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[Problem]C-bug(cleo) is not synchronized in SA-MP


LgZ
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I have a problem, I'm using a cleo script to perform the C-bug (deagle) in SA-MP. After testing with other players discovered that not all the shots I shot hammered them.

 

Example: After activating the C-Bug I shot 6 times in a player, but only 3 shots hit him.

 

Is there any way to synchronize these shots no fail? And if possible, I would like the C-bug would not be slow to want to shoot ASAP!

 

This is the code:

 

 

 

//-------------MAIN---------------0662: NOP "MADE BY FYP, CHANGED BY OPCODE.EXE TO AUTOCBUG" thread "CBUG" :CBUG_58wait 0 if and  Actor.HasWeapon($PLAYER_ACTOR, 24)  Actor.HasWeapon($PLAYER_ACTOR, 24)  Player.Defined($PLAYER_CHAR)0ADC:   test_cheat "E" else_jump @CBUG_58 0ACD: show_text_highpriority "ON" time 20 jump @CBUG_112 :CBUG_112wait 0 if and  Player.Defined($PLAYER_CHAR)0ADC:   test_cheat "E" else_jump @CBUG_164 jump @CBUG_144 :CBUG_144wait 0 0ACD: show_text_highpriority "OFF" time 20 jump @CBUG_58 :CBUG_164wait 0 if 00E1:   player 0 pressed_key 17 else_jump @CBUG_112 wait 360 0A8C: write_memory 12006520 size 2 value 255 virtual_protect 0 wait 60 0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_WALK" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24 jump @CBUG_272 :CBUG_272wait 0 if 00E1:   player 0 pressed_key 17 else_jump @CBUG_112 wait 360 01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 0 // Load the weapon model before using this 0A8C: write_memory 12006520 size 2 value 255 virtual_protect 0 wait 60 0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_WALK" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 wait 30 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24 jump @CBUG_164 

 

 

inlove.gifinlove.gif

Edited by LgZ
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We don't support samp cheating here. Better learn some skills.

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