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[RELEASE] Lua Editor
Discussion on [RELEASE] Lua Editor within the S4 League Hacks, Bots, Cheats & Exploits forum part of the S4 League category.
05/24/2025, 19:44
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#91
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elite*gold: 0
Join Date: Dec 2013
Posts: 53
Received Thanks: 1
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Quote:
Originally Posted by Kurayami1123
so if i understood it right the 10000 should be 60000 right? bc 1 min timer
Put 60000 otherwise u will get a disconnect.
i typed the other dude who talked like you but he knows nothing about programming
Works like a charm.
got something new for you
--°Ô½ºÆ®µé¿¡°Ô hostarg¸®¼ÂÀ» ¿äûÇÑ´Ù.( È£½ºÆ®´Â Á÷Á¢ ½ºÅ©¸³Æ®¿¡¼* Init() È£ÃâÇØÁà¾ß ÇÔ! )
function LuaInitHostArg( ArcadeSystem, HostController )
HostController:InitHostArgCommand();
end
--¾ÆÄÉÀÌµå ¸ðµå°¡ ½ÇÇàµÉ¶§ ÃÑ ½ºÅ×ÀÌÁö¸¦ Á¤ÇÑ´Ù.
function LuaTotalStage( ArcadeSystem, HostController, u8TotalStage )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "TOTAL_STAGE", u8TotalStage );
HostController:RequestStageClear();
end
--½ºÅ×ÀÌÁö¸¦ Ŭ¸®¾îÇßÀ» ¶§ È£Ãâ
function LuaRequestStageClear( ArcadeSystem, HostController )
HostController:RequestStageClear();
end
--½ºÅ×ÀÌÁö¸¦ ½ÇÆÐÇßÀ» ¶§ È£Ãâ
function LuaRequestStageFailed( ArcadeSystem, HostController )
HostController:RequestStageClear();
end
--½ºÅ×ÀÌÁö Á¤º¸¼³Á¤
function LuaSetStageInfo( ArcadeSystem, HostController, u32StageID, u32StageTime )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "STAGE_ID", u32StageID );
InputArg:PushLU32( "STAGE_TIME", u32StageTime );
HostController:SetStageInfo( InputArg );
end
--host, guestÀÇ µ¥ÀÌÅ͸¦ µ¿±âÈ*½ÃŰ´Â ÇÔ¼ö, ¹æÀå ÀÌÀüÀ» ´ëºñÇØ¼* µ¿±âÈ*½ÃÄÑÁØ´Ù.
function LuaSyncHostData( ArcadeSystem, HostController, strDataSetName )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "SYNC_HOST_DATA", strDataSetName );
HostController:SyncHostData( InputArg );
end
--AI¾×ÅÍÀÇ Å³ ÁøÇàÀ²À» º¸¿©ÁØ´Ù!
function LuaKillProgressReg( ArcadeSystem, HostController, szAIActorName, u32TotalCount )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "KILLPROG_REG_TYPE", szAIActorName );
InputArg:PushLU32( "KILLPROG_TOT", u32TotalCount );
HostController:KillProgressReg( InputArg );
end
--AI¾×ÅÍÀÇ Å³ ÁøÇàÀ²À» ¾ø¾Ø´Ù.
function LuaKillProgressUnreg( ArcadeSystem, HostController, szAIActorName )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "KILLPROG_UNREG_TYPE", szAIActorName );
HostController:KillProgressUnreg( InputArg );
end
--AI ų ÁøÇàÀ²À» ¸ðµÎ ¾ø¾Ø´Ù.
function LuaKillProgressUnregAll( ArcadeSystem, HostController )
InputArg = ArcadeSystem:GetInputArg();
HostController:KillProgressUnregAll( InputArg );
end
--¹«ºñ¸¦ Ç÷¹ÀÌÇØÁÖ´ÂÇÔ¼ö
function LuaMoviePlay( ArcadeSystem, HostController, u32MovieID )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "MOVIESYSTEM_ID",u32MovieID );
HostController:PlayMovie( InputArg );
end
--¹Ì¼Ç ¾ÆÀ̵𸦠¼³Á¤ÇØÁÖ´Â ÇÔ¼ö
function LuaChangeMissionID( ArcadeSystem, HostController, u32MissionID )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "MISSION_ID", u32MissionID );
HostController:ChangeMissionID( InputArg );
end
--¹Ì¼Ç ÀÎÆ÷¸¦ º¸¿©ÁÖ´Â ÇÔ¼ö
function LuaViewMissionInfo( ArcadeSystem, HostController, u32MissionID, fRed, fGreen, fBlue, fAlpha, u32LifeTime )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "MISSIONINFO_ID", u32MissionID );
InputArg:PushLFloat( "MISSIONINFO_R", fRed );
InputArg:PushLFloat( "MISSIONINFO_G", fGreen );
InputArg:PushLFloat( "MISSIONINFO_B", fBlue );
InputArg:PushLFloat( "MISSIONINFO_A", fAlpha );
InputArg:PushLU32( "MISSIONINFO_LIFETIME", u32LifeTime );
HostController:ViewMissionInfo( InputArg );
end
--bgmÀ» Ç÷¹ÀÌÇØÁÖ´Â ÇÔ¼ö
function LuaPlayBGM( ArcadeSystem, HostController, szBGM )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "BGM_FILE", szBGM );
HostController:PlayBGM( InputArg );
end
--bgmÀ» Á¤Áö½ÃŰ´Â ÇÔ¼ö
function LuaStopBGM( ArcadeSystem, HostController )
InputArg = ArcadeSystem:GetInputArg();
HostController:StopBGM( InputArg );
end
--È¿°úÀ½À» Ç÷¹ÀÌÇØÁÖ´Â ÇÔ¼ö
function LuaPlaySFX( ArcadeSystem, HostController, szSFX )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "SFX_FILE", szSFX );
HostController:PlaySFX( InputArg );
end
--Æ÷±× ¼Ó¼ºÀ» º¯°æÇØÁÖ´Â ÇÔ¼ö
function LuaChangeFogProperty( ArcadeSystem, HostController, fFogMinDist, fFogMaxDist, fFogR, fFogG, fFogB )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLFloat( "FOG_MINDIST", fFogMinDist );
InputArg:PushLFloat( "FOG_MAXDIST", fFogMaxDist );
InputArg:PushLFloat( "FOG_R", fFogR );
InputArg:PushLFloat( "FOG_G", fFogG );
InputArg:PushLFloat( "FOG_B", fFogB );
HostController:ChangeFogProperty( InputArg );
end
--Æ÷±× ¼Ó¼ºÀ» ¿ø·¡´ë·Î º¹¿øÇØÁÖ´Â ÇÔ¼ö
function LuaRestoreFogProperty( ArcadeSystem, HostController )
InputArg = ArcadeSystem:GetInputArg();
HostController:RestoreFogProperty( InputArg );
end
--½ºÄ«À̹ڽº¸¦ ¼û±æÁö¸¦ ¼³Á¤ÇØÁÖ´Â ÇÔ¼ö.
function LuaShowSkyBox( ArcadeSystem, HostController, bShowSkyBox )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLBool( "SHOW", bShowSkyBox );
HostController:ShowSkyBox( InputArg );
end
--ÁöÁ¤ÇÑ À§Ä¡¿¡ ¾ÆÀÌÅÛÀ» ½ºÆù½ÃŲ´Ù.
function LuaItemSpawn( ArcadeSystem, HostController, u32ItemID, bRandomShow, fPosX, fPosY, fPosZ, fDirX, fDirY, fDirZ )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "ITEM_ID", u32ItemID );
InputArg:PushLBool( "RANDOM_SHOW", bRandomShow );
InputArg:PushLFloat( "POS_X", fPosX );
InputArg:PushLFloat( "POS_Y", fPosY );
InputArg:PushLFloat( "POS_Z", fPosZ );
InputArg:PushLFloat( "DIR_X", fDirX );
InputArg:PushLFloat( "DIR_Y", fDirY );
InputArg:PushLFloat( "DIR_Z", fDirZ );
HostController:SpawnItem( InputArg );
end
--ƯÁ¤ ³ëµå¿¡ ¾ÆÀÌÅÛÀ» ½ºÆù½ÃŲ´Ù.
function LuaItemSpawnByNode( ArcadeSystem, HostController, u32ItemID, bRandomShow, strSpawnNode )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "ITEM_ID", u32ItemID );
InputArg:PushLBool( "RANDOM_SHOW", bRandomShow );
InputArg:PushLStr( "SPAWN_NODE", strSpawnNode );
HostController:SpawnItembyNode( InputArg );
end
--AI¾×ÅÍÀÇÀ§Ä¡¿¡ ¾ÆÀÌÅÛÀ» ½ºÆù½ÃŲ´Ù.
function LuaItemSpawnByAIActor( ArcadeSystem, HostController, u32ItemID, bRandomShow, pAIActor )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "ITEM_ID", u32ItemID );
InputArg:PushLBool( "RANDOM_SHOW", bRandomShow );
InputArg:PushLVoid( "AI_ACTOR", pAIActor );
HostController:SpawnItemByAIActor( InputArg );
end
--½ºÆùµÈ ¾ÆÀÌÅÛµéÀ» ¸ðµÎ Áö¿î´Ù.
function LuaRemoveAllItem( ArcadeSystem, HostController )
HostController:RemoveAllItem();
end
--ƯÁ¤³ëµå¿¡ player¸¦ ½ºÆù½ÃŲ´Ù.
function LuaPlayerSpawnByNode( ArcadeSystem, HostController, strSpawnNode )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "SPAWN_NODE", strSpawnNode );
HostController:PlayerSpawnByNode( InputArg );
end
--ƯÁ¤ÁÂÇ¥¿¡ ai¸¦ ¼ÒȯÇÑ´Ù.
function LuaSpawnAIActor( ArcadeSystem, HostController, strAITypeName, strActorTypeName, fPosX, fPosY, fPosZ, fDirX, fDirY, fDirZ )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
InputArg:PushLStr( "ACTOR_TYPE", strActorTypeName );
InputArg:PushLFloat( "POS_X", fPosX );
InputArg:PushLFloat( "POS_Y", fPosY );
InputArg:PushLFloat( "POS_Z", fPosZ );
InputArg:PushLFloat( "DIR_X", fDirX );
InputArg:PushLFloat( "DIR_Y", fDirY );
InputArg:PushLFloat( "DIR_Z", fDirZ );
HostController:SpawnAIActor( InputArg );
end
--ƯÁ¤³ëµå¿¡ ai¸¦ ¼ÒȯÇÑ´Ù.
function LuaSpawnAIActorByNode( ArcadeSystem, HostController, strAITypeName, strActorTypeName, strSpawnNode )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
InputArg:PushLStr( "ACTOR_TYPE", strActorTypeName );
InputArg:PushLStr( "SPAWN_NODE", strSpawnNode );
HostController:SpawnAIActorByNode( InputArg );
end
--ƯÁ¤¾×ÅÍÀÇ À§Ä¡¿¡ ai¸¦ ¼ÒȯÇÑ´Ù.
function LuaSpawnAIActorByActorPos( ArcadeSystem, HostController, strAITypeName, strActorTypeName, pActor )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
InputArg:PushLStr( "ACTOR_TYPE", strActorTypeName );
InputArg:PushLVoid( "TARGET_ACTOR", pActor );
HostController:SpawnAIActorByActorPos( InputArg );
end
--ÇØ´ç ŸÀÔÀÇ ¸ðµç ai¸¦ ¾ø¿£´Ù.
function LuaRemoveAllAIActorByType( ArcadeSystem, HostController, strAITypeName )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
HostController:RemoveAllAIActorByType( InputArg );
end
--¸ðµç ai¸¦ ¾ø¿£´Ù.
function LuaRemoveAllAIActor( ArcadeSystem, HostController )
HostController:RemoveAllAIActor();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ °ø°Ý
function Command_Attack( pAIActor, pTargetActor, szAttackType, bRotateToTarget, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "ATTACK" );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ À§Ä¡·Î À̵¿Çϸé¼* °ø°Ý
function Command_MovingAttack_ToPos( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, fTargetPosX, fTargetPosY, fTargetPosZ, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVINGATTACK_POS" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "TARGETPOS_X", fTargetPosX );
Arg:SetLFloat( "TARGETPOS_Y", fTargetPosY );
Arg:SetLFloat( "TARGETPOS_Z", fTargetPosZ );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ³ëµåÀ§Ä¡·Î À̵¿Çϸé¼* °ø°Ý
function Command_MovingAttack_ToNode( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, szNode, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVINGATTACK_NODE" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLStr( "NODE_NAME", szNode );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ ÇâÇØ À̵¿Çϸé¼* °ø°Ý
function Command_MovingAttack_ToActor( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVINGATTACK_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×ÅÍ ¹Ý´ë¸¦ ÇâÇØ À̵¿Çϸé¼* °ø°Ý
function Command_BackMovingAttack_ToActor( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, fMoveDist, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "BACKMOVINGATTACK_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "COMMON_VALUE_3", fMoveDist );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ À§Ä¡·Î À̵¿
function Command_Move_ToPos( pAIActor, u32CommandTime, fTargetPosX, fTargetPosY, fTargetPosZ, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_POS" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLFloat( "TARGETPOS_X", fTargetPosX );
Arg:SetLFloat( "TARGETPOS_Y", fTargetPosY );
Arg:SetLFloat( "TARGETPOS_Z", fTargetPosZ );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ³ëµåÀ§Ä¡·Î À̵¿
function Command_Move_ToNode( pAIActor, u32CommandTime, szNode, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_NODE" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLStr( "NODE_NAME", szNode );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--°¡±î¿î °ø°ÝÀ§Ä¡·Î À̵¿
function Command_Move_ToAttackArea( pAIActor, u32CommandTime,fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_ATTACKAREA" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--°¡±î¿î ¼öºñÀ§Ä¡·Î À̵¿
function Command_Move_ToDefenseArea( pAIActor, u32CommandTime,fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_DEFENSEAREA" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ ÇâÇØ À̵¿
function Command_Move_ToActor( pAIActor, u32CommandTime, pTargetActor, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×ÅÍ ¹Ý´ë¸¦ ÇâÇØ À̵¿
function Command_BackMove_ToActor( pAIActor, u32CommandTime, pTargetActor, fMoveDist, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "BACKMOVE_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "COMMON_VALUE_3", fMoveDist );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ³ëµå·Î ¼ø°£ À̵¿
function Command_Teleport_ToNode( pAIActor, szNode )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "TELEPORT_NODE" );
Arg:SetLStr( "NODE_NAME", szNode );
pAIActor:Command();
end
--ÇöÀç À§Ä¡¿¡¼* ´ë±â
function Command_Stop( pAIActor )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "STOP" );
pAIActor:Command();
end
--Á×À½
function Command_Death( pAIActor )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "DEATH" );
pAIActor:Command();
end
--ȸÇÇ
function Command_Dodge( pAIActor, bLeft )
fDodgeDirValue = 1;
if bLeft == false then
fDodgeDirValue = -1;
end
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "DODGE" );
Arg:SetLFloat( "COMMON_VALUE_1", fDodgeDirValue );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ Á¤¸éÀ¸·Î ¹Ù¶óº¸°í ȸÇÇ
function Command_Dodge_ToActor( pAIActor, pTargetActor, bLeft )
fDodgeDirValue = 1;
if bLeft == false then
fDodgeDirValue = -1;
end
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "DODGE_ACTOR" );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "COMMON_VALUE_1", fDodgeDirValue );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×ÅÍ¿¡°Ô ¹ÙÀε彺ųÀ» »ç¿ë
function Command_SkillBind( pAIActor, pTargetActor, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "SKILL_BIND" );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--Åõ¸íÈ*½ºÅ³ ¿Â¿ÀÇÁ
function Command_SkillInvisible( pAIActor, bOnOff )
fOnOffValue = 1;
if bOnOff == false then
fOnOffValue = -1;
end
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "SKILL_INVISIBLE" );
Arg:SetLFloat( "COMMON_VALUE_1", fOnOffValue );
pAIActor:Command();
end
--AIÀÇ HP¸¦ º¯°æ
function Command_ChangeHP( pAIActor, fHPRate )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "CHANGE_HP" );
Arg:SetLFloat( "COMMON_VALUE_1", fHPRate );
pAIActor:Command();
end
video:
that is somehow what i want to archieve...
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Quote:
Originally Posted by Feuerdrachenzauber
If anyone need(Only for stage 8)
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05/24/2025, 19:48
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#92
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elite*gold: 0
Join Date: Mar 2019
Posts: 165
Received Thanks: 26
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Quote:
Originally Posted by Kurayami1123
spy dagger cannonade was easy but thise one is rip.
or better said spy dagger right click dps ok but aoe range in horizontal isnt big enough
[/SPOILER]
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Then write your own spy dagger lua script instead of download here everything?
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05/24/2025, 19:59
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#93
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elite*gold: 0
Join Date: Dec 2013
Posts: 53
Received Thanks: 1
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Quote:
Originally Posted by Feuerdrachenzauber
Then write your own spy dagger lua script instead of download here everything?
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? its my own fixed ur right click but not perfect
btw its a data in an public forum.
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05/24/2025, 20:23
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#94
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elite*gold: 0
Join Date: Mar 2019
Posts: 165
Received Thanks: 26
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Quote:
Originally Posted by Kurayami1123
? its my own fixed ur right click but not perfect
btw its a data in an public forum.
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I mean the other part: "but aoe range in horizontal isnt big enough"
Its sounds like my edit on the script is bad
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05/24/2025, 20:28
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#95
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elite*gold: 0
Join Date: Dec 2013
Posts: 53
Received Thanks: 1
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Quote:
Originally Posted by JearsHD
im really wondering what you are acting so cocky for, after you been the one that asked 1000 questions and didnt even get the simplest thing to run. dont act like you know shit
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yo toxif fuck shut ur mouth when u listen my words ok?
Quote:
Originally Posted by Feuerdrachenzauber
I mean the other part: "but aoe range in horizontal isnt big enough"
Its sounds like my edit on the script is bad
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nono there are 2 cannonade luas in the first pages.
1 was with a lil delay that didnt work well the other one was without delai dps auto hit and co. i tried to edit the range from the bubble " hit scan " so i can hit enemies like around a corner.
sames goes for the 1min thing.
its stressfull tonot afk it so im looking for a way to decrease the mob spawn or delete the mobs.
god mode would be good aswell or so
the funny part is even when the time is over u cant finish the mission with ths creen without a quick relouad like a kill or so...
in the video i posted before u can see it from the lobby.
lobby-loads ingame- finish screen
in short lobby- ingame-evenemy spawn-instant dead-finish screen...
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05/25/2025, 01:20
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#96
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elite*gold: 0
Join Date: Jul 2011
Posts: 333
Received Thanks: 1,203
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Quote:
Originally Posted by Kurayami1123
atm tryng it with arcade but cant get it to work found some old stuff but that doesnt work aswell.
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-- ½ºÅ×ÀÌÁö1ÀÇ ÁøÇà°ú °ü·ÃµÈ ³»¿ëÀÌ ´ã°ÜÀÖ´Â ÇÔ¼ö
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function Stage01()
Arcade:Print( string.format( "½ºÅ×ÀÌÁö1 ½ÇÇà" ) );
-- Å×½ºÆ®ÄÚµå
u32TRobotA = HostArg:GetLU32( "TR_A01" );
Arcade:Print( string.format( "·Îº¿A=%d", u32TRobotA ) );
if u32PhaseCheck == 0 then
-- Áß°£°á°ú ¿äû
LuaRequestStageClear( Arcade, Host );
-- ÆäÀÌÁî15µÊ
PhaseAdd();
end
end
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cleared it a lil bit
-- Function that handles the execution and logic for Stage 1
function Stage01()
-- Print message indicating Stage 1 has started
Arcade:Print(string.format("Stage 1 started"))
-- Retrieve the value for Robot A from the host arguments
u32TRobotA = HostArg:GetLU32("TR_A01")
Arcade:Print(string.format("Robot A = %d", u32TRobotA))
-- Check if this is the first phase
if u32PhaseCheck == 0 then
-- Request to mark the stage as cleared
LuaRequestStageClear(Arcade, Host)
-- Advance to the next phase
PhaseAdd()
end
end
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05/25/2025, 04:12
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#97
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Posts: 165
Received Thanks: 26
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Anyone know why my edit doesnt work? I would remove the Dmg from the revolver and add Heal
function StandardRevolver(OneShotTime, Power, Accuracy, AdditionalPower)
STATE:SetFrontOffset(275);
STATE:InitLua(260.0, 40.0, -40.0, 250.0, 800, 650);
Attack1 = CreateCAttack();
Attack1:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(0, 0.02, -1), RayDistanceLimit), 1, 1, false);
Attack1:SetDamageApplyType(3);
Attack1:SetDistanceDamageLength(3000);
Attack1:SetCollisionRangeAdjust(false, false);
Attack1:SetCritical(2.5, 0);
Attack1:SetConsumeAmmo(1);
Attack1:SetCameraShakeEnable(true, true, 0);
Attack1:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack1:SetCameraShakeSetFactor1(50, 25, 20);
Attack1:SetCameraShakeSetFactor2(1.0, 1.0, 1000.0, 1500.0);
Attack1:SetCameraShakeRandomDir(true);
Attack1:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack1);
Attack2 = CreateCAttack();
Attack2:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack2:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(0, -0.5 * Accuracy, -1), RayDistanceLimit), 1, 1, false);
Attack2:SetDamageApplyType(3);
Attack2:SetDistanceDamageLength(3000);
Attack2:SetCollisionRangeAdjust(false, false);
Attack2:SetCritical(2.5, 0);
Attack2:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack2:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack2);
Attack3 = CreateCAttack();
Attack3:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack3:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(0.5 * Accuracy, 0.5 * Accuracy, -1), RayDistanceLimit), 1, 1, false);
Attack3:SetDamageApplyType(3);
Attack3:SetDistanceDamageLength(3000);
Attack3:SetCollisionRangeAdjust(false, false);
Attack3:SetCritical(2.5, 0);
Attack3:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack3:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack3);
Attack4 = CreateCAttack();
Attack4:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack4:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(-0.5 * Accuracy, 0.5 * Accuracy, -1), RayDistanceLimit), 1, 1, false);
Attack4:SetCollisionRangeAdjust(false, false);
Attack4:SetCritical(2.5, 0);
Attack4:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack4:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack4);
end
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05/25/2025, 08:50
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#98
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elite*gold: 0
Join Date: Dec 2013
Posts: 53
Received Thanks: 1
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Quote:
Originally Posted by Silone1993
cleared it a lil bit
-- Function that handles the execution and logic for Stage 1
function Stage01()
-- Print message indicating Stage 1 has started
Arcade:Print(string.format("Stage 1 started"))
-- Retrieve the value for Robot A from the host arguments
u32TRobotA = HostArg:GetLU32("TR_A01")
Arcade:Print(string.format("Robot A = %d", u32TRobotA))
-- Check if this is the first phase
if u32PhaseCheck == 0 then
-- Request to mark the stage as cleared
LuaRequestStageClear(Arcade, Host)
-- Advance to the next phase
PhaseAdd()
end
end
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like this?
Quote:
function Stage01()
--Arcade:Print( string.format( "��������1 ����" ) );
-- ��Ʈ�ڵ�
u32TRobotA = HostArg:GetLU32( "TR_A01" );
Arcade:Print( string.format( "�κ�A=%d", u32TRobotA ) );
if (u32AccumulateTime > 60000) then
u32PhaseCheck = 3;
LuaRequestStageClear( Arcade, Host );
PhaseAdd();
end
end
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"didnt work like this freeze"
or without (u32AccumulateTime > 60000) thenbc there is also DELTA_TIME
Quote:
LuaRemoveAllAIActorByType( Arcade, Host, "TypeTRA" );
LuaRemoveAllAIActorByType( Arcade, Host, "TypeTRB" );
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doesnt work aswell bc the mob hp is not 0
i mean the mob doesnt despawn bc the hp is not 0 so the lines
LuaRemoveAllAIActorByType( Arcade, Host, "TypeTRA" );
LuaRemoveAllAIActorByType( Arcade, Host, "TypeTRB" );
had no effect besides some rndm lags.
my logic:
player shoots with weapon to kill the monster.
whats is the monster hp?
100 i guess.
so somewhere should be the hp from the mob.
100 = 0
LuaRemoveAllAIActorByType( Arcade, Host, "TypeTRA" );
LuaRemoveAllAIActorByType( Arcade, Host, "TypeTRB" );
game finish
for other mode i guess it look like this:
function RemoveMonster( monster )
if true == missionChecked then
return;
end
PhaseKillCount = PhaseKillCount + 1;
if PhaseGoalCount == PhaseKillCount then
PhaseGoalCount = 0;
PhaseKillCount = 0;
local accumKillCount = RULE:GetAccumKillCount();
local missionMonsterCount = ruleArg:GetLU32( "MissionMonsterCount" ); -- �ִ� ������ ������ �����´�.
if missionMonsterCount ~= accumKillCount then
if u32PhaseCheck == 1 then
isKnightSpawn = true;
PhaseGoalCount = 1;
PhaseGoto( 2 );
elseif u32PhaseCheck == 2 then
PhaseGoalCount = math.min(79, missionMonsterCount - accumKillCount );
isKnightSpawn = false;
PhaseGoto( 1 );
end
end
end
or maybe we find: actorHP bc
--[[
if missionMonsterCount == accumKillCount then
-- ���Ӽ���
RULE:MissionSuccess();
missionChecked = true;
return;
end
--]]
--[[
local actorHP = RULE:GetMyActorHP();
if 0 >= actorHP then
-- ���ӽ���
RULE:MissionFail();
missionChecked = true;
return;
end
--]]
and then change the rule to win
or for the monster hp we could edit:
function TypeTRA_Big_Init()
TEAM_ALPHA = 1;
TEAM_BETA = 2;
AIActor:SetTeamByID( TEAM_BETA );
AIActor:SetBaseMoveSpeedMax( 500.0 );
AIActor:SetBaseHP( 200 );
AIActor:SetOrigBoundWidth( 200 );
AIActor:SetOrigBoundHeight( 320 );
AIActor:SetScale( 1.2, 1.2, 1.2 );
AIActor:SetSceneFileName( "Resources/Model/Monster/jaco_strong_bip.scn" );
AIActor:RegisterDamageSound( "Resources/Sound/Acade/robotAdamage.ogg" );
AIActor:SetUsingLowerPart( false );
AIActor:SetBoundingVolume( 100.0 );
-- ���ε� ����
AIActor:SetApplyBind( false );
end
like hp 0 for a death spawn
AIActor:SetBaseHP( 0 );
or maybe bound it to the spawn location with:
AIActor:SetApplyBind( false )
or take the time from the monster like:
AIActor:SetBaseMoveSpeedMax( 500.0 );
to
AIActor:SetBaseMoveSpeedMax( 5.0 );
or the dps:
StateFactory:AddTRA_Attacks( state, 800, 5.0, 500.0 );
StateFactory:AddTRA_Attacks( state, 800, 5.0, 0.0 );
(state,range,cooldown,dps)
or
StateFactory:AddTRB_Attack2_Attacks( state, 300, 450, 600, 15.0, 500.0 );
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05/25/2025, 09:15
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#99
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elite*gold: 0
Join Date: Nov 2021
Posts: 21
Received Thanks: 7
|
Quote:
Originally Posted by Feuerdrachenzauber
Anyone know why my edit doesnt work? I would remove the Dmg from the revolver and add Heal
function StandardRevolver(OneShotTime, Power, Accuracy, AdditionalPower)
STATE:SetFrontOffset(275);
STATE:InitLua(260.0, 40.0, -40.0, 250.0, 800, 650);
Attack1 = CreateCAttack();
Attack1:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(0, 0.02, -1), RayDistanceLimit), 1, 1, false);
Attack1:SetDamageApplyType(3);
Attack1:SetDistanceDamageLength(3000);
Attack1:SetCollisionRangeAdjust(false, false);
Attack1:SetCritical(2.5, 0);
Attack1:SetConsumeAmmo(1);
Attack1:SetCameraShakeEnable(true, true, 0);
Attack1:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack1:SetCameraShakeSetFactor1(50, 25, 20);
Attack1:SetCameraShakeSetFactor2(1.0, 1.0, 1000.0, 1500.0);
Attack1:SetCameraShakeRandomDir(true);
Attack1:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack1);
Attack2 = CreateCAttack();
Attack2:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack2:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(0, -0.5 * Accuracy, -1), RayDistanceLimit), 1, 1, false);
Attack2:SetDamageApplyType(3);
Attack2:SetDistanceDamageLength(3000);
Attack2:SetCollisionRangeAdjust(false, false);
Attack2:SetCritical(2.5, 0);
Attack2:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack2:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack2);
Attack3 = CreateCAttack();
Attack3:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack3:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(0.5 * Accuracy, 0.5 * Accuracy, -1), RayDistanceLimit), 1, 1, false);
Attack3:SetDamageApplyType(3);
Attack3:SetDistanceDamageLength(3000);
Attack3:SetCollisionRangeAdjust(false, false);
Attack3:SetCritical(2.5, 0);
Attack3:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack3:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack3);
Attack4 = CreateCAttack();
Attack4:InitAttack1(WEAPONTYPE_REVOLVER, ATTACKATTRIB_REVOLVER, 150, 0, 0);
Attack4:InitAttack2(MAKERAY(MAKEVECTOR3(0, 0, 0), MAKEVECTOR3(-0.5 * Accuracy, 0.5 * Accuracy, -1), RayDistanceLimit), 1, 1, false);
Attack4:SetCollisionRangeAdjust(false, false);
Attack4:SetCritical(2.5, 0);
Attack4:AddPushCondition(100, 1700.0, -5000.0); --(200,2000,-5000)
Attack4:SetHealingHP(20, 30);
AddAttack(ATTACKS, Attack4);
end
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You can't use just mind energy's "SetHealingHP" like that.
I tried using Mind Shock's damage like that and it just break the weapon.
Everything using "STATE:" usually break weapon not made for it.
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05/25/2025, 12:47
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#100
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elite*gold: 0
Join Date: Dec 2013
Posts: 53
Received Thanks: 1
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does someone have an ID List? or does someone know how i can get a new one?
like that:
first one are smg second katana, mind schock,cs
female
TypeA_CostumeSetting()
SetCostume( 1000002, 3 );
SetCostume( 1010001, 0 );
SetCostume( 1021040, 0 );
SetCostume( 1031040, 0 );
SetCostume( 1041040, 0 );
SetCostume( 1051040, 0 );
SetCostume( 1061040, 0 );
SetCostume( 1, 6, 10 );
SetCostume( 1001041, 1 );
SetCostume( 1010009, 0 );
SetCostume( 1021041, 1 );
SetCostume( 1031041, 1 );
SetCostume( 1041041, 1 );
SetCostume( 1051041, 1 );
SetCostume( 1060000, 0 );
male
SetCostume( 1000002, 3 );
SetCostume( 1010001, 0 );
SetCostume( 1021040, 1 );
SetCostume( 1031040, 1 );
SetCostume( 1041040, 1 );
SetCostume( 1051040, 1 );
SetCostume( 1061040, 1 );
SetCostume( 1001042, 0 );
SetCostume( 1010004, 0 );
SetCostume( 1021042, 0 );
SetCostume( 1031042, 0 );
SetCostume( 1041042, 0 );
SetCostume( 1051042, 0 );
dunno
SetCostume( 1001039, 0 );
SetCostume( 1010001, 0 );
SetCostume( 1021039, 0 );
SetCostume( 1031039, 0 );
SetCostume( 1041039, 0 );
SetCostume( 1051039, 0 );
monk
SetCostume( 1000019, 0 );
SetCostume( 1010022, 0 );
SetCostume( 1020041, 0 );
SetCostume( 1030039, 0 );
SetCostume( 1040001, 0 );
SetCostume( 1050001, 0 );
TargetActor = Util:GetActorByMinDist( true, AIActor, 10000, 30000, false, true );
enemy player as enemie " true,false",bot,distance 10-30000,dead player ignore,line of sight
edit2:
i can alrdy afk stage 1 working on the other ones atm.
the problem atm is i cant change the weapon dps just the aim from the bot.
Quote:
Originally Posted by carbuc
You can't use just mind energy's "SetHealingHP" like that.
I tried using Mind Shock's damage like that and it just break the weapon.
Everything using "STATE:" usually break weapon not made for it.
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state:InitMindEnergyAIActorState( 800, 700, true, LIMITEDTAGET_ENEMY, ATTACKATTRIB_MINDSTORM_ATTACK1 );
function TypeMindShock_AddAttackRunLowerState( state )
local lowerState = StateFactory:GetRunAILowerState();
state:AddLowerState( ALSTATE_RUN, lowerState );
lowerState:InitRunAILowerState( true );
lowerState:SetNextStateID( ALINPUT_NORMAL, ALSTATE_NORMAL );
lowerState:SetNextStateID( ALINPUT_JUMP, ALSTATE_JUMP );
HP Stuff:
function ChangeHp()
function Command_ChangeHP( pAIActor, fHPRate )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "CHANGE_HP" );
Arg:SetLFloat( "COMMON_VALUE_1", fHPRate );
pAIActor:Command();
end
Stage:
function LuaSetStageInfo( ArcadeSystem, HostController, u32StageID, u32StageTime )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "STAGE_ID", u32StageID );
InputArg:PushLU32( "STAGE_TIME", u32StageTime );
HostController:SetStageInfo( InputArg );
end
function LuaTotalStage( ArcadeSystem, HostController, u8TotalStage )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "TOTAL_STAGE", u8TotalStage );
HostController:SetTotalStage( InputArg );
end
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05/25/2025, 13:40
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#101
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elite*gold: 0
Join Date: Apr 2025
Posts: 27
Received Thanks: 14
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Quote:
Originally Posted by Kurayami1123
does someone have an ID List? or does someone know how i can get a new one?
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like this?
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05/25/2025, 14:01
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#102
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elite*gold: 0
Join Date: Dec 2013
Posts: 53
Received Thanks: 1
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Quote:
Originally Posted by NocturneCheats
like this?
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yes that is what did on my old acc
atm work in progress

cleared stage afk:1,5,7,8
semi afk: 4
still working on: 2,3,6
Update:
got all afk gonna share it later.
its not perfect but ok for now i guess.
stag:4 and 6 and 7 are afkable but not like i want them to...
they are still moving, dealing dmg.
The perfect one would have an auto kill function.
or instant clear.
Update: All afk - ArcadeFürDumme.rar
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05/25/2025, 17:15
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#103
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elite*gold: 0
Join Date: Mar 2011
Posts: 213
Received Thanks: 65
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is it possible to change achievement mission rewards with a script? or make it easy like just 1 kill or somethig
Quote:
Originally Posted by Kurayami1123
yes that is what did on my old acc
atm work in progress

cleared stage afk:1,5,7,8
semi afk: 4
still working on: 2,3,6
Update:
got all afk gonna share it later.
its not perfect but ok for now i guess.
stag:4 and 6 and 7 are afkable but not like i want them to...
they are still moving, dealing dmg.
The perfect one would have an auto kill function.
or instant clear.
Update: All afk - ArcadeFürDumme.rar

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Its not working
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05/26/2025, 02:16
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#104
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elite*gold: 0
Join Date: Dec 2016
Posts: 7
Received Thanks: 3
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When I try to inject LuaEditor.dll into Client_Release.exe, I get this error message:
"An error occurred while injecting 'LuaEditor.dll' into 'Client_Release.exe'.
System.UnauthorizedAccessException: Unable to open the specified process for injection."
I've already run both the injector and the game as administrator, and I made sure no antivirus is blocking it.
Still, the error keeps popping up every time I inject.
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05/26/2025, 11:27
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#105
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elite*gold: 18
Join Date: Aug 2014
Posts: 85
Received Thanks: 74
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Quote:
Originally Posted by sorakimera
When I try to inject LuaEditor.dll into Client_Release.exe, I get this error message:
"An error occurred while injecting 'LuaEditor.dll' into 'Client_Release.exe'.
System.UnauthorizedAccessException: Unable to open the specified process for injection."
I've already run both the injector and the game as administrator, and I made sure no antivirus is blocking it.
Still, the error keeps popping up every time I inject.
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Inject on start up
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