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Position Effect Weapon !


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Give me one of weapon from weapongrp.dat 

0 90021 1 1 7 10 0 LineageWeapons.dynasty_blade_m00_wp LineageWeaponsTex.tysandy_blade_t00 0 0 0 0 0 1 0 0 tysandyweaponsbyChandy.tysandy_slayer_i -1 1300 47 1 0 0 1 27 1 1 LineageWeapons.dynasty_blade_m00_wp 1 1 LineageWeaponsTex.tysandy_blade_t00 4 ItemSound.sword_mid_4 ItemSound.sword_small_9 ItemSound.sword_mid_2 ItemSound.public_sword_shing_10 ItemSound.itemdrop_sword ItemSound.itemequip_sword 10 508 226 1 7 8 0 0 0 0 379 0 1 1 1000 0 1 0 weaponEffects.weapon_shadow_shaper 1.00000000 0.00000000 0.20000000 1.00000000 1.00000000 LineageWeapons.rangesample 1.50000000 0.60000002 0.60000002 11.50000000 0.00000000 0.00000000 4 -1 -1 -1
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that has to do with rotation of script (or velocity.. forgot)

My Effect Classes from shadow weapon . 

 

class weapon_shadow_shaper extends Emitter;
 
defaultproperties{
Begin Object Class=SpriteEmitter Name=SpriteEmitter15
UseColorScale=true
ColorScale(0)=(RelativeTime=0.000000,Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=0.489286,Color=(B=128,G=128,R=128,A=255))
ColorScale(2)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
ColorScaleRepeats=10.000000
ColorMultiplierRange=(X=(Min=0.800000,Max=0.800000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
FadeOutStartTime=0.620000
FadeOut=true
FadeInEndTime=0.300000
FadeIn=true
MaxParticles=5
StartLocationRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=5.000000,Max=5.000000))
SpinParticles=true
SpinCCWorCW=(X=1.000000,Y=0.500000,Z=0.500000)
SpinsPerSecondRange=(X=(Min=0.100000,Max=0.200000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
StartSpinRange=(X=(Min=0.000000,Max=1.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
UseSizeScale=true
UseRegularSizeScale=false
UniformSize=true
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=1.500000)
SizeScale(1)=(RelativeTime=0.500000,RelativeSize=1.000000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.500000)
SizeScaleRepeats=5.000000
StartSizeRange=(X=(Min=8.000000,Max=10.000000),Y=(Min=8.000000,Max=10.000000),Z=(Min=8.000000,Max=10.000000))
InitialParticlesPerSecond=10.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_Darken
Texture=Texture'EffectWeaponTex.fx_m_t5004'
TextureUSubdivisions=2
TextureVSubdivisions=2
UseRandomSubdivision=true
SubdivisionStart=1
SubdivisionEnd=3
LifetimeRange=(Min=1.000000,Max=1.000000)
GetVelocityDirectionFrom=PTVD_StartPositionAndOwner
WarmupTicksPerSecond=2.000000
RelativeWarmupTime=2.000000
End Object
Emitters(0)="SpriteEmitter15"
Begin Object Class=MeshEmitter Name=MeshEmitter74
StaticMesh=StaticMesh'EffectWeaponMesh.cutter.skill_power01'
UseMeshBlendMode=false
RenderTwoSided=true
UseColorScale=true
ColorScale(0)=(RelativeTime=0.000000,Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=0.521429,Color=(B=175,G=175,R=175,A=255))
ColorScale(2)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
ColorScaleRepeats=10.000000
ColorMultiplierRange=(X=(Min=0.800000,Max=0.800000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
Opacity=0.600000
FadeOutStartTime=0.552080
FadeOut=true
FadeInEndTime=0.181280
FadeIn=true
MaxParticles=15
StartLocationRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=5.000000,Max=5.000000))
SpinParticles=true
StartSpinRange=(X=(Min=-0.300000,Max=0.300000),Y=(Min=-0.300000,Max=0.300000),Z=(Min=-0.300000,Max=0.300000))
UseSizeScale=true
UseRegularSizeScale=false
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.000000)
SizeScale(1)=(RelativeTime=0.270000,RelativeSize=0.700000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.200000)
StartSizeRange=(X=(Min=0.060000,Max=0.060000),Y=(Min=0.060000,Max=0.060000),Z=(Min=0.060000,Max=0.060000))
InitialParticlesPerSecond=30.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_Darken
LifetimeRange=(Min=0.555000,Max=0.824000)
End Object
Emitters(1)="MeshEmitter74"
Begin Object Class=MeshEmitter Name=MeshEmitter75
StaticMesh=StaticMesh'EffectWeaponMesh.cutter.new_clan_round2'
UseMeshBlendMode=false
RenderTwoSided=true
ColorScale(0)=(RelativeTime=0.000000,Color=(B=128,G=128,R=128,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=192,G=192,R=192,A=255))
FadeOutStartTime=0.850000
FadeOut=true
FadeInEndTime=0.400000
FadeIn=true
StartLocationRange=(X=(Min=-1.600000,Max=1.600000),Y=(Min=-1.600000,Max=1.600000),Z=(Min=0.000000,Max=15.000000))
SpinParticles=true
SpinCCWorCW=(X=0.000000,Y=0.500000,Z=0.500000)
SpinsPerSecondRange=(X=(Min=0.100000,Max=0.100000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-0.100000,Max=0.100000),Z=(Min=-0.100000,Max=0.100000))
UseSizeScale=true
UseRegularSizeScale=false
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.500000)
SizeScale(1)=(RelativeTime=0.250000,RelativeSize=0.800000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.000000)
StartSizeRange=(X=(Min=0.080000,Max=0.100000),Y=(Min=0.080000,Max=0.100000),Z=(Min=0.100000,Max=0.100000))
InitialParticlesPerSecond=5.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_Darken
LifetimeRange=(Min=1.250000,Max=1.250000)
StartVelocityRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=1.000000))
CustomMaterials(0)=Texture'EffectWeaponTex.fx_m_t_3216'
End Object
Emitters(2)="MeshEmitter75"
Begin Object Class=MeshEmitter Name=MeshEmitter76
StaticMesh=StaticMesh'EffectWeaponMesh.cutter.new_clan.new_clan_round2'
UseMeshBlendMode=false
RenderTwoSided=true
ColorScale(0)=(RelativeTime=0.000000,Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
ColorMultiplierRange=(X=(Min=0.600000,Max=0.600000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
FadeOutStartTime=0.615000
FadeOut=true
FadeInEndTime=0.330000
FadeIn=true
MaxParticles=15
StartLocationRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=2.000000,Max=2.000000))
SpinParticles=true
SpinsPerSecondRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-0.010000,Max=0.010000),Z=(Min=-0.010000,Max=0.010000))
UseSizeScale=true
UseRegularSizeScale=false
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.700000)
SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.100000)
StartSizeRange=(X=(Min=0.050000,Max=0.100000),Y=(Min=0.050000,Max=0.100000),Z=(Min=0.300000,Max=0.400000))
InitialParticlesPerSecond=6.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_Darken
LifetimeRange=(Min=1.250000,Max=1.500000)
StartVelocityRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=1.000000,Max=3.000000))
CustomMaterials(0)=Texture'EffectWeaponTex.fx_m_t_3216'
End Object
Emitters(3)="MeshEmitter76"
Begin Object Class=MeshEmitter Name=MeshEmitter77
StaticMesh=StaticMesh'EffectWeaponMesh.cutter.new_clan.new_clan_round2'
UseMeshBlendMode=false
RenderTwoSided=true
ColorScale(0)=(RelativeTime=0.000000,Color=(B=128,G=128,R=128,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=192,G=192,R=192,A=255))
FadeOutStartTime=0.850000
FadeOut=true
FadeInEndTime=0.400000
FadeIn=true
StartLocationRange=(X=(Min=-1.500000,Max=1.500000),Y=(Min=-1.500000,Max=1.500000),Z=(Min=1.000000,Max=15.000000))
SpinParticles=true
SpinCCWorCW=(X=0.000000,Y=0.500000,Z=0.500000)
SpinsPerSecondRange=(X=(Min=0.100000,Max=0.100000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-0.100000,Max=0.100000),Z=(Min=-0.100000,Max=0.100000))
UseSizeScale=true
UseRegularSizeScale=false
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.500000)
SizeScale(1)=(RelativeTime=0.250000,RelativeSize=0.800000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.200000)
StartSizeRange=(X=(Min=0.050000,Max=0.100000),Y=(Min=0.050000,Max=0.100000),Z=(Min=0.100000,Max=0.150000))
InitialParticlesPerSecond=5.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_Darken
LifetimeRange=(Min=1.250000,Max=1.250000)
StartVelocityRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=2.000000))
CustomMaterials(0)=Texture'EffectWeaponTex.fx_m_t_3216'
End Object
Emitters(4)="MeshEmitter77"
Begin Object Class=MeshEmitter Name=MeshEmitter78
StaticMesh=StaticMesh'EffectWeaponMesh.cutter.new_clan_round2'
UseMeshBlendMode=false
RenderTwoSided=true
ColorScale(0)=(RelativeTime=0.000000,Color=(B=128,G=128,R=128,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=192,G=192,R=192,A=255))
Opacity=0.800000
FadeOutStartTime=0.850000
FadeOut=true
FadeInEndTime=0.400000
FadeIn=true
StartLocationRange=(X=(Min=-1.500000,Max=1.500000),Y=(Min=-1.500000,Max=1.500000),Z=(Min=1.000000,Max=15.000000))
SpinParticles=true
SpinCCWorCW=(X=0.000000,Y=0.500000,Z=0.500000)
SpinsPerSecondRange=(X=(Min=0.100000,Max=0.100000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-0.100000,Max=0.100000),Z=(Min=-0.100000,Max=0.100000))
UseSizeScale=true
UseRegularSizeScale=false
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.500000)
SizeScale(1)=(RelativeTime=0.250000,RelativeSize=0.800000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.200000)
StartSizeRange=(X=(Min=0.050000,Max=0.100000),Y=(Min=0.050000,Max=0.100000),Z=(Min=0.100000,Max=0.150000))
InitialParticlesPerSecond=5.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_Darken
LifetimeRange=(Min=1.250000,Max=1.250000)
StartVelocityRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=2.000000))
CustomMaterials(0)=Texture'EffectWeaponTex.fx_m_t_3216'
End Object
Emitters(5)="MeshEmitter78"
Begin Object Class=SpriteEmitter Name=SpriteEmitter16
UseDirectionAs=PTDU_Forward
ColorScale(0)=(RelativeTime=0.000000,Color=(B=255,G=204,R=191,A=255))
ColorScale(1)=(RelativeTime=0.489286,Color=(B=255,G=136,R=64,A=255))
ColorScale(2)=(RelativeTime=1.000000,Color=(B=255,G=241,R=147,A=255))
ColorMultiplierRange=(X=(Min=0.800000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
FadeOutStartTime=0.200000
FadeOut=true
MaxParticles=3
StartLocationOffset=(X=0.000000,Y=0.000000,Z=5.000000)
SpinParticles=true
SpinCCWorCW=(X=0.000000,Y=0.500000,Z=0.500000)
SpinsPerSecondRange=(X=(Min=0.500000,Max=1.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
StartSpinRange=(X=(Min=0.000000,Max=1.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
UseSizeScale=true
UseRegularSizeScale=false
UniformSize=true
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.700000)
SizeScale(1)=(RelativeTime=0.220000,RelativeSize=0.900000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.200000)
StartSizeRange=(X=(Min=6.000000,Max=6.000000),Y=(Min=6.000000,Max=6.000000),Z=(Min=6.000000,Max=6.000000))
InitialParticlesPerSecond=3.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_Darken
Texture=Texture'EffectWeaponTex.fx_m_t8016'
LifetimeRange=(Min=0.500000,Max=0.500000)
StartVelocityRange=(X=(Min=-1.320000,Max=1.320000),Y=(Min=-1.320000,Max=1.320000),Z=(Min=-0.960000,Max=0.960000))
End Object
Emitters(6)="SpriteEmitter16"
Begin Object Class=SpriteEmitter Name=SpriteEmitter17
UseDirectionAs=PTDU_Forward
ColorScale(0)=(RelativeTime=0.000000,Color=(B=255,G=204,R=191,A=255))
ColorScale(1)=(RelativeTime=0.489286,Color=(B=255,G=136,R=64,A=255))
ColorScale(2)=(RelativeTime=1.000000,Color=(B=255,G=241,R=147,A=255))
ColorMultiplierRange=(X=(Min=0.500000,Max=1.000000),Y=(Min=0.720000,Max=1.000000),Z=(Min=0.720000,Max=1.000000))
FadeOutStartTime=0.200000
FadeOut=true
MaxParticles=3
Name="rot_arc"
StartLocationOffset=(X=0.000000,Y=0.000000,Z=5.000000)
SpinParticles=true
SpinCCWorCW=(X=0.000000,Y=0.500000,Z=0.500000)
SpinsPerSecondRange=(X=(Min=0.500000,Max=1.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
StartSpinRange=(X=(Min=0.000000,Max=1.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000))
UseSizeScale=true
UseRegularSizeScale=false
UniformSize=true
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.700000)
SizeScale(1)=(RelativeTime=0.220000,RelativeSize=0.900000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.200000)
StartSizeRange=(X=(Min=7.000000,Max=7.000000),Y=(Min=7.000000,Max=7.000000),Z=(Min=7.000000,Max=7.000000))
InitialParticlesPerSecond=3.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_AlphaBlend
Texture=Texture'EffectWeaponTex.fx_m_t6330'
LifetimeRange=(Min=0.500000,Max=0.500000)
StartVelocityRange=(X=(Min=-1.320000,Max=1.320000),Y=(Min=-1.320000,Max=1.320000),Z=(Min=-0.960000,Max=0.960000))
End Object
Emitters(7)="SpriteEmitter17"
Begin Object Class=MeshEmitter Name=MeshEmitter79
StaticMesh=StaticMesh'EffectWeaponMesh.cutter.anta_wik'
UseParticleColor=true
ColorScale(0)=(RelativeTime=0.000000,Color=(B=0,G=0,R=0,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=0,G=0,R=0,A=255))
FadeOutStartTime=0.864000
FadeOut=true
FadeInEndTime=0.396000
FadeIn=true
MaxParticles=4
StartLocationOffset=(X=0.000000,Y=0.000000,Z=5.000000)
StartLocationRange=(X=(Min=-0.500000,Max=0.500000),Y=(Min=-0.500000,Max=0.500000),Z=(Min=-1.000000,Max=1.000000))
SpinParticles=true
SpinCCWorCW=(X=0.000000,Y=0.000000,Z=0.000000)
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000))
UseSizeScale=true
UseRegularSizeScale=false
SizeScale(0)=(RelativeTime=0.000000,RelativeSize=0.990000)
SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.010000)
StartSizeRange=(X=(Min=0.600000,Max=0.800000),Y=(Min=0.600000,Max=0.800000),Z=(Min=0.600000,Max=0.800000))
InitialParticlesPerSecond=2.000000
AutomaticInitialSpawning=false
DrawStyle=PTDS_AlphaBlend
LifetimeRange=(Min=1.250000,Max=1.250000)
GetVelocityDirectionFrom=PTVD_OwnerAndStartPosition
CustomMaterials(0)=Shader'EffectWeaponTex.darkline'
End Object
Emitters(8)="MeshEmitter79"
bLightChanged=true
bNoDelete=false
DrawScale=0.100000
bUnlit=false
bDirectional=true
}
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0 90021 1 1 7 10 0 LineageWeapons.dynasty_blade_m00_wp LineageWeaponsTex.tysandy_blade_t00 0 0 0 0 0 1 0 0 tysandyweaponsbyChandy.tysandy_slayer_i -1 1300 47 1 0 0 1 27 1 1 LineageWeapons.dynasty_blade_m00_wp 1 1 LineageWeaponsTex.tysandy_blade_t00 4 ItemSound.sword_mid_4 ItemSound.sword_small_9 ItemSound.sword_mid_2 ItemSound.public_sword_shing_10 ItemSound.itemdrop_sword ItemSound.itemequip_sword 10 508 226 1 7 8 0 0 0 0 379 0 1 1 1000 0 1 0 weaponEffects.weapon_shadow_shaper 1.00000000 0.00000000 0.20000000 1.00000000 1.00000000 LineageWeapons.rangesample 1.50000000 0.60000002 0.60000002 11.50000000 0.00000000 0.00000000 4 -1 -1 -1

 

 

1.00000000 0.00000000 0.20000000 1.00000000 1.00000000 LineageWeapons.rangesample 1.50000000 0.60000002 0.60000002 11.50000000 0.00000000 0.00000000 4 -1 -1 -1
 
change to: 

0.00000000 0.00000000 0.00000000 1.00000000 1.00000000 LineageWeapons.rangesample 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 4 -1 -1 -1

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1.00000000 0.00000000 0.20000000 1.00000000 1.00000000 LineageWeapons.rangesample 1.50000000 0.60000002 0.60000002 11.50000000 0.00000000 0.00000000 4 -1 -1 -1
 
change to: 

0.00000000 0.00000000 0.00000000 1.00000000 1.00000000 LineageWeapons.rangesample 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 4 -1 -1 -1

 

I had change but its not work :(

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I cant help you then...sorry :/

you dont fix this in weapongrp

 

also i dont want to read that shit but you can try adding

    RelativeRotation=(Pitch=-16384)

to the end to see what happens

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you dont fix this in weapongrp

 

also i dont want to read that shit but you can try adding

    RelativeRotation=(Pitch=-16384)

to the end to see what happens

omg - its work . I do not know how to thank you. thank so much Big man bill

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alibabank Can you share your effect as full pack? 

Hi - I had look at video guide of big man bill . You can view and make follow this video.
 
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It aims in a legitimate fashion) - Bone and Multibone (Adjust which bone to aim at or select as many Bones as you want) - Smoothaim (Adjust how smooth the aimbot is in its human-like drag) - CloseAim (Toggle distance based aiming algorithm, for increased stickyness, or whoever is closest to the crosshair) - FoV (Adjust the Field of View of the aimbot or percentage of the screen that the aimbot will target enemies from) - Aimkey (Adjust which key the aimbot will use to aim) - AimDraw (Toggle the drawing of the aimspot on enemies (Visible/Always) - VisibleCheck (Visible checking on enemies with close enemy) - NoHop (Aim at One Target per press of the AimKey (Aimbot Doesn't Hop to Other Targets even after death) - RandomSpot (Randomizes the Spot around the target bones, making your aim look more humanized and legit) - Aimtime (Amount of time that the aimbot and Aimbot-RCS is active for, after you press the aimkey) - Ammo Management (Disable aimbot and TriggerBot when the gun clip is empty) - CloseFoV (Different FoV for players with in a certain distance (CloseFOV Distance) - AimOnShoot (Aim when shooting, aim when not shooting) - RecoilAfter (Start recoil after x bullets (Good for 1-2 Taps) - Recoil (Adjust the recoil counter while using the aimbot) - RecoilKey (Adjust which key the anti-recoil is set on (For all Aimbot Keys) - RecoilType (Control if recoil control is always on or only when using the Aimbot) - RecoilFOV (Adjust how long the Recoil will stay stuck to the target, very usable for when playing at a LAN) TRIGGERBOT: - TriggerBot (Automatically shoot at an enemy in a radius (usable with or without Aimbot) - TriggerKey (Control what key activates the TriggerBot (use with any key) - TriggerFov (Control the radius around the AimSpot which activates the TriggerBot) - TriggerDraw (Draw the bone spot that the TriggerBot is aiming at) - TriggerBone (Select the bone that the TriggerBot will target) - TriggerDelay (To add to the legitimacy of the TriggerBot, delays shooting for up to 0.5 seconds) - MonsterTrigger (Extremely Fast & Accurate TriggerBot with Fullbody Options Perfect TriggerBot) - VisCheck (Make sure you're only hitting enemies that you can see, or turn it off to get some sick wallbangs) - Random Delay (A random delay for your trigger bot to look even more legitimate) - Trigger Button (Use any button you like to control the triggerbot) ESP: - Name (Name of the player) - Health (Shows the current health of a player) - Armor (Shows the current amount of armor a player has) - ArmorType (Show if a player currently has a Kevlar vest, a helmet or both equipped) - Weapon (See what weapon a player is currently holding) - Weapon Ammo (See how much ammo you have left in the current clip) - Index (The internal index of the player based on the CSGO engine) - Distance (The distance of each player from you) - Box (A box around each players model, adjusting with distance (new rectangle box type) - Sequence (What action or stance the player is in (Running, Ducking, Jumping, Scoped etc) - Box Size & Box Multi (The size of the boxes around the players, adjustable to how you like) - Team ESP (Toggle ESP on your teammates) - Clean Draw ESP (Move ESP away from box) - Pixel ESP (Single Pixel ESP for legitimate play, shows one single pixel on the screen so it's not noticeable to any casual observers) - Visible ESP (Different color ESP for visible & non-visible players) - Entity ESP (See weapons, defusers, Bomb Location, and defusing players) - Entity Distance (Adjust how far away you will see different Entities for the ultimate in Player-Location assistance) - List ESP (The Ultimate Legit ESP, Listing Players that are not on your screen, or players anywhere in case you don't want to know where they are exactly) MISC: - Bunny Hop (Jumps automatically while the chosen key is being held) - Crosshair (When enabled it will draw a cross-hair on your screen, perfect for snipers, it also features an adjustable size) - Weapon Config System (Weapon configurations for each weapon group (pistols, deagle, snipers, SMG, Knife, rifles, etc) - Flash reduction (Make sure you can see enemies while you're supposed to be flashed) - Radar In Game (A radar is displayed where you see opponents) REQUIREMENTS: - Included HWID Spoofer: Yes - Stream Bypass: Yes - Supported game modes: Windowed, Borderless - Supported CPU: Intel & AMD - Supported OS: Windows 10 (1903,1909,2004,20H2,21H1, 22H2), Windows 11 (All version). Supported OS change and are added periodically. More check on official website.   IN-GAME SCREENSHOTS:   - Check on the official website.
    • A very skilled guy, did the job and delivered super fast, you can go without fear   100% malaka boy
    • L2 EVO - COMMUNITY BOARD & FRAME SWAP     L2 EVO - SPLASH SCREEN
    • my char is born in the middle of the water! I'm using protocol 273 client
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