 1 && timer >= 0.1)
Это не то. Еще ты забыл это в конце:
JavaScript:
{
            Render.StringCustom(55, 648, 0, getSite(c4) + timer3 + "s", [255, 255, 255, 255], 8);
        }
        // defuse time bar
        if (isbeingdefused > 0){
            if (timer > deflength && timer >= 0.1) {
                Render.FilledRect(0, 0, 12, defbarlength, [98,145,255, 255]);
            }
            else {
                Render.FilledRect(0, 0, 12, defbarlength, [255,55,48, 255]);
            }
        }

    if (!Entity.IsAlive(local)) return;
        if (willKill) {
            Render.StringCustom(76, 670, 0, "fatal", [255,255,255, 255], 8);
        }
        else if (damage > 0.5) {
            Render.StringCustom(76, 670, 0, "" + dmg, [255, 255, 255, 255], 8);
        }
        else if (damage > 0) {
            Render.StringCustom(76, 670, 0, "0", [255, 255, 255, 255], 8);
        }
}

function getSite(c4) {
    bombsite = Entity.GetProp(c4, "CPlantedC4", "m_nBombSite");

    if (bombsite == 0) {
        return "a         ";
    } else {
        return "b         ";
    }
}

Cheat.RegisterCallback("Draw", "dispDamage");
 
Сверху Снизу