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Cheat No Flash


Miiriv

Rekomendowane odpowiedzi

Opublikowano

Witam tak jak w temacie szukam No Flash (nie wiem czy dobrze napisałem) szukam tylko i wyłączenie tego nie chce jakiś innych czitów tylko chce ten jedne bo już denerwują mnie dzieci co walą na respie błyskowym po oczach ... -.-

 

na Non Steam żeby nie był wykrywalny przez VAC czy jak to sie tam nazywa

 

dam like za pomoc

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502 Bad Gateway

504 Gateway Time-out

23/7 Na MPC :)

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PandoraMT2  2016 - Filmik

PandoraMT2  2014 - Filmik

 

 

 

 

Opublikowano

Nie istnieje takie coś jak samo no-flash....

 

   Ponieważ to masz zwykle wbudowane w ab,botach ...  Spróbuj się pobawić w hl1 może da rade :p

Opublikowano

a nie można tej opcji wyciągnąć jakoś ? lub taki mały czit który by miał np opcje tam aim i inne tylko morza by to było wyłączyć no i żeby wizualnie gry mi nie zmienił chodzi mi o ss jakbym bana dostał ...

-----------------------------------------------

502 Bad Gateway

504 Gateway Time-out

23/7 Na MPC :)

-----------------------------------------------

PandoraMT2  2016 - Filmik

PandoraMT2  2014 - Filmik

 

 

 

 

Opublikowano

UP wgrałem  właśnie ale nie dość że nie działało to jak usunąłem to nie nie mogłem w cs strzelać wgl i tak gram na non-stam bo steam mi szkoda ...

-----------------------------------------------

502 Bad Gateway

504 Gateway Time-out

23/7 Na MPC :)

-----------------------------------------------

PandoraMT2  2016 - Filmik

PandoraMT2  2014 - Filmik

 

 

 

 

Opublikowano

Wklej to wszystko do config.cfg (nie config cs'a, tylko cheat'a):

// 
// 

// Line starting with "//" or ";" is a comment


// ---------------------------------
// Related to Engine
// ---------------------------------

// Determines the hooking methods that will be used.
// "0" means no hooking (the DLL will be unloaded), "1" means only hooking of opengl32 functions,
// "2" means only engfuncs hooking, "3" means both opengl32 and engfuncs hooking (default).
// Set to "2" if your video mode is Software or Direct3D.
HookMode=3

// Sets the delay before hooking engine functions.
// Set this to 2000 or 3000 if you are experiencing problems (no welcome msg, no esp, no faresp, etc.)
InternalDelay=0


// ---------------------------------
// Related to TEngine (for debugging)
// ---------------------------------

// These functions have been disabled, debugging is no more avaliable.
//_TEngine_Debug=0
//_TEngine_HookOldProc=0
//_TEngine_Swap=0
//_TEngine_HandleFix=0
//_TEngine_HandleFix=0 // 7F FD 00 00


// ---------------------------------
// Related to OpenGL
// ---------------------------------

// Enables "zoomin" and "zoomout" commands. Default keys - NUMPAD1 and NUMPAD2.
// This can be useful on some very long maps, but i think that this is useless.
// In other words, this simply changes the position of the viewport.
GL_ViewChange=0

// Toggles fullbright mode (no dlight and envlight).
// If enabled, then map will be so bright that you would catch epilepsy.
// Sarcasm-tag is no longer avaliable. :P
GL_FullBright=0

// Overlays brush textures with white decal (whitewall effect).
// NOTE: Doesn't work properly with zoom (sniper-crosshair) enabled.
// NOTE #2: Fixed.
GL_WhiteWalls=0

// Enables XQZ-Wallhack (entitles are seen through walls with no TransAdd()).
// The last entity (fraction >= 1) will overlay the closest entity (fraction = 0).
GL_Wallhack_XQZ=0

// Enables ASUS-Wallhack (entitles are seen through transparent walls).
GL_Wallhack_ASUS=0

// Enables extended wallhack (same as XQZ, but this uses other draw method)
// NOTE: This might cause high performance loss!
GL_Wallhack_Extended=0

// test [working]
// NOTE: Do not enable this - it has been left only for developers
GL_Wallhack_Extended2=0

// test [working]
// NOTE: Do not enable this - it has been left only for developers
GL_Wallhack_Extended3=0

// Amount of transparency that will be added if using ASUS Wallhack.
GL_TransAdd=0

// Disables screenfade-effect of Flashbang Grenades.
GL_NoFlash=1

// Disables almost all smoke puffs.
// First smoke puff will be drawn; the second will be blocked.
// NOTE: This might cause performance loss!
GL_NoSmoke=0


// ---------------------------------
// Related to EngFuncs/EngStudio
// ---------------------------------

// Write a welcome message in the console.
ConPrint=0

// Sets the amount of frames that espdraw() would be skip.
// The drawing occuries on HUD_Redraw.
FrameSkip=17

// Enables hooking of HUD_Redraw.
// NOTE: Do not disable this!
HookRedraw=1

// Enables drawing of ESP box.
ESP_DrawBox=0

// Thickness of ESP box.
ESP_Thickness=0

// Set this to 0 to disable DynWidth() and use the static BoxWidth unstead.
// Default is 15000.
// 1440x900 = [9500..14400]
// 1024x768 = ? maybe 8000
// 800x600 = ? 6700
// 640x480 = still unknown (6150?)
ESP_DistValue=15000

// ESP Box width.
ESP_BoxWidth=0

// The y-offset of PlayerName (playername - offset - thickness).
ESP_PlayerNameOffset=0

// Sets the distance to which thickness will be decreased (-1 to each step).
// To disable, set this to 0.
ESP_MaxThickDistance=0

// Enables drawing of player names.
ESP_DrawPlayerName=0

// Enables drawing of player weapons.
ESP_DrawPlayerWeapon=0


// ------------------------

// Draw a black box in background to override glBlend().
// NOTE: Doesn't work in OpenGL video-mode.
ESP_BlendOverride=0

// Draw a dot filled with team color (T - Red, CT - Blue)
ESP_DrawDot=0

// The wvalue (width) of a dot (in pixels).
ESP_DotSize=0

// The hvalue (height) of a dot (in pixels).
ESP_DotThickness=0

// NoFlash with EngFuncs.
// Same as GL_NoFlash, but the flash fade would appear on split-second.
// NOTE: Fixed.
EF_NoFlash=1

// NoSmoke with EngFuncs.
// -- works only with sprite-based smoke puffs --
EF_NoSmoke=0

// Just for fun.
ef_mouthproc=0
// MOUSE3
ef_mouthkey=4
ef_mouthdelay=1
ef_mouthscale=4

EF_RadioSpam=0
EF_SpamDelay=1000

// KnifeBot (with prediction and origin correction)
// Default attack: +attack2.
KNF_AutoKnife=0

// Minimal vector length.
// move = 80; stand = 55
KNF_VecLength=78

// dist++ to prevstate.origin && curstate.origin of pLocal
// the dist is calculated in 2D (x/y)
// -0.1: +forward = -0.5
KNF_LocalInterp=1.2

// dist++ to prevstate.origin && curstate.origin of pEnt
// the dist is calculated in 2D (x/y)
// KNF_EntInterp=4.3
KNF_EntInterp=1.2

// [me] - - - - - - [enemy]
// - [me] - - - [enemy] - -
// "me" - 1 overlap; "enemy" - 2 overlaps
// the real overlaps will be something like 0.002, keep it in mind

// some samples:
// the dist is 100.
// overlap of local player = 1, target player = 2.
// the target dist will be dist + (local player * local interp) + (target player * ent interp) = 100 + 20 + 40 = 160.
// values lesser than 0 also supported (-10, -20, etc..)
// float values also supported (0.1, -0.1, etc..)
// to disable, set the value to 0



// ------------------------

// Enables drawing of FarESP box.
// Disable this if you are getting an error!
ESP_FarESP=0

// FarESP holding time.
ESP_FarESPHoldTime=650

// Do not touch AFK while using knife.
KNF_IgnoreAFK=0

// Activation key.
ActivateKey=4

// ------------------------

// Prevent stabbing in the back.
// NOTE: Fixed.
KNF_PreventBackStabbing=0

// Backstab detection angle.
KNF_BackStabAngle=250

// Prevent stabbing the players that are ducking.
KNF_PreventDuckStabbing=1

// ESP Spectator fix.
// 1 > 3; 0 > 2
ESP_SpectatorFix=0

KNF_FFA=0


// Waypoint-related settings.

// draw lines
way_drawwaypoints=0

// __waypoint cmds
// !! __waypoint_load is also in these cmds!
way_debug=1

// width of a line
Way_LineWidth=2

// enable waypoint movement
// _waypoint_start to start the movement
// _waypoint_end to end the movement
// the pitch will be locked by the angle-recognition system
way_enabled=0

// size of the recognition dot (for large maps with >90-angle edges set this to 12; for small maps set this to 9)
// the smaller the edge, the smaller the value
// note: waypoints that are placed close to each other can cause dot overlay > keep it in mind
// so, if (Round(Local / way_dotsize) = Round(Target / way_dotsize)), then player is standing on a waypoint > change the target to another waypoint according to direction
// note: detection is now linear, not dot-based!
way_dotsize=60

way_angledist=20
way_targetawaydist=500

way_detectenemies=1

mcl_enabled=0


// value = R*2
way_enemydotvalue=150

way_enemyawaydist=300


// new method for angle recognition
Way_ExtendVectors=0
Way_IncreaseFactor=2

kz_jumpbug=0

// Extended interpolation check (packet history)
knf_extendedinterp=1

// Normalize-factor of extinterp
knf_extinterpvalue=3

// Length of the additional vector
knf_adddistance=-5

// Upper value of packet buffer (lower value is always 0)
knf_maxpackets=4

noflash_showstate=0

// Minimal value of a interpolated value for local player (called earlier than knf_extinterpvalue)
knf_minlocaloverlap=3

// Minimal value of a interpolated value for target player (called earlier than knf_extinterpvalue)
knf_minentoverlap=3

KNF_Aimbot=0
KNF_AimDistance=80
knf_aimbotoffset=0

// called if interp is below minoverlap
knf_localinverse=0
knf_entinverse=0

knf_maxoverlapdistance=8

// send fake packet to predict next state
knf_fakeoverlap=3
knf_fakeoverlapcount=0.27

_knf_showstatus=1
_knf_statusfrequency=25

76561197967532978.png

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