-- Player Instance local player = managers.player:player_unit() -- Steam Achievements if managers.achievment then for id,_ in pairs(managers.achievment.achievments) do managers.achievment:award(id) end end -- God Mode if player then player:character_damage():set_invulnerable( true ) end -- Throwing Distance local car_arr = { 'being', 'mega_heavy', 'heavy', 'medium', 'light', 'coke_light' } for i, name in ipairs(car_arr) do tweak_data.carry.types[ name ].throw_distance_multiplier = 10.0 end -- Everything But Weapons for i=1, 7 do managers.lootdrop:debug_drop( 1000, true, i ) end -- Weapon Mods NewRaycastWeaponBase._get_spread = function(self) return 0 end NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 5000 end PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end BaseInteractionExt._has_required_upgrade = function(self) return true end BaseInteractionExt._has_required_deployable = function(self) return true end BaseInteractionExt._get_timer = function(self) return 0 end BaseInteractionExt.can_interact = function(self, player) return true end -- Infinite Ammo Clip if not _fireWep then _fireWep = NewRaycastWeaponBase.fire end function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) if managers.player:player_unit() == self._setup.user_unit then self.set_ammo(self, 1.0) end end -- Infinite Ammo and No Reload RaycastWeaponBase.ammo_info = function(self) self._ammo_max_per_clip = 99999 self._ammo_remaining_in_clip = 99999 self._ammo_total = 99999 self._ammo_max = 99999 return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_max end BlackMarketGui.get_weapon_ammo_info = function(self, weapon_id, comparision_data) return 100, 100 end -- Money and Level managers.experience:_set_current_level (9999) managers.skilltree:_set_points(9999) managers.money:_add_to_total(9999) managers.money:_set_offshore(9999) -- Infinite Saw if not _fireSaw then _fireSaw = SawWeaponBase.fire end function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) if managers.player:player_unit() == self._setup.user_unit then self.set_ammo(self, 1.0) end end -- Infinite Cable Ties if not _rmSpecial then _rmSpecial = PlayerManager.remove_special end function PlayerManager:remove_special( name ) end -- Infinite Equipment if not _rmEquipment then _rmEquipment = PlayerManager.remove_equipment end function PlayerManager:remove_equipment( equipment_id ) end -- Infinite Equipment (Not Host) function PlayerManager:remove_equipment_possession( peer_id, equipment ) end -- Debug Menu if managers.menu then managers.menu:set_debug_menu_enabled(true) end -- All Weapons Unlocked local wep_arr = { 'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull', 'saw' } for i, name in ipairs(wep_arr) do if not managers.upgrades:aquired(name) then managers.upgrades:aquire(name) end end -- Guards and Camera function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end function PlayerMovement:on_suspicion( observer_unit, status ) end function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end function GroupAIStateBase:criminal_spotted( unit ) end function GroupAIStateBase:report_aggression( unit ) end function PlayerMovement:on_uncovered( enemy_unit ) end function SecurityCamera:_upd_suspicion( t ) end function SecurityCamera:_sound_the_alarm( detected_unit ) end function SecurityCamera:_set_suspicion_sound( suspicion_level ) end function SecurityCamera:clbk_call_the_police() end function CopMovement:anim_clbk_police_called( unit ) end function CopLogicArrest._upd_enemy_detection( data ) end function CopLogicArrest._call_the_police( data, my_data, paniced ) end function CopLogicIdle.on_alert( data, alert_data ) end function CopLogicBase._get_logic_state_from_reaction( data, reaction ) return "idle" end function GroupAIStateBase:sync_event( event_id, blame_id ) end function GroupAIStateBase:on_police_called( called_reason ) end function GroupAIStateBase:on_police_weapons_hot( called_reason ) end function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end -- Player Mods PlayerStandard._get_walk_headbob = function(self) return 0 end PlayerStandard._can_stand = function(self) return true end PlayerManager.remove_equipment = function(self, equipment_id) end PlayerInventory.remove_selection = function(self, selection_index, instant) end PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end PlayerManager.chk_minion_limit_reached = function(self) return false end PlayerManager.spread_multiplier = function(self) return 0 end PlayerMovement.is_stamina_drained = function(self) return false end PlayerStandard._can_run_directional = function(self) return true end -- Super Jump PlayerStandard._perform_jump = function(self, jump_vec) local v = math.UP * 470 if self._running then v = math.UP * 2000 end self._unit:mover():set_velocity( v ) end -- Player Armor PlayerDamage.get_real_armor = function(self) return Application:digest_value( 100, false ) end -- Unlock All Masks managers.blackmarket:_setup_masks() for mask_id,_ in pairs(tweak_data.blackmarket.masks) do Global.blackmarket_manager.masks[mask_id].unlocked = true managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false) end -- Ammo and Health local player = managers.player:player_unit() if alive(player) then player:base():replenish() end -- Weapon Accessories, Color Palettes, and Mask Vinyls for i=1, 7 do managers.lootdrop:debug_drop( 1000, true, i ) end game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } ) -- End Mission game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } ) -- Teleport Player function GameState:freeflight_drop_player( pos, rot ) if( managers.player ) then managers.player:warp_to( pos, rot ) end end -- Message On Screen if managers.hud then managers.hud:show_hint( { text = "LUA Hack Loaded!" } ) end -- Unload Some Scripts managers.player:player_unit():character_damage():set_invulnerable( false ) if _wSpread then NewRaycastWeaponBase._get_spread = _wSpread _wSpread = nil end if _wRecoil then NewRaycastWeaponBase.recoil_multiplier = _wRecoil _wRecoil = nil end if _wReload then NewRaycastWeaponBase.reload_speed_multiplier = _wReload _wReload = nil end if _wFireRate then NewRaycastWeaponBase.fire_rate_multiplier = _wFireRate _wFireRate = nil end if _wSwap then PlayerStandard._get_swap_speed_multiplier = _wSwap _wSwap = nil end if _fireWep then NewRaycastWeaponBase.fire = _fireWep _fireWep = nil end if _fireSaw then SawWeaponBase.fire = _fireSaw _fireSaw = nil end if _rmSpecial then PlayerManager.remove_special = _rmSpecial _rmSpecial = nil end if _rmEquipment then PlayerManager.remove_equipment = _rmEquipment _rmEquipment = nil end if _rmEquipmentP then PlayerManager.remove_equipment_possession = _rmEquipmentP _rmEquipmentP = nil end -- Message On Screen if managers.hud then managers.hud:show_hint( { text = "LUA Hack Unloaded!" } ) end -- Spawning Jobs managers.crimenet._debug_mass_spawning = true managers.crimenet._active_jobs = {} managers.crimenet._presets = {} local t = {} local difficulty_id = (5) local difficulty = tweak_data:index_to_difficulty( difficulty_id ) table.insert(t, { job_id = "ukrainian_job_prof", difficulty_id = difficulty_id, difficulty = difficulty } ) local j = 0 while(j < tweak_data.gui.crime_net.debug_options.mass_spawn_limit) do local job_data = t[1] table.insert( managers.crimenet._presets, job_data ) j = j+1 end -- Jobs ID's (Change Job ID to the Job you want) "welcome_to_the_jungle", (Big Oil) "welcome_to_the_jungle_prof", "framing_frame", "framing_frame_prof", "watchdogs", "watchdogs_prof", "alex", (Rats) "alex_prof", "firestarter", "firestarter_prof", "ukrainian_job", "ukrainian_job_prof", "jewelry_store", "jewelry_store_prof", "four_stores", "four_stores_prof", "nightclub", "nightclub_prof", "mallcrasher", "mallcrasher_prof", "branchbank_deposit", "branchbank_deposit_prof", "branchbank_cash", "branchbank_cash_prof", "branchbank_gold", "branchbank_gold_prof", "branchbank", "branchbank_prof"