-
Автор темы
- #1
DD.MM.YYYY
Update* 23.01.2016 rN v0.14 --------------------------
Fixed bug with esp where the last indexed player wouldn't be shown. i < (the problem, should've been <= :)) g_pEngine->GetMaxClients()
Added cvar esp_visible, look in readme for details.
Removed addstr_delay causing trouble in rN town.
-----------------------------------------------------
DD.MM.YYYY
Update* 11.11.2015 rN v0.13 --------------------------
Forgot to put back esp visible check shit, after devving..
Fixed color issues with esp, had issue with the color class that im using
Decreased file size from 256KB to 248KB
Removed waybot (will make one mby later, this one wasn't as good as i hope it would be)
Added option to turn off recoil controller (shaky af, cause on cs 1.6)
Revalued (changed values) of A LOT of cvars to better give u the best settings i know
Added autoduck and autopistol
-----------------------------------------------------
DD.MM.YYYY
Update* 13.08.2015 rN v0.12 --------------------------
Fixed bhop scroll simulation problem.
Added a bunch of esp cvars for you to customize :)
Added strafe helper/controller surffix + distance check cvar
Added jumpoff feature (edge_jumpoff_dist)
-----------------------------------------------------
DD.MM.YYYY
Update* 05.06.2015 rN v0.1 --------------------------
Initial release (free)
-----------------------------------------------------
Update* 23.01.2016 rN v0.14 --------------------------
Fixed bug with esp where the last indexed player wouldn't be shown. i < (the problem, should've been <= :)) g_pEngine->GetMaxClients()
Added cvar esp_visible, look in readme for details.
Removed addstr_delay causing trouble in rN town.
-----------------------------------------------------
DD.MM.YYYY
Update* 11.11.2015 rN v0.13 --------------------------
Forgot to put back esp visible check shit, after devving..
Fixed color issues with esp, had issue with the color class that im using
Decreased file size from 256KB to 248KB
Removed waybot (will make one mby later, this one wasn't as good as i hope it would be)
Added option to turn off recoil controller (shaky af, cause on cs 1.6)
Revalued (changed values) of A LOT of cvars to better give u the best settings i know
Added autoduck and autopistol
-----------------------------------------------------
DD.MM.YYYY
Update* 13.08.2015 rN v0.12 --------------------------
Fixed bhop scroll simulation problem.
Added a bunch of esp cvars for you to customize :)
Added strafe helper/controller surffix + distance check cvar
Added jumpoff feature (edge_jumpoff_dist)
-----------------------------------------------------
DD.MM.YYYY
Update* 05.06.2015 rN v0.1 --------------------------
Initial release (free)
-----------------------------------------------------
Пожалуйста, авторизуйтесь для просмотра ссылки.
Пожалуйста, авторизуйтесь для просмотра ссылки.
--------------------------------------------------------------------------------------------------------------------------
/*rN v0.13*/ auto_pistol 0/1 turns autoshooting pistols OFF/ON
/*rN v0.13*/ auto_pistol_speed x measured in frametime delay between triggered
/*rN v0.13*/ auto_duck 0/1 turns autoduck OFF/ON
/*rN v0.13*/ auto_duck_dist x distance from ground to start ducking
/*rN v0.10*/ bhop 0/1 turns bhop OFF/ON
/*rN v0.10*/ bhop_start x units above ground to start simulating scroll
/*rN v0.10*/ bhop_end x units above ground to stop simulating scroll
/*rN v0.10*/ edgebug 0/1 turns edgebug helper OFF/ON
/*rN v0.10*/ edgebug_edge_dist x distance from edge to start helping with edgebug, needs ground dist to be less than edgebug_ground_dist to start (also needs fallspeed to be higher than 240~)
/*rN v0.10*/ edgebug_ground_dist x distance from ground to start helping with edgebug, needs edge dist to be less than edgebug_edge_dist to start (also needs fallspeed to be higher than 240~)
/*rN v0.10*/ edgebug_intense 0/1 uses an intense mode to effectively do more edgebugs (lower fps)
//ESP ---------------------
/*rN v0.10*/ esp 0/1 turns esp OFF/ON
/*rN v0.14*/ esp_visible 0/1 turns esp showing VISIBLE when player is visible and NOT VISIBLE when player is not visible.
/*rN v0.12*/ esp_box 0/1 turns box esp OFF/ON
/*rN v0.12*/ esp_name 0/1 turns name esp OFF/ON
/*rN v0.12*/ esp_dist 0/1 turns distance esp OFF/ON
/*rN v0.12*/ esp_t_r_vis 0 - 255 color code R (RED) for visible terrorists
/*rN v0.12*/ esp_t_g_vis 0 - 255 color code G (GREEN) for visible terrorists
/*rN v0.12*/ esp_t_b_vis 0 - 255 color code B (BLUE) for visible terrorists
/*rN v0.12*/ esp_t_a_vis 0 - 255 color code A (ALPHA (Transparency)) for visible terrorists
/*rN v0.12*/ esp_t_r_nvis 0 - 255 color code R (RED) for non-visible terrorists
/*rN v0.12*/ esp_t_g_nvis 0 - 255 color code G (GREEN) for non-visible terrorists
/*rN v0.12*/ esp_t_b_nvis 0 - 255 color code B (BLUE) for non-visible terrorists
/*rN v0.12*/ esp_t_a_nvis 0 - 255 color code A (ALPHA (Transparency)) for non-visible terrorists
/*rN v0.12*/ esp_ct_r_vis 0 - 255 color code R (RED) for visible counter-terrorists
/*rN v0.12*/ esp_ct_g_vis 0 - 255 color code G (GREEN) for visible counter-terrorists
/*rN v0.12*/ esp_ct_b_vis 0 - 255 color code B (BLUE) for visible counter-terrorists
/*rN v0.12*/ esp_ct_a_vis 0 - 255 color code A (ALPHA (Transparency)) for visible counter-terrorists
/*rN v0.12*/ esp_ct_r_nvis 0 - 255 color code R (RED) for non-visible counter-terrorists
/*rN v0.12*/ esp_ct_g_nvis 0 - 255 color code G (GREEN) for non-visible counter-terrorists
/*rN v0.12*/ esp_ct_b_nvis 0 - 255 color code B (BLUE) for non-visible counter-terrorists
/*rN v0.12*/ esp_ct_a_nvis 0 - 255 color code A (ALPHA (Transparency)) for non-visible counter-terrorists
//--------------------------------------------
/*rN v0.10*/ fullbright 0/1 turns OFF/ON fullbright (take away shadows + lighten the whole map)
/*rN v0.10*/ fps_helper 0 (OFF) - 1000 uses speed to simulate fps increase
/*rN v0.10*/ freelook_speed x the speed you have when in freelook mode
/*rN v0.10*/ gs 0/1 turns OFF/ON groundstrafe (you still have to use the +#rN^groundstrafe command to activate it)
/*rN v0.10*/ gs_disable_jump 0/1 turns OFF/ON disabling jump when you are using +#rN^groundstrafe
/*rN v0.10*/ gs_max_speed x if velocity is higher than x gs will slow down quickly (this is depending on if you have gs_max_speed_random 1, then this cvar wouldn't matter)
/*rN v0.10*/ gs_max_speed_random 0/1 turns randomization of max speed OFF/ON
/*rN v0.10*/ gs_max_speed_random_max x maximum of random speed (must be greater than gs_max_speed_random_min)
/*rN v0.10*/ gs_max_speed_random_min x minimum of random speed (must be less than gs_max_speed_random_max)
/*rN v0.10*/ gs_nsd 0/1 turns noslowdown groundstrafe OFF/ON (this makes you have constant speed when gstrafing, turn off gs_scroll when using this)
/*rN v0.10*/ gs_scroll 0/1 turns scrolling groundstrafe OFF/ON
/*rN v0.10*/ gs_scroll_dist_start x units above ground to start simulating scrolling groundstrafe
/*rN v0.10*/ gs_scroll_dist_end x units above ground to stop simulating scrolling groundstrafe
/*rN v0.10*/ jumpstats 0/1 turns jumpstats OFF/ON
/*rN v0.10*/ jumpstats_min X if you jump less than js_min, the jumpstats will not appear
/*rN v0.10*/ jumpstats_time X amount of time in ticks until the text will dissapear
/*rN v0.10*/ jumpstats_in_console 0/1 turns OFF/ON jumpstats appearing in console
/*rN v0.10*/ noflash 0 (OFF) - 255 amount of alpha to reduce on screen when getting flashed (also, some text will appear saying how many percent you are flashed when you get flashed) (around 70% you get visibility)
/*rN v0.12*/ recoil_crosshair 0/1 hides/shows crosshair following recoil pattern
/*rN v0.13*/ recoil_control 0/1 turns recoil controller (RCS) OFF/ON
/*rN v0.10*/ speed X slows down, or speeds up your in-game movement
/*rN v0.10*/ strafe_hack_skip_frames 0 - 2 - 4 - 6 ... etc, (don't use odd numbers, they will fuck up your screen:) ) amount of frames to skip (helps with fps improvement)
/*rN v0.10*/ strafe_hack_fps_boost 0/1 uses +fps.cfg and -fps.cfg to improve fps
/*rN v0.10*/ strafe_hack_fps_helper 0 (OFF) - 1000 same as fps_helper
/*rN v0.10*/ strafe_hack_sidemove X amount of sidemove to apply when using strafe hack
/*rN v0.10*/ strafe_hack_forwardmove amount of forwardmove to apply when using strafe hack
/*rN v0.10*/ strafe_control_helper 0/1 turns OFF/ON strafe controller/helper
/*rN v0.10*/ strafe_control_helper_add_strafe 0/1 turns OFF/ON simulating key input
/*rN v0.10*/ strafe_control_helper_althreshold -X amount of degrees you have to turn (to the left) before strafe controller/helper will activate
/*rN v0.10*/ strafe_control_helper_arthreshold X amount of degrees you have to turn (to the right) before strafe controller/helper will activate
/*rN v0.10*/ strafe_control_helper_dir 1 - forward/2 - backward/3 - sideways (to the right)/4 - sideways (to the left)
/*rN v0.10*/ strafe_control_helper_dir_auto 0/1 turns OFF/ON autodirection by viewangles
/*rN v0.10*/ strafe_control_helper_max_strafe X if you strafe more than max_strafe it will stop simulating key input
/*rN v0.10*/ strafe_control_speed -X - X amount of speed to add to the x-axis(-X values allowed, but not recommended.)
/*rN v0.12*/ strafe_control_speed_const 0/1 if this is ON (1) you will have the added speed all the time, if this is OFF (0) you will only have added speed when strafe_control_helper is doing smth (adding forwardmove, sidemove etc)
/*rN v0.10*/ strafe_control_helper_adelay X e.g if you strafe to the right, you have to turn X many degrees when going to the left before strafe helper will activate
/*rN v0.10*/ strafe_control_helper_type 1 - controller/2 - normal strafe helper (without any speed added on the x-axis)
/*rN v0.10*/ strafe_control_helper_sidemove X amount of sidemove added on strafe controller/helper
/*rN v0.10*/ strafe_control_helper_sidemove_random 0/1 turns randomization of sidemove OFF/ON
/*rN v0.10*/ strafe_control_helper_sidemove_random_max X maximum random number (must be more than random_min)
/*rN v0.10*/ strafe_control_helper_sidemove_random_min X minimum random number (must be less than random_max)
/*rN v0.10*/ strafe_control_helper_forwardmove X amount of forwardmove added on strafe controller/helper
/*rN v0.10*/ strafe_control_helper_forwardmove_random 0/1 turns randomization of forwardmove OFF/ON
/*rN v0.10*/ strafe_control_helper_forwardmove_random_max X maximum random number (must be more than random_min)
/*rN v0.10*/ strafe_control_helper_forwardmove_random_min X minimum random number (must be less than random_max)
/*rN v0.10*/ screeninfo 0/1 turns OFF/ON the drawing of screeninfo
/*rN v0.10*/ thirdperson 0/1 turns thirdperson view OFF/ON
/*rN v0.10*/ thirdperson_side X position of cam above player when in thirdperson
/*rN v0.10*/ thirdperson_up X position of cam above player when in thirdperson
/*rN v0.10*/ thirdperson_back X position of cam above player when in thirdperson
/*rN v0.10*/ norefresh 0/1 copycvar of r_norefresh
/*rN v0.10*/ fps_max X copycvar of fps_max
/*rN v0.10*/ fps_override 0/1 copycvar of fps_override
/*rN v0.12*/ developer 0/1 copycvar of developer (fixed nonsteam use, regarding strafe hack fps usage)
/*rN v0.10*/ r_drawviewmodel 0/1 copycvar of r_drawviewmodel
/*rN v0.10*/ ex_interp X (minimum accepted is 0.008 (without getting spammed in console)) copycvar of ex_interp
------------------------------------------------------------------------------------------------------------------------------------------------------
example binds (FOR IDIOTS)
bind alt +#rN^gs
bind e +#rN^jumpbug
example alias script (FOR MEDIOCRE IDIOTS :D)
alias +controller "#rN^strafe_control_helper 1"
alias -controller "#rN^strafe_control_helper 0"
bind mouse4 +controller
(yes, also bind)
/*rN v0.13*/ auto_pistol 0/1 turns autoshooting pistols OFF/ON
/*rN v0.13*/ auto_pistol_speed x measured in frametime delay between triggered
/*rN v0.13*/ auto_duck 0/1 turns autoduck OFF/ON
/*rN v0.13*/ auto_duck_dist x distance from ground to start ducking
/*rN v0.10*/ bhop 0/1 turns bhop OFF/ON
/*rN v0.10*/ bhop_start x units above ground to start simulating scroll
/*rN v0.10*/ bhop_end x units above ground to stop simulating scroll
/*rN v0.10*/ edgebug 0/1 turns edgebug helper OFF/ON
/*rN v0.10*/ edgebug_edge_dist x distance from edge to start helping with edgebug, needs ground dist to be less than edgebug_ground_dist to start (also needs fallspeed to be higher than 240~)
/*rN v0.10*/ edgebug_ground_dist x distance from ground to start helping with edgebug, needs edge dist to be less than edgebug_edge_dist to start (also needs fallspeed to be higher than 240~)
/*rN v0.10*/ edgebug_intense 0/1 uses an intense mode to effectively do more edgebugs (lower fps)
//ESP ---------------------
/*rN v0.10*/ esp 0/1 turns esp OFF/ON
/*rN v0.14*/ esp_visible 0/1 turns esp showing VISIBLE when player is visible and NOT VISIBLE when player is not visible.
/*rN v0.12*/ esp_box 0/1 turns box esp OFF/ON
/*rN v0.12*/ esp_name 0/1 turns name esp OFF/ON
/*rN v0.12*/ esp_dist 0/1 turns distance esp OFF/ON
/*rN v0.12*/ esp_t_r_vis 0 - 255 color code R (RED) for visible terrorists
/*rN v0.12*/ esp_t_g_vis 0 - 255 color code G (GREEN) for visible terrorists
/*rN v0.12*/ esp_t_b_vis 0 - 255 color code B (BLUE) for visible terrorists
/*rN v0.12*/ esp_t_a_vis 0 - 255 color code A (ALPHA (Transparency)) for visible terrorists
/*rN v0.12*/ esp_t_r_nvis 0 - 255 color code R (RED) for non-visible terrorists
/*rN v0.12*/ esp_t_g_nvis 0 - 255 color code G (GREEN) for non-visible terrorists
/*rN v0.12*/ esp_t_b_nvis 0 - 255 color code B (BLUE) for non-visible terrorists
/*rN v0.12*/ esp_t_a_nvis 0 - 255 color code A (ALPHA (Transparency)) for non-visible terrorists
/*rN v0.12*/ esp_ct_r_vis 0 - 255 color code R (RED) for visible counter-terrorists
/*rN v0.12*/ esp_ct_g_vis 0 - 255 color code G (GREEN) for visible counter-terrorists
/*rN v0.12*/ esp_ct_b_vis 0 - 255 color code B (BLUE) for visible counter-terrorists
/*rN v0.12*/ esp_ct_a_vis 0 - 255 color code A (ALPHA (Transparency)) for visible counter-terrorists
/*rN v0.12*/ esp_ct_r_nvis 0 - 255 color code R (RED) for non-visible counter-terrorists
/*rN v0.12*/ esp_ct_g_nvis 0 - 255 color code G (GREEN) for non-visible counter-terrorists
/*rN v0.12*/ esp_ct_b_nvis 0 - 255 color code B (BLUE) for non-visible counter-terrorists
/*rN v0.12*/ esp_ct_a_nvis 0 - 255 color code A (ALPHA (Transparency)) for non-visible counter-terrorists
//--------------------------------------------
/*rN v0.10*/ fullbright 0/1 turns OFF/ON fullbright (take away shadows + lighten the whole map)
/*rN v0.10*/ fps_helper 0 (OFF) - 1000 uses speed to simulate fps increase
/*rN v0.10*/ freelook_speed x the speed you have when in freelook mode
/*rN v0.10*/ gs 0/1 turns OFF/ON groundstrafe (you still have to use the +#rN^groundstrafe command to activate it)
/*rN v0.10*/ gs_disable_jump 0/1 turns OFF/ON disabling jump when you are using +#rN^groundstrafe
/*rN v0.10*/ gs_max_speed x if velocity is higher than x gs will slow down quickly (this is depending on if you have gs_max_speed_random 1, then this cvar wouldn't matter)
/*rN v0.10*/ gs_max_speed_random 0/1 turns randomization of max speed OFF/ON
/*rN v0.10*/ gs_max_speed_random_max x maximum of random speed (must be greater than gs_max_speed_random_min)
/*rN v0.10*/ gs_max_speed_random_min x minimum of random speed (must be less than gs_max_speed_random_max)
/*rN v0.10*/ gs_nsd 0/1 turns noslowdown groundstrafe OFF/ON (this makes you have constant speed when gstrafing, turn off gs_scroll when using this)
/*rN v0.10*/ gs_scroll 0/1 turns scrolling groundstrafe OFF/ON
/*rN v0.10*/ gs_scroll_dist_start x units above ground to start simulating scrolling groundstrafe
/*rN v0.10*/ gs_scroll_dist_end x units above ground to stop simulating scrolling groundstrafe
/*rN v0.10*/ jumpstats 0/1 turns jumpstats OFF/ON
/*rN v0.10*/ jumpstats_min X if you jump less than js_min, the jumpstats will not appear
/*rN v0.10*/ jumpstats_time X amount of time in ticks until the text will dissapear
/*rN v0.10*/ jumpstats_in_console 0/1 turns OFF/ON jumpstats appearing in console
/*rN v0.10*/ noflash 0 (OFF) - 255 amount of alpha to reduce on screen when getting flashed (also, some text will appear saying how many percent you are flashed when you get flashed) (around 70% you get visibility)
/*rN v0.12*/ recoil_crosshair 0/1 hides/shows crosshair following recoil pattern
/*rN v0.13*/ recoil_control 0/1 turns recoil controller (RCS) OFF/ON
/*rN v0.10*/ speed X slows down, or speeds up your in-game movement
/*rN v0.10*/ strafe_hack_skip_frames 0 - 2 - 4 - 6 ... etc, (don't use odd numbers, they will fuck up your screen:) ) amount of frames to skip (helps with fps improvement)
/*rN v0.10*/ strafe_hack_fps_boost 0/1 uses +fps.cfg and -fps.cfg to improve fps
/*rN v0.10*/ strafe_hack_fps_helper 0 (OFF) - 1000 same as fps_helper
/*rN v0.10*/ strafe_hack_sidemove X amount of sidemove to apply when using strafe hack
/*rN v0.10*/ strafe_hack_forwardmove amount of forwardmove to apply when using strafe hack
/*rN v0.10*/ strafe_control_helper 0/1 turns OFF/ON strafe controller/helper
/*rN v0.10*/ strafe_control_helper_add_strafe 0/1 turns OFF/ON simulating key input
/*rN v0.10*/ strafe_control_helper_althreshold -X amount of degrees you have to turn (to the left) before strafe controller/helper will activate
/*rN v0.10*/ strafe_control_helper_arthreshold X amount of degrees you have to turn (to the right) before strafe controller/helper will activate
/*rN v0.10*/ strafe_control_helper_dir 1 - forward/2 - backward/3 - sideways (to the right)/4 - sideways (to the left)
/*rN v0.10*/ strafe_control_helper_dir_auto 0/1 turns OFF/ON autodirection by viewangles
/*rN v0.10*/ strafe_control_helper_max_strafe X if you strafe more than max_strafe it will stop simulating key input
/*rN v0.10*/ strafe_control_speed -X - X amount of speed to add to the x-axis(-X values allowed, but not recommended.)
/*rN v0.12*/ strafe_control_speed_const 0/1 if this is ON (1) you will have the added speed all the time, if this is OFF (0) you will only have added speed when strafe_control_helper is doing smth (adding forwardmove, sidemove etc)
/*rN v0.10*/ strafe_control_helper_adelay X e.g if you strafe to the right, you have to turn X many degrees when going to the left before strafe helper will activate
/*rN v0.10*/ strafe_control_helper_type 1 - controller/2 - normal strafe helper (without any speed added on the x-axis)
/*rN v0.10*/ strafe_control_helper_sidemove X amount of sidemove added on strafe controller/helper
/*rN v0.10*/ strafe_control_helper_sidemove_random 0/1 turns randomization of sidemove OFF/ON
/*rN v0.10*/ strafe_control_helper_sidemove_random_max X maximum random number (must be more than random_min)
/*rN v0.10*/ strafe_control_helper_sidemove_random_min X minimum random number (must be less than random_max)
/*rN v0.10*/ strafe_control_helper_forwardmove X amount of forwardmove added on strafe controller/helper
/*rN v0.10*/ strafe_control_helper_forwardmove_random 0/1 turns randomization of forwardmove OFF/ON
/*rN v0.10*/ strafe_control_helper_forwardmove_random_max X maximum random number (must be more than random_min)
/*rN v0.10*/ strafe_control_helper_forwardmove_random_min X minimum random number (must be less than random_max)
/*rN v0.10*/ screeninfo 0/1 turns OFF/ON the drawing of screeninfo
/*rN v0.10*/ thirdperson 0/1 turns thirdperson view OFF/ON
/*rN v0.10*/ thirdperson_side X position of cam above player when in thirdperson
/*rN v0.10*/ thirdperson_up X position of cam above player when in thirdperson
/*rN v0.10*/ thirdperson_back X position of cam above player when in thirdperson
/*rN v0.10*/ norefresh 0/1 copycvar of r_norefresh
/*rN v0.10*/ fps_max X copycvar of fps_max
/*rN v0.10*/ fps_override 0/1 copycvar of fps_override
/*rN v0.12*/ developer 0/1 copycvar of developer (fixed nonsteam use, regarding strafe hack fps usage)
/*rN v0.10*/ r_drawviewmodel 0/1 copycvar of r_drawviewmodel
/*rN v0.10*/ ex_interp X (minimum accepted is 0.008 (without getting spammed in console)) copycvar of ex_interp
------------------------------------------------------------------------------------------------------------------------------------------------------
example binds (FOR IDIOTS)
bind alt +#rN^gs
bind e +#rN^jumpbug
example alias script (FOR MEDIOCRE IDIOTS :D)
alias +controller "#rN^strafe_control_helper 1"
alias -controller "#rN^strafe_control_helper 0"
bind mouse4 +controller
(yes, also bind)
В комплект входит инжектор от Рискрипта.
Последнее редактирование модератором: