Ищу скрипт Low delta для gamesense

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не пишите про тим скит мне нужна отдельная луа на лоу дельту, оч нада
 
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Лоу дельта на скит? это тебе не отк3, профорсил всё что можно, нашёл только это, если что то бинд на слоу волк ищи в "Misc"
Код:
local client_register_esp_flag, client_set_event_callback, client_update_player_list, entity_get_local_player, entity_get_players, entity_get_prop, entity_is_alive, math_sqrt, plist_get, plist_set, require, string_format, table_insert, ui_get, ui_new_checkbox, ui_new_hotkey, print, tostring = client.register_esp_flag, client.set_event_callback, client.update_player_list, entity.get_local_player, entity.get_players, entity.get_prop, entity.is_alive, math.sqrt, plist.get, plist.set, require, string.format, table.insert, ui.get, ui.new_checkbox, ui.new_hotkey, print, tostring
local hitgroup_names = { "generic", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "?", "gear" }
local player_memory = {}
local vector = require("vector")
local bit = require("bit")
local function getspeed(player_index)
    return vector(entity.get_prop(player_index, "m_vecVelocity")):length()
end
local fixing_delta = ui_new_checkbox("MISC", "Settings", "Prefer Lowdelta fix on Slowwalk")
local fixing_delta_key = ui_new_hotkey("MISC", "Settings", "Prefer Lowdelta fix on Slowwalk_key", true)
client_set_event_callback("aim_hit", function(e)
    if player_memory[e.target] and player_memory[e.target].lowdelta then
        print("[memory lowdelta] Hit with enabled lowdelta fix")
    end
end)
client_set_event_callback("aim_miss", function(e)
    if e.reason ~= "?" then return end
    local speed = getspeed(e.target)
    if not player_memory[e.target] then
        table_insert(player_memory, e.target, {
            misses = 1,
            lowdelta = false,
            onStand = false
    })
    if plist_get(e.target, "Force body yaw") then
        print("[memory lowdelta] Shot missed with playerlist to " .. e.target)
    else
        print("[memory lowdelta] Shot missed in " .. e.target .. " with default skeet resolver")
    end
    
    if hitgroup_names[e.hitgroup + 1] ~= "head" then return end
    elseif player_memory[e.target] then
        if player_memory[e.target].lowdelta == true then
            player_memory[e.target].lowdelta = false
            player_memory[e.target].misses = 0
            if speed < 5 then player_memory[e.target].onStand = false end
            return
        end
        player_memory[e.target].misses = player_memory[e.target].misses + 1
        if player_memory[e.target].misses > 1 and not player_memory[e.target].lowdelta then
            player_memory[e.target].lowdelta = true
            if speed < 5 then player_memory[e.target].onStand = true end
            print("[memory lowdelta] Enabled Playerlist for " .. e.target)
        end
    end
end)
client_set_event_callback("setup_command", function()
    client_update_player_list()
    local local_index = entity_get_local_player()
    local enemies = entity_get_players(true)
    for itter = 1, #enemies do
        local i = enemies[itter]
        local skip = false
        if not player_memory[i] then
            table_insert(player_memory, i, {
                misses = 0,
                lowdelta = false,
                onStand = false
            })
        end
        if player_memory[i] or (ui_get(fixing_delta) and ui_get(fixing_delta_key) == true) and not i == local_index then
            local playerlist = {
                active = false,
                value = 0
            }
            local flags = entity_get_prop(i, "m_fFlags")
            flags = bit.band(flags, bit.lshift(1, 0)) == 1 and bit.band(flags, bit.lshift(1, 1)) == 0
            local speed = getspeed(i)
            if (ui_get(fixing_delta) and ui_get(fixing_delta_key) == true)  then
                playerlist.active = player_memory[i].misses == 0 and speed > 5 and speed < 110 and flags
                playerlist.value = 20
                if player_memory[i].misses == 0 and speed > 5 and speed < 110 then skip = true end
            end
            if player_memory[i].lowdelta and not skip and speed > 5 then
                playerlist.active = speed < 110 and flags
                playerlist.value = 20
            end
            if player_memory[i].onStand and player_memory[i].lowdelta and speed < 5 and not skip then
                playerlist.active = flags
                playerlist.value = 20
            end

            plist_set(i, "Force body yaw", playerlist.active)
            plist_set(i, "Force body yaw value", playerlist.value)
        end
    end
end)
client_register_esp_flag("is_elle_cute", 255, 255, 255, function(entity_index)
    if player_memory[entity_index] and plist_get(entity_index, "Force body yaw") then
        return true, "LOWDELTA"
    end
end)
 
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Лоу дельта на скит? это тебе не отк3, профорсил всё что можно, нашёл только это, если что то бинд на слоу волк ищи в "Misc"
Код:
local client_register_esp_flag, client_set_event_callback, client_update_player_list, entity_get_local_player, entity_get_players, entity_get_prop, entity_is_alive, math_sqrt, plist_get, plist_set, require, string_format, table_insert, ui_get, ui_new_checkbox, ui_new_hotkey, print, tostring = client.register_esp_flag, client.set_event_callback, client.update_player_list, entity.get_local_player, entity.get_players, entity.get_prop, entity.is_alive, math.sqrt, plist.get, plist.set, require, string.format, table.insert, ui.get, ui.new_checkbox, ui.new_hotkey, print, tostring
local hitgroup_names = { "generic", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "?", "gear" }
local player_memory = {}
local vector = require("vector")
local bit = require("bit")
local function getspeed(player_index)
    return vector(entity.get_prop(player_index, "m_vecVelocity")):length()
end
local fixing_delta = ui_new_checkbox("MISC", "Settings", "Prefer Lowdelta fix on Slowwalk")
local fixing_delta_key = ui_new_hotkey("MISC", "Settings", "Prefer Lowdelta fix on Slowwalk_key", true)
client_set_event_callback("aim_hit", function(e)
    if player_memory[e.target] and player_memory[e.target].lowdelta then
        print("[memory lowdelta] Hit with enabled lowdelta fix")
    end
end)
client_set_event_callback("aim_miss", function(e)
    if e.reason ~= "?" then return end
    local speed = getspeed(e.target)
    if not player_memory[e.target] then
        table_insert(player_memory, e.target, {
            misses = 1,
            lowdelta = false,
            onStand = false
    })
    if plist_get(e.target, "Force body yaw") then
        print("[memory lowdelta] Shot missed with playerlist to " .. e.target)
    else
        print("[memory lowdelta] Shot missed in " .. e.target .. " with default skeet resolver")
    end
   
    if hitgroup_names[e.hitgroup + 1] ~= "head" then return end
    elseif player_memory[e.target] then
        if player_memory[e.target].lowdelta == true then
            player_memory[e.target].lowdelta = false
            player_memory[e.target].misses = 0
            if speed < 5 then player_memory[e.target].onStand = false end
            return
        end
        player_memory[e.target].misses = player_memory[e.target].misses + 1
        if player_memory[e.target].misses > 1 and not player_memory[e.target].lowdelta then
            player_memory[e.target].lowdelta = true
            if speed < 5 then player_memory[e.target].onStand = true end
            print("[memory lowdelta] Enabled Playerlist for " .. e.target)
        end
    end
end)
client_set_event_callback("setup_command", function()
    client_update_player_list()
    local local_index = entity_get_local_player()
    local enemies = entity_get_players(true)
    for itter = 1, #enemies do
        local i = enemies[itter]
        local skip = false
        if not player_memory[i] then
            table_insert(player_memory, i, {
                misses = 0,
                lowdelta = false,
                onStand = false
            })
        end
        if player_memory[i] or (ui_get(fixing_delta) and ui_get(fixing_delta_key) == true) and not i == local_index then
            local playerlist = {
                active = false,
                value = 0
            }
            local flags = entity_get_prop(i, "m_fFlags")
            flags = bit.band(flags, bit.lshift(1, 0)) == 1 and bit.band(flags, bit.lshift(1, 1)) == 0
            local speed = getspeed(i)
            if (ui_get(fixing_delta) and ui_get(fixing_delta_key) == true)  then
                playerlist.active = player_memory[i].misses == 0 and speed > 5 and speed < 110 and flags
                playerlist.value = 20
                if player_memory[i].misses == 0 and speed > 5 and speed < 110 then skip = true end
            end
            if player_memory[i].lowdelta and not skip and speed > 5 then
                playerlist.active = speed < 110 and flags
                playerlist.value = 20
            end
            if player_memory[i].onStand and player_memory[i].lowdelta and speed < 5 and not skip then
                playerlist.active = flags
                playerlist.value = 20
            end

            plist_set(i, "Force body yaw", playerlist.active)
            plist_set(i, "Force body yaw value", playerlist.value)
        end
    end
end)
client_register_esp_flag("is_elle_cute", 255, 255, 255, function(entity_index)
    if player_memory[entity_index] and plist_get(entity_index, "Force body yaw") then
        return true, "LOWDELTA"
    end
end)
так блять это же не лоу дельта а спастщенный брутфорс лоудельты с https://yougame.biz/threads/171092/
 
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так блять это же не лоу дельта а спастщенный брутфорс лоудельты с https://yougame.biz/threads/171092/
Я тебе написал что профорсил всё, кроме этого не нашёл, даже не читал и сурс не смотрел, просто нашёл это по тегу "low delta gamesense"
Ну если что дам тебе подсказку, лоу дельты на скит одной луашкой нету, если вдруг она есть то я выпрыгну зимой с окна в снег с 1 этажа..
 
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кто тебе детект лоу дельты даст? дядя ты куда............................. а кастом ресольвер ну это бред
 
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кто тебе детект лоу дельты даст? дядя ты куда............................. а кастом ресольвер ну это бред
какой детект лоу дельты, какой резольвер он просит луашку на лоу дельту по бинду
 
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По теме:
Хз почему тебе тим скит не нравится, имбовая луашка, там лоудельту тоже можно сделать...
тим скит крутой но там нельзя поставить фрестандинга боди яв с джиттерами, а мне надо только лоу дельту
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Самая простая среди возможных. Грузить после загрузки кфг,чтобы взяло дефолтные значения аа
C-like:
local ui_get, console_cmd = ui.get, client.exec
local bit_band, client_camera_angles, client_color_log, client_create_interface, client_delay_call, client_exec, client_eye_position, client_key_state, client_log, client_random_int, client_scale_damage, client_screen_size, client_set_event_callback, client_trace_bullet, client_userid_to_entindex, database_read, database_write, entity_get_local_player, entity_get_player_weapon, entity_get_players, entity_get_prop, entity_hitbox_position, entity_is_alive, entity_is_enemy, math_abs, math_atan2, require, error, globals_absoluteframetime, globals_curtime, globals_realtime, math_atan, math_cos, math_deg, math_floor, math_max, math_min, math_rad, math_sin, math_sqrt, print, renderer_circle_outline, renderer_gradient, renderer_measure_text, renderer_rectangle, renderer_text, renderer_triangle, string_find, string_gmatch, string_gsub, string_lower, table_insert, table_remove, ui_get, ui_new_checkbox, ui_new_color_picker, ui_new_hotkey, ui_new_multiselect, ui_reference, tostring, ui_is_menu_open, ui_mouse_position, ui_new_combobox, ui_new_slider, ui_set, ui_set_callback, ui_set_visible, tonumber, pcall = bit.band, client.camera_angles, client.color_log, client.create_interface, client.delay_call, client.exec, client.eye_position, client.key_state, client.log, client.random_int, client.scale_damage, client.screen_size, client.set_event_callback, client.trace_bullet, client.userid_to_entindex, database.read, database.write, entity.get_local_player, entity.get_player_weapon, entity.get_players, entity.get_prop, entity.hitbox_position, entity.is_alive, entity.is_enemy, math.abs, math.atan2, require, error, globals.absoluteframetime, globals.curtime, globals.realtime, math.atan, math.cos, math.deg, math.floor, math.max, math.min, math.rad, math.sin, math.sqrt, print, renderer.circle_outline, renderer.gradient, renderer.measure_text, renderer.rectangle, renderer.text, renderer.triangle, string.find, string.gmatch, string.gsub, string.lower, table.insert, table.remove, ui.get, ui.new_checkbox, ui.new_color_picker, ui.new_hotkey, ui.new_multiselect, ui.reference, tostring, ui.is_menu_open, ui.mouse_position, ui.new_combobox, ui.new_slider, ui.set, ui.set_callback, ui.set_visible, tonumber, pcall
local ui_menu_position, ui_menu_size, math_pi, renderer_indicator, entity_is_dormant, client_set_clan_tag, client_trace_line, entity_get_all, entity_get_classname = ui.menu_position, ui.menu_size, math.pi, renderer.indicator, entity.is_dormant, client.set_clan_tag, client.trace_line, entity.get_all, entity.get_classname


local lowdelta = ui_new_hotkey("AA", "Anti-aimbot angles", "Low Delta")
ui_set(lowdelta, "On hotkey")

local ref = {
    yawjitter = { ui_reference("AA", "Anti-aimbot angles", "Yaw Jitter") },
    yawlimit =  ui_reference("AA", "Anti-aimbot angles", "Fake yaw limit"),
    bodyyaw =   ui_reference("AA", "Anti-aimbot angles", "Body yaw")
}
local oldyawjitter = ui_get(ref.yawjitter[2])
local oldyawlimit = ui_get(ref.yawlimit)
local oldbodyyaw = ui_get(ref.bodyyaw)
local function on_setup_command()
        if ui_get(lowdelta) then
        ui_set(ref.yawjitter[2], 0)
        ui_set(ref.yawlimit, math.random(17,25))
        ui_set(ref.bodyyaw, "Static")
        else
        ui_set(ref.yawjitter[2], oldyawjitter)
        ui_set(ref.yawlimit, oldyawlimit)
        ui.set(ref.bodyyaw, oldbodyyaw)
        end
end
local function on_paint()
        if ui_get(lowdelta) then
        renderer_indicator(255, 255, 255, 255, "LD" )
        end
end

on_paint()
on_setup_command()
client_set_event_callback("setup_command", on_setup_command)
client_set_event_callback("paint", on_paint)
 
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Самая простая среди возможных. Грузить после загрузки кфг,чтобы взяло дефолтные значения аа
C-like:
local ui_get, console_cmd = ui.get, client.exec
local bit_band, client_camera_angles, client_color_log, client_create_interface, client_delay_call, client_exec, client_eye_position, client_key_state, client_log, client_random_int, client_scale_damage, client_screen_size, client_set_event_callback, client_trace_bullet, client_userid_to_entindex, database_read, database_write, entity_get_local_player, entity_get_player_weapon, entity_get_players, entity_get_prop, entity_hitbox_position, entity_is_alive, entity_is_enemy, math_abs, math_atan2, require, error, globals_absoluteframetime, globals_curtime, globals_realtime, math_atan, math_cos, math_deg, math_floor, math_max, math_min, math_rad, math_sin, math_sqrt, print, renderer_circle_outline, renderer_gradient, renderer_measure_text, renderer_rectangle, renderer_text, renderer_triangle, string_find, string_gmatch, string_gsub, string_lower, table_insert, table_remove, ui_get, ui_new_checkbox, ui_new_color_picker, ui_new_hotkey, ui_new_multiselect, ui_reference, tostring, ui_is_menu_open, ui_mouse_position, ui_new_combobox, ui_new_slider, ui_set, ui_set_callback, ui_set_visible, tonumber, pcall = bit.band, client.camera_angles, client.color_log, client.create_interface, client.delay_call, client.exec, client.eye_position, client.key_state, client.log, client.random_int, client.scale_damage, client.screen_size, client.set_event_callback, client.trace_bullet, client.userid_to_entindex, database.read, database.write, entity.get_local_player, entity.get_player_weapon, entity.get_players, entity.get_prop, entity.hitbox_position, entity.is_alive, entity.is_enemy, math.abs, math.atan2, require, error, globals.absoluteframetime, globals.curtime, globals.realtime, math.atan, math.cos, math.deg, math.floor, math.max, math.min, math.rad, math.sin, math.sqrt, print, renderer.circle_outline, renderer.gradient, renderer.measure_text, renderer.rectangle, renderer.text, renderer.triangle, string.find, string.gmatch, string.gsub, string.lower, table.insert, table.remove, ui.get, ui.new_checkbox, ui.new_color_picker, ui.new_hotkey, ui.new_multiselect, ui.reference, tostring, ui.is_menu_open, ui.mouse_position, ui.new_combobox, ui.new_slider, ui.set, ui.set_callback, ui.set_visible, tonumber, pcall
local ui_menu_position, ui_menu_size, math_pi, renderer_indicator, entity_is_dormant, client_set_clan_tag, client_trace_line, entity_get_all, entity_get_classname = ui.menu_position, ui.menu_size, math.pi, renderer.indicator, entity.is_dormant, client.set_clan_tag, client.trace_line, entity.get_all, entity.get_classname


local lowdelta = ui_new_hotkey("AA", "Anti-aimbot angles", "Low Delta")
ui_set(lowdelta, "On hotkey")

local ref = {
    yawjitter = { ui_reference("AA", "Anti-aimbot angles", "Yaw Jitter") },
    yawlimit =  ui_reference("AA", "Anti-aimbot angles", "Fake yaw limit"),
    bodyyaw =   ui_reference("AA", "Anti-aimbot angles", "Body yaw")
}
local oldyawjitter = ui_get(ref.yawjitter[2])
local oldyawlimit = ui_get(ref.yawlimit)
local oldbodyyaw = ui_get(ref.bodyyaw)
local function on_setup_command()
        if ui_get(lowdelta) then
        ui_set(ref.yawjitter[2], 0)
        ui_set(ref.yawlimit, math.random(17,25))
        ui_set(ref.bodyyaw, "Static")
        else
        ui_set(ref.yawjitter[2], oldyawjitter)
        ui_set(ref.yawlimit, oldyawlimit)
        ui.set(ref.bodyyaw, oldbodyyaw)
        end
end
local function on_paint()
        if ui_get(lowdelta) then
        renderer_indicator(255, 255, 255, 255, "LD" )
        end
end

on_paint()
on_setup_command()
client_set_event_callback("setup_command", on_setup_command)
client_set_event_callback("paint", on_paint)
спасибо
 
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