Rage 🪐𝗧𝗛𝗘 𝗠𝗘𝗥𝗖𝗨𝗥𝗬.𝗟𝗨𝗔 [ 𝗻𝗶𝗴𝗵𝘁𝗹𝘆 ] & 𝗚𝗥𝗘𝗡𝗔𝗗𝗘 / 𝗢𝗡𝗘𝗪𝗔𝗬 𝗛𝗘𝗟𝗣𝗘𝗥 ~ technology’s power in your hands

Awesome lua, I especially like their reseller who helped me with purchase and provided all the support I needed. 😎😈
 
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Mercury.lua [ nightly ] RELEASED!
View attachment 57482
Появился ассистент!
- Поможет быстро и легко совершить платеж
- Поможет найти нужный канал
- Знает весь функционал скрипта
- Говорит на любые темы


- 16лет

View attachment 56602

Lua:
-- #angle_t
angle_t.to_vector = function( self ) return vec3_t

angle_t.show = function( self ) return 'string'



-- #color_t
local col = function( r, g, b, a )
    return color_t(r or 1, b and g or r or 1, b or r or 1, a or not b and g or 1)
end

color_t["alpha"] = function( self, alpha ) return color_t

color_t["lerp"]  = function( first, second, a: float ) return color_t

color_t["pulse"] = function( first, second, speed: float, offset: float ) return color_t

color_t["show"] = function( self ) return 'string'

--[[
    local color = color_t(1, 0, 0, 1)
    print(color:show())

    color = color:alpha(0.5)
    print(color:show())

    color = color:lerp(color_t(0, 1, 0, 1), 0.5)
    print(color:show())

    color = color:pulse(color_t(0, 0, 1, 1), 1, 0.5)
    print(color:show())
]]

-- #vec2_t #vec3_t
local vec = function( x, y, z )
    return z and vec3_t(x, y, z) or vec2_t(x, y)
end

vec2_t.show = function( self ) return 'string'
vec3_t.show = function( self ) return 'string'

vec2_t.lerp = function( first, second, a ) return vec2_t
vec3_t.lerp = function( first, second, a ) return vec3_t
 
vec3_t.to_angle = function( self ) return angle_t
 
vec3_t.calc_angle = function ( from: vec3_t, to: vec3_t ) return angle_t

--[[
    local vector = vec(0, 1, 0)
    print(vector:show())

    vector = vector:lerp(vec(1, 0, 0), 0.5)
    print(vector:show())

    local angle = vector:to_angle()
    print(angle:show())

    angle = vec3_t.calc_angle(vec(0, 0, 0), vec(1, 1, 1))
    print(angle:show())
]]
 

-- #entity

entity.get_origin = function( pawn ) return vec3_t

entity.get_eye_pos = function( pawn ) return vec3_t

entity.controller_to_pawn = function( controller ) return player_pawn or nil

entity.pawn_to_controller = function( pawn ) return controller or nil

entity.velocity = function( pawn, is_vector: bool ) return vec3_t or float

entity.get_health = function( pawn ) return int

entity.is_alive = function( pawn ) return bool
 
entity.condition = function( pawn ) return string

entity.active_weapon = function( pawn ) return entity or nil

entity.get_weapon_index = function( pawn ) return int

entity.weapon_name = function( pawn ) return string
 
--[[

    local pawn = entitylist.get_local_player_pawn()
    if not pawn then return end

    local health = entity.get_health(pawn) -- pawn:get_health()
    print(string.format('health: %s', health))

    local is_alive = entity.is_alive(pawn)
    print(string.format('is_alive: %s', is_alive))

    if not is_alive then return end
 
    local origin = entity.get_origin(pawn) -- pawn:get_origin()
    print(string.format('origin: %s', origin:show()))

    local eye_pos = entity.get_eye_pos(pawn) -- pawn:get_eye_pos()
    print(string.format('eye_pos: %s', eye_pos:show()))

    local velocity = entity.velocity(pawn) -- pawn:velocity() -- float
    print(string.format('velocity: %s', velocity))

    local velocity = entity.velocity(pawn, true) -- pawn:get_velocity(true) -- vec3_t
    print(string.format('velocity: %s', velocity:show()))

    local active_weapon = entity.active_weapon(pawn) -- pawn:active_weapon()
    print(string.format('active_weapon: %s', active_weapon))

    local weapon_index = entity.get_weapon_index(pawn) -- active_weapon:get_weapon_index()
    print(string.format('weapon_index: %s', weapon_index))
 
]]

-- #engine

engine.get_view_angles = function () return angle_t


-- example
Lua:
local show = function ()
    local pawn = entitylist.get_local_player_pawn()
    if not entity.is_alive(pawn) then return end

 
    local pawn = entitylist.get_local_player_pawn()
    if not pawn then return end

    local health = entity.get_health(pawn) -- pawn:get_health()
    print(string.format('health: %s', health))

    local is_alive = entity.is_alive(pawn)
    print(string.format('is_alive: %s', is_alive))

    if not is_alive then return end
 
    local origin = entity.get_origin(pawn) -- pawn:get_origin()
    print(string.format('origin: %s', origin:show()))

    local eye_pos = entity.get_eye_pos(pawn) -- pawn:get_eye_pos()
    print(string.format('eye_pos: %s', eye_pos:show()))

    local velocity = entity.velocity(pawn) -- pawn:velocity() -- float
    print(string.format('velocity: %s', velocity))

    local velocity = entity.velocity(pawn, true) -- pawn:get_velocity(true) -- vec3_t
    print(string.format('velocity: %s', velocity:show()))

    local active_weapon = entity.active_weapon(pawn) -- pawn:active_weapon()
    print(string.format('active_weapon: %s', active_weapon))

    local weapon_index = entity.get_weapon_index(pawn) -- pawn:get_weapon_index()
    print(string.format('weapon_index: %s', weapon_index))
 
    local weapon_name = entity.weapon_name(pawn) -- active_weapon:weapon_name()
    print(string.format('weapon_name: %s', weapon_name))
end

show()

local vec = function( x, y, z )
    return z and vec3_t(x, y, z) or vec2_t(x, y)
end
local col = function( r, g, b, a )
    return color_t(r or 1, b and g or r or 1, b or r or 1, a or not b and g or 1)
end

local demo = function ()
    local vector = vec(0, 1, 0)
    print(vector:show())

    vector = vector:lerp(vec(1, 0, 0), 0.5)
    print(vector:show())

    local angle = vector:to_angle()
    print(angle:show())

    angle = vec3_t.calc_angle(vec(0, 0, 0), vec(1, 1, 1))
    print(angle:show())

 
    local color = color_t(1, 0, 0, 1)
    print(color:show())

    color = color:alpha(0.5)
    print(color:show())

    color = color:lerp(color_t(0, 1, 0, 1), 0.5)
    print(color:show())

    color = color:pulse(color_t(0, 0, 1, 1), 1, 0.5)
    print(color:show())
end

local gui = {
    hello = {
        type = 'checkbox',
    },
    repeats = {
        type = 'slider',
        min = 1,
        max = 10,
    },
    ['hi'] = {
        type = 'checkbox',
        var_name = 'check2',
        default = true
    },
    ['demo'] = {
        type = 'checkbox',
        var_name = 'demso',
        params = {
            show = {
                type = 'checkbox'
            },
            render = {
                type = 'checkbox'
            }
        }
    }
}

register_callback('paint', function ()
    if gui.hello.var and gui.hello.var:get() then
        gui.hello.var:set(false)
        for i = 1, gui.repeats.var:get() do
            print('hello')
        end
    end
    if gui.hi.var and gui.hi.var:get() then
        gui.hi.var:set(false)
        print('hi')
    end
    if gui.demo.var and gui.demo.var:get() then
        if gui.demo.params.show.var:get() then
            gui.demo.params.show.var:set(false)
            demo()
        end
        if gui.demo.params.render.var:get() then
            local t = os.clock() * 3
            render.circle_filled(vec(200 + 40 * math.cos(t), 200 + 40 * math.sin(t)), 20, 10, col():pulse(col(1, 0, 0), 2))
        end
    end
end)

return gui


Grenade Helper


View attachment 51474
View attachment 51944
+rep, bought mercury nightly + cfg and taps everythin
 
Здравствуйте, когда ввожу номер карты который бот мне написал на оплату никсвара луа гривнами, оно пишет что неверный номер карты. Что делать?
 
Здравствуйте, когда ввожу номер карты который бот мне написал на оплату никсвара луа гривнами, оно пишет что неверный номер карты. Что делать?
Вопрос решен?
 
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