This script will not run if the server does not have it set to 1! You can do that by typing in sv_allowcslua and it will show you if it is 1 or 0. First of all make sure that sv_allowcslua is set to 1 on the server you are on. Servers where you can use this script! (sv_allowcslua 1 servers) Social features, this includs a chat system, user list - if you are on the server with another hl scripts user, it will display it above their head, server list to see other servers that people use hl scripts on, and a map of current and recent New entity finder, add your own entities. Name changer for darkrp namechanger script. Some of the features that it contains (New)Ĭonfigurable Xray, ESP and chams, Change colour and opacity. It won't work on servers that don't allow clientside scripts (sv_allowcslua 0) by default. It can be used on any server that allows the use clientside scripts (sv_allowcslua 1) such as DarkRP servers. The script has now been updated to include a lot more features. TYPE LUA_OPENSCRIPT_CL HLSCRIPT.LUA TO OPEN THE SCRIPT! PLEASE READ THE DESCRIPTION/FAQ BEFORE ASKING ANY QUESTIONS! Addon is no longer updated.Addon is no longer updated.Addon is no longer updated.Addon is no longer updated.Addon is no longer updated.Addon is no longer updated.Addon is no longer updated.Addon is no longer updated. I was able to cheat a bit ^^ but that's not what I'm looking out for.Addon is no longer updated but the cheat is still working. I've tried a few things with Cheat Engine but I wasn't too successful. This question goes out to anybody who has a slightest clue about where and how I should keep looking for the built in functions. There should be two options: The first is that the Lua built is embedded inside the executable and is completely static and the second is that all Lua code gets loaded dynamically from a DLL. will have to be statically available, right? If that is correct, then it should be "enough" to find out where this code is residing in order to smuggle my code into the game that would allow me to call my_hack() in a Lua script. Since all Lua code is getting interpreted, functions like import etc. I assume, that all built in functions must be kept in some sort of lookup table. Now, the big question is how to introduce my_hack() to the game? Īnd inside my_hack the object is getting sent away: int my_hack(lua_State * l) Collect game state data and pass it to 'my_hack'. Inside the Lua code I am calling my_hack() and pass the current game state: GameState = Here is a small "pseudo code" example of what I want to accomplish: I am trying to hack a game (not for cheating though) by introducing new built-in methods and functions in order to communicate with the game using sockets.
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February 2023
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