Release Notes#
2.47.0
Version 2.47.0#
Released on Mar 7th 2022
- Added block presence stat updates
- Added block presence ginv
- Updated crash protection
2.46.0
Version 2.46.0#
Released on Feb 27th 2022
- Added Ho Kick
- Added presence event protex (mp invite / text msg notification)
- Added sound spam
- Added sound spam protex
- Added send mugger
- Added send hit squad
- Updated join timeout
- Updated crash protex
2.45.0
Version 2.45.0#
Released on Feb 20th 2022
- Added show vehicle stat cards
- Added modder event to Lua
- Added kick host on hostkick
- Updated host token spoof detection
- Updated player info window IP
- Updated join timeout
- Updated village people 360 kick
- Updated desync protex
- Fixed net array crash flagging for net event crash
- Fixed set_entity_gravity bug
-
Fixed chaos mode gravity field not working on peds
-
Added Lua functions:
#### v3 get_entity_forward_vector(Entity entity) #### v3|nil min, v3|nil max get_entity_model_dimensions(Entity entity) #### bool, v3|nil find_spawn_point_in_direction(v3 pos, v3 fwd, float dist) #### void set_can_attack_friendly(Ped ped, bool toggle, bool shoot) #### Hash add_relationship_group(string name) #### bool does_relationship_group_exist(Hash group) #### bool remove_relationship_group(Hash group) #### bool start_vehicle_horn(Vehicle veh, int duration, Hash mode, bool forever) #### bool set_vehicle_gravity_amount(Vehicle veh, float gravity) #### float|nil get_vehicle_gravity_amount(Vehicle veh) #### bool,v2|nil project_3d_coord(v3 coord)
2.44.0
Version 2.44.0#
Released on Feb 13th 2022
- Added desync kick protection
- Added object throttler
- Added karen modder detection
- Updated village people 360 kick
- Updated custom xhair: added gap
- Updated aimbot: break target when fov is exceeded
- Updated send jets: max 16 [VIP]
- Updated script kick protection
- Updated crash protection
- Updated disable scripted music (disable already playing mission music)
- Updated correct level: minimum level set to 2
- Updated cayo perico IPL: short delay to fix controller bug
- Fixed saved outfits: decals
- Renamed SCID Spoof modder detection -> Session Mismatch [VIP]
- Removed host kick (added to village people 360 kick when you're host)
- Removed physics glitched (patched by R*)
- Removed player attachment options (Patched by R*)
- Added Lua functions:
#### bool force_remove_player(Player player)
2.43.0
Version 2.43.0#
Released on Jan 16th 2022
- Added disable scripted music
- Added decals to outfitters
- Added SARS crash [VIP]
- Updated crew tag spoofer [VIP]
- Made available in standard:
- scid joiner
- fake friends joiner
- fake friends is in session display
- player spoofer (name/scid only)
2.42.0
Version 2.42.0#
Released on Jan 9th 2022
- Added session type override (host option)
- Added cayo perico "IPL"
- Added 5G crash [VIP]
- Added Yo Momma Crash [VIP]
- Updated crash protection
- Updated spoofer host token input validation
- Fixed tutorial keybinds
2.41.0
Version 2.41.0#
Released on Dec 24th 2021
- Added agency tp
- Added arcade and agency safe to business manager overlay
- Added new explosion types
- Added payphone hits to remove ceo work cooldowns
- Added session browser [VIP]
- Added set matchmaking region [VIP]
- Updated crash protection
- Updated all instances of scid to 64 bit unsigned integers
- Fixed business manager overlay nightclub safe
- Fixed moddedOutfits/moddedVehicles appdata dir creation
- Fixed broken mission launcher entries
- Fixed ped/veh throttler interval/limit/range onload values
- Patched first person sniper mk2 crash
2.39.0
Version 2.39.0#
Released on Dec 5th 2021
- Added ptfx protex
- Updated crash protex
- Fixed bug causing incoming chat messages to show up in the wrong channel
2.38.0
Version 2.38.0#
Released on Nov 28th 2021
- Updated crash protex
- Updated script kick
- Removed infinite apartment invite (patched by R* through bg script)
- Added LUA functions:
#### int64_t stat_get_i64(Hash hash) #### bool stat_set_i64(Hash hash, int64_t v, uint32_t|nil flags) #### uint64_t stat_get_u64(Hash hash) #### bool stat_set_u64(Hash hash, uint64_t v, uint32_t|nil flags) #### int32_t|nil stat_get_masked_int(Hash hash, int mask, int a3, int|nil a4) #### bool stat_set_masked_int(Hash hash, int32_t val, int mask, int a4, bool save) #### bool|nil stat_get_masked_bool(Hash hash, int mask, int|nil a3) #### bool stat_set_masked_bool(Hash hash, bool val, int mask, int a4, bool save) #### hash, int stat_get_bool_hash_and_mask(string stat, int index, int character) #### hash, int stat_get_int_hash_and_mask(string stat, int index, int character) #### void clear_all_notifications() #### void clear_visible_notifications() #### bool, v3|nil get_objective_coord() #### void rope_load_textures() #### void rope_unload_textures() #### bool rope_are_textures_loaded() #### int add_rope(v3 pos, v3 rot, float maxLen, int ropeType, float initLength, float minLength, float lengthChangeRate, bool onlyPPU, bool collisionOn, bool lockFromFront, float timeMultiplier, bool breakable) #### bool does_rope_exist(int rope) #### bool delete_rope(int rope) #### void attach_rope_to_entity(int rope, Entity e, v3 offset, bool a3) #### void attach_entities_to_rope(int rope, Entity ent1, Entity ent2, v3 pos_ent1, v3 pos_ent2, float len, int a7, int a8, string|nil boneName1, string|nil boneName2) #### void detach_rope_from_entity(int rope, Entity entity) #### void start_rope_unwinding_front(int rope) #### void start_rope_winding(int rope) #### void stop_rope_unwinding_front(int rope) #### void stop_rope_winding(int rope) #### void rope_force_length(int rope, float len) #### void activate_physics(Entity entity) #### string[] Feat.get_str_data() #### string[] PlayerFeat.get_str_data()
- Added LUA properties:
#### string[] Feat.str_data #### string[] PlayerFeat.str_data
2.37.0
Version 2.37.0#
Released on Sep 14th 2021
- Added preview to vehicle mods customizer
- Added quick reload weapon modifier
- Added block chat from player
- Added org (CEO/MC) to player info window
- Added toggles for player info window rows
- Updated head blend customizer: Disabled init for non-mp ped models
- Updated business manager overlay
- Active column now optional
- Added option to hide inactive businesses
- Updated crash protection
2.36.0
Version 2.36.0#
Released on Aug 29th 2021
- Added SCID join detection protex [VIP]
- Added hotkey system
- F11 to bind
- SHIFT+F11 to unbind
- CTRL+F11 to show current
- Notifications for toggle features
- Notifications for action features
- Updated Business Manager
- Added more checks to see if the business is active
- Adjusted nightclub (hub) prices
- Added profile stat updates
- Fixed net event error bug
- Updated crash dump stack size
- Updated crash protection
- Updated ped throttler max range to 1000
2.35.0
Version 2.35.0#
Released on Aug 22nd 2021
- Updated Fake Friends
- Added option to add to friend list
- Added option to hide
- Added filter/search by (partial) name/scid
2.34.0
Version 2.34.0#
Released on Aug 17th 2021
- Updated for GTA v2372.2
- Added lobby host options:
- Name Spoof [VIP]
- SCID Spoof (Randomize) [VIP]
- IP Spoof [VIP]
- Host Token Counter Spoof [VIP]
- Added attach cluster protection
- Added vehicle throttler
- Updated join timeout
- Updated crash protection
- Updated Fake Friends
- Added stalk toggle per friend [VIP]
- Added join timeout toggle per friend
- Added show sc profile option
- Removed save option (autosave on any change now)
- Removed join timeout blacklist management (included in FakeFriends now)
2.33.1
Version 2.33.1#
Released on Aug 2nd 2021
- Fixed SE protex crash
- Fixed ini profile load/save/delete notification
- Fixed notification shake anim causing notifications to disappear
2.33.0
Version 2.33.0#
Released on Aug 1st 2021
- Added "track" wheel type
- Added auto shop to business tp
- Added IP Spoof detection
- Added lobby mission launcher [VIP]
- Added mission launch blocker
- Added join redirect [VIP]
- Redirect by SCID
- Set SCID from Fake Friends
- Added Services submenu
- Moved freemode cooldowns to Services
- Moved enable SecuroServ/MC to Services
- Moved BST to Services
- Moved deliver ammo/minigun to Services
- Added request airstrike, heli backup, heli pickup
- Fixed editor crash when detaching certain entities
- Updated join timeout
- Updated modded outfits & vehicles path logic
- Updated ped filter (mission)
- Updated objective tp
- Added exotic exports dock
- Added tuner heist prep supplies
- Added tuner heist fleeca locations (A,B,C,D,E,F)
- Updated supplies tp
- Added tuner heist prep supplies
- Updated heist remove camera filter
2.32.0
Version 2.32.0#
Released on July 20th 2021
- Updated for v2372 (1.57 online)
- Added new SCID spoof detection [VIP]
- Added info window to fake friends
- Added online status to fake friends [VIP]
- Added fake friends watchdog (stalker) [VIP]
- Added remove outfit restrictions
- Fixed vehicle preview deadlock
- Fixed model spoof invalid model notification duration
- Updated admin detect by IP
- Removed casino rig slot machines [VIP]
- Removed set lobby weather/time
- Removed custom (local) xenon color/intensity
2.31.0
Version 2.31.0#
Released on July 10th 2021
- Added bro hug crash [VIP]
- Added option to disable area local object modder detection
- Updated crash dump
- Updated crash protection
- Updated async logger: double buffering
- Updated area local object filter
- Fixed rare incoming script event crash
- Fixed script event log extra linefeed
- Removed freemode crash log
- Removed "Disable Sync Crash Type Mismatch 2"
2.30.0
Version 2.30.0#
Released on July 4th 2021
- Added option to anchor notification from top
- Added text scale options to ESP
- Added optional font param to scriptdraw.draw_text
- Added "street" wheels to mobile LSC
- Added ESP on self option
- Added ped head blend submenu to outfitter
- Added to head blend info to model changer's outfit saver
- Added scid join option to join timeout
- Added notifications to join timeout
- Added option to LUA to disable write access for globals, locals and stats
- Updated notification fade out animations to smooth out y clipping
- Updated world coord projection logic
- Updated ESP screen line logic to reduce inversion errors
- Updated crash protection
- Updated modder detection
- Updated vehicle spawn preview
- no respawns while menu is closed
- preview turned invisible when menu is closed
- preview removed on spawn
- added option for respawn on out of range
- Updated playerfeat.value and feat.value for value_str /w write access
- Optimized bone ESP
- Fixed "Enable Splash Screen" typo
- Fixed input box default text max length
- Fixed new ini profile not being loaded when one with the same name was deleted
- Fixed bug in delete_feature when deleting a parent that still has children
- Fixed mark as admin notification (removed
~s~
) - Removed FW1 renderer; You can use the included ui_unicode archive to display a wide range of unicode characters
- Removed crew kick and crew kick protection (patched by R*)
- Removed scriptdraw.wdraw_text, utils.string_to_wstring, utils.wstring_to_string
- Added LUA functions:
#### void set_text_right_justify(bool b) #### void set_text_justification(int j) #### float get_vehicle_estimated_max_speed(Vehicle veh) #### int|nil get_vehicle_wheel_count(Vehicle veh) #### float|nil get_vehicle_wheel_tire_radius(Vehicle veh, int idx) #### float|nil get_vehicle_wheel_rim_radius(Vehicle veh, int idx) #### float|nil get_vehicle_wheel_tire_width(Vehicle veh, int idx) #### float|nil get_vehicle_wheel_rotation_speed(Vehicle veh, int idx) #### bool set_vehicle_wheel_tire_radius(Vehicle veh, int idx, float v) #### bool set_vehicle_wheel_rim_radius(Vehicle veh, int idx, float v) #### bool set_vehicle_wheel_tire_width(Vehicle veh, int idx, float v) #### bool set_vehicle_wheel_rotation_speed(Vehicle veh, int idx, float v) #### float|nil get_vehicle_wheel_render_size(Vehicle veh) #### bool set_vehicle_wheel_render_size(Vehicle veh, float size) #### float|nil get_vehicle_wheel_render_width(Vehicle veh) #### bool set_vehicle_wheel_render_width(Vehicle veh, float width) #### void set_vehicle_tire_fixed(Vehicle veh, int idx) #### float|nil get_vehicle_wheel_power(Vehicle veh, int idx) #### bool set_vehicle_wheel_power(Vehicle veh, int idx, float v) #### float|nil get_vehicle_wheel_health(Vehicle veh, int idx) #### bool set_vehicle_wheel_health(Vehicle veh, int idx, float v) #### float|nil get_vehicle_wheel_brake_pressure(Vehicle veh, int idx) #### bool set_vehicle_wheel_brake_pressure(Vehicle veh, int idx, float v) #### float|nil get_vehicle_wheel_traction_vector_length(Vehicle veh, int idx) #### bool set_vehicle_wheel_traction_vector_length(Vehicle veh, int idx, float v) #### float|nil get_vehicle_wheel_x_offset(Vehicle veh, int idx) #### bool set_vehicle_wheel_x_offset(Vehicle veh, int idx, float v) #### float|nil get_vehicle_wheel_y_rotation(Vehicle veh, int idx) #### bool set_vehicle_wheel_y_rotation(Vehicle veh, int idx, float v) #### int get_vehicle_wheel_flags(Vehicle veh, int idx) #### bool set_vehicle_wheel_flags(Vehicle veh, int idx, int v) #### bool set_vehicle_wheel_is_powered(Vehicle veh, int idx, int v) #### int|nil get_vehicle_class(Vehicle veh) #### string|nil get_vehicle_class_name(Vehicle veh) #### string|nil get_vehicle_brand(Vehicle veh) #### string|nil get_vehicle_model(Vehicle veh) #### string|nil get_vehicle_brand_label(Vehicle veh) #### string|nil get_vehicle_model_label(Vehicle veh) #### bool delete_player_feature(uint32_t id) #### bool is_trusted_mode_enabled() #### v2 get_sprite_origin(uint32_t id) #### v2 get_sprite_size(uint32_t id) #### v2 get_text_size(string text, float|nil scale, int|nil font) #### [...]|nil get_ped_head_blend_data(Ped ped) #### bool set_ped_head_blend_data(Ped ped, int shape_first, int shape_second, int shape_third, int skin_first, int skin_second, int skin_third, float mix_shape, float mix_skin, float mix_third) #### float|nil get_ped_face_feature(Ped ped, uint32_t id) #### bool set_ped_face_feature(Ped ped, uint32_t id, float val) #### int|nil get_ped_hair_color(Ped ped) #### int|nil get_ped_hair_highlight_color(Ped ped) #### int|nil get_ped_eye_color(Ped ped) #### bool set_ped_hair_colors(Ped ped, int color, int highlight) #### bool set_ped_eye_color(Ped ped, int color) #### bool set_ped_head_overlay(Ped ped, uint32_t overlayID, int val, float opacity) #### int|nil get_ped_head_overlay_value(Ped ped, uint32_t overlayID) #### float|nil get_ped_head_overlay_opacity(Ped ped, uint32_t overlayID) #### bool set_ped_head_overlay_color(Ped ped, uint32_t overlayID, int colorType, int color, int highlight) #### int|nil get_ped_head_overlay_color_type(Ped ped, uint32_t overlayID) #### int|nil get_ped_head_overlay_color(Ped ped, uint32_t overlayID) #### int|nil get_ped_head_overlay_highlight_color(Ped ped, uint32_t overlayID) #### Object create_world_object(Hash model, v3 pos, bool networked, bool dynamic) #### bool is_model_a_world_object(Hash ulHash) #### float|nil get_global_f(uint32_t i) #### int|nil get_global_i(uint32_t i) #### bool set_global_f(uint32_t i, float v) #### bool set_global_i(uint32_t i, int v) #### float|nil get_local_f(Hash script, uint32_t i) #### int|nil get_local_i(Hash script, uint32_t i) #### bool set_local_f(Hash script, uint32_t i, float v) #### bool set_local_i(Hash script, uint32_t i, int v)
- Updated UI:
- Added separate fonts for UI elements, to reduce sprite scaling
- Updated info overlay and business overlay text scaling to work with new fonts
- Optimized menu bg rendering
- Updated renderer layout/skin definitions to allow for better independent customization
- Added layout/skin customization
- Moved customized UI values to separate INI
- Updated font customization (load as many fonts as you want)
- Updated header customization (load as many headers as you want)
2.29.0
Version 2.29.0#
Released on June 20th 2021
- Added LUA warning handler (writes to log)
- Added ped spawn throttler
- Added entity (ped) spam user input [VIP]
- Added player model spoofer [VIP]
- Added lobby bail/netsplit
- Added chat spoof [VIP]
- Added custom notification feed
- Added enforce ASCII player names
- Added log leaving players
- Added super jump modder detection
- Updated big vehicle limiter
- Updated log joining players to log to player.log
- Updated event loggers to log to script_event.log and net_event.log
- Updated R* admin detection
- Updated LUA player.add_modder_flag to return existing flag instead of 0 on duplicate
- Updated LUA class type validation
- Updated LUA print: now takes n args
- Optimized text rendering
- Optimized render queue memory allocations
- Fixed player leave event misfire
- Fixed stutter when a player joins
- Fixed tp personal vehicle to me (missing request control)
- Fixed ped bone esp crash
- Fixed LUA value_str for PlayerFeat
- Fixed LUA ui.get_label_text
- Fixed LUA script handler coroutine cleanup on error
- Fixed LUA v2 and v3 math meta functions (__add, __sub, __mul, __div)
- Fixed LUA give_delayed_weapon_to_ped (BOOL->bool)
- Removed (poor) scid spoof and scid 0 modder detection options (they're non-optional now)
- Removed SCID 0 modder flag (now marked as SCID Spoof)
- Removed ytd file for notification icon
- Changes to LUA PlayerFeat class
- Added properties: on, value, min, max, mod
- Added function: void set_str_data(string[] data)
- Changes to LUA IO:
- Added extension validation to io.open
- Added path validation to io.remove
- Added path validation to util.get_all_files_in_directory, util.get_all_sub_directories_in_directory, util.file_exists, util.dir_exists, util.make_dir
- Renamed LUA particle_fx to ptfx
- Added LUA functions:
#### int|nil get_vehicle_current_gear(Vehicle veh) #### bool set_vehicle_current_gear(Vehicle veh, int gear) #### int|nil get_vehicle_next_gear(Vehicle veh) #### bool set_vehicle_next_gear(Vehicle veh, int gear) #### int|nil get_vehicle_max_gear(Vehicle veh) #### bool set_vehicle_max_gear(Vehicle veh, int gear) #### float|nil get_vehicle_gear_ratio(Vehicle veh, int gear) #### bool set_vehicle_gear_ratio(Vehicle veh, int gear, float ratio) #### float|nil get_vehicle_rpm(Vehicle veh) #### bool get_vehicle_has_been_owned_by_player(Vehicle veh) #### bool set_vehicle_has_been_owned_by_player(Vehicle veh, bool owned) #### float|nil get_vehicle_steer_bias(Vehicle veh) #### bool set_vehicle_steer_bias(Vehicle veh, float v) #### bool get_vehicle_reduce_grip(Vehicle veh) #### bool set_vehicle_reduce_grip(Vehicle veh, bool t) #### Ptfx start_networked_ptfx_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale) #### bool start_networked_ptfx_non_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale) #### Ptfx start_networked_ptfx_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis) #### void remove_named_ptfx_asset(string name) #### float get_control_normal(int inputGroup, int control) #### bool set_control_normal(int inputGroup, int control, float value) #### void notify(string message, string|nil title, uint32_t|nil seconds, uint32_t|nil color)
2.28.0
Version 2.28.0#
Released on June 6th 2021
- Added mass player interrupt [VIP]
- Added send invite to org [VIP]
- Added invite yourself to org [VIP]
- Added village people 360 kick
- Updated crash protection
- Updated modder detection
- Fixed saved vehicle s2w
- Fixed saved outfit s2w
- Removed sync crash 1 & 2
- Moved Dismiss CEO and CEO Ban to Organization submenu
- Updated LUA 5.4.3
- Added LUA functions
#### float decor_get_float(Entity entity, string name) #### bool decor_set_float(Entity entity, string name, float value) #### bool decor_get_bool(Entity entity, string name) #### bool decor_set_bool(Entity entity, string name, bool value) #### bool decor_set_time(Entity entity, string name, int value) #### bool task_play_anim(Ped ped, string dict, string anim, float speed, float speedMult, int duration, int flag, float playbackRate, bool lockX, bool lockY, bool lockZ) #### void stop_anim_task(Ped ped, const char* dict, const char* anim, float a4) #### void remove_anim_dict(string szName) #### void remove_anim_set(string szName) #### int get_current_notification() #### void remove_notification(int id)
-
Added LUA feature types
Name Description value_f
Toggle feature with float value slider
Toggle feature with slider value_str
Toggle feature with string values action_value_f
Action feature with float value action_slider
Action feature with slider action_value_str
Action feature with string values autoaction_value_f
Auto Action feature with float value autoaction_slider
Auto Action feature with slider autoaction_value_str
Auto Action feature with string values -
Changes to LUA Feat class
- Deprecated properties: value_i, min_i, max_i, mod_i
- Added properties: value, min, max, mod
- Added function: void set_str_data(string[] data)
2.27.0
Version 2.27.0#
Released on May 15th 2021
- Added big vehicle protection/limiter
- Updated crash protection
- Updated modder detection
2.25.0
Version 2.25.0#
Released on Apr 18th 2021
- Added Kult FM, Still Slipping and Music Locker
- Fixed raw input for DELETE
- Fixed input for NUM+ (now NUMPLUS)
- Removed next radio station track
2.24.0
Version 2.24.0#
Released on Apr 11th 2021
- Added Big Dick menu layout
- Updated crash protection
- Fixed raw input for L/R CONTROL/SHIFT/ALT and NUM/*-+.
2.22.0
Version 2.22.0#
Released on Mar 16th 2021
- Updated for v2245 (1.54 online)
- Disabled spoofer
- Disabled network halt
2.21.0
Version 2.21.0#
Released on Mar 14th 2021
- Added netcatalog "boost"
- Updated crash protection
- Removed internet money
2.20.0
Version 2.20.0#
Released on Feb 28th 2021
- Updated crash protection
- Updated internal logic to allow for pedless players
2.19.0
Version 2.19.0#
Released on Feb 21st 2021
- Added SE Spam modder detection
- Updated crash protection
2.17.0
Version 2.17.0#
Released on Feb 7th 2021
- Added instant vehicle boost recharge
- Added block all option to join timeout
- Added Clear Entities In Radius
- Added Clear Invisible Entities In Radius
- Added Set Targeting Mode
- Added Prevent Lock-On (Vehicle)
- Added Block Spectate Detection
- Added LUA functions
#### int get_player_host_token(Player player) #### int get_player_host_priority(Player player) #### void set_player_targeting_mode(int mode) #### bool is_cutscene_active() #### bool is_cutscene_playing() #### void set_vehicle_can_be_locked_on(Vehicle veh, bool toggle, bool skipSomeCheck)
- Updated crash protection
- Updated cage protection
- Disabled crash dump by default (CRASH_DUMP=1 under [Version] in ini to turn it on)
2.16.0
Version 2.16.0#
Released on Jan 31st 2021
- Added player rotation net sync spoof
- Added host token to player info window
- Added host priority to player info window
- Added force script host [VIP]
- Added altered host token modder detection
- Added join timeout
- Altered Host Token
- Poor SCID Spoof
- SCID Blacklist
- Added host token to spoofer [VIP]
- Fixed SCID joiner when joining someone with spoofed scid
2.15.0
Version 2.15.0#
Released on Jan 24th 2021
- Added "shoot" option to remove guard (casino/perico heist)
- Added collectable pickup protex
- Added option to disable sync crash "Sync type mismatch 2" modder detection
- Updated objective teleport blips
- Updated modder detection
- Updated crash protection
- Fixed FW1 crash on unload
- Fixed menu position init when using legacy or classic style
- Fixed bool stat set on unload
- Fixed spoofer x offset for selected window
- Fixed crash on inject due to bad std::vector memmove (thanks mikeysoft)
- Removed suspicious activity modder detection
- LUA changes:
- Removed rawset
- Removed rawget
- Fixed set_heli_blades_full_speed
2.14.0
Version 2.14.0#
Released on Jan 3rd 2021
- Added unlock all doors (perico heist)
- Updated crash protection
- Updated objective teleport blips
- Updated hooking lib
- Fixed unloading not freeing memory
- Fixed casino heist loot bot
- Fixed LUA event handler registration in autoexec
- Fixed OTR
2.13.0
Version 2.13.0#
Released on Dec 24th 2020
- Removed force join (Patched by R*)
- Removed force join protection
2.12.0
Version 2.12.0#
Released on Dec 23rd 2020
- Added crash/crash all options back [VIP]
- Added notify when player spectates me
- Added R* Dev to spoofer [VIP]
- Added crew kick [VIP]
- Addec crew kick protection
- Added find bolt cutters / grappling hooks / clothees (perico heist)
- Added option to kill security guard instead of remove (casino/perico heist)
- Updated crash protection
- Updated spectator entry in player info window
- Updated mobile base teleport blips
- Updated objective teleport blips
- Updated remove cameras (casino/perico heist)
- Fixed spoofer crash when using '%'
- Removed 2B recovery option
- Added LUA functions:
#### Entity|nil get_entity_player_is_spectating(Player player) #### Player|nil get_player_player_is_spectating(Player player) #### bool send_chat_message(string msg, bool teamOnly)
2.11.0
Version 2.11.0#
Released on Dec 19th 2020
- Added force join protection
- Added force join (fake friends / input) [VIP]
- Added 2B recovery option [VIP]
- New SCID joiner implementation [VIP]
2.10.1
Version 2.10.1#
Released on Dec 17th 2020
- Fixed SEP
- Fixed IPL crashing
- Fixed no-recoil
- Fixed LUA stat_get_int
2.10.0
Version 2.10.0#
Released on Dec 15th 2020
- Updated for new GTAO patch
- Removed (non-sync) crash and crash all options (patched by R*)
2.8.0
Version 2.8.0#
Released on Dec 12th 2020
- Added Crew Tag Spoofer [VIP]
- Updated crash protection
- Added vehicle rotation spoof
- Added vehicle position spoof
- Disabled money recovery features
- LUA changes:
- Replaced
require
with Proddy's customrequire
function - Removed io.popen
- Replaced
2.7.0
Version 2.7.0#
Released on Dec 6th 2020
- Added new crash [VIP]
- Added "suspicious activity" modder detection
- Fixed SCID spoofer [VIP]
- Added modder detection whitelist (friends/player)
- LUA changes:
- Removed os table entries:
- execute
- rename
- remove
- exit
- setlocale
- Removed package table entries:
- loadlib
- Changes to io table:
- Restricted io.open to "PopstarDevs\2TakeMenu" roaming appdata directory
- Added io.remove (restricted to "PopstarDevs\2TakeMenu" roaming appdata directory)
- Removed os table entries:
2.6.0
Version 2.6.0#
Released on Nov 29th 2020
- Added fill (remote) net pools (entity spam) [VIP]
- Added send player interrupt [VIP]
- Added player interrupt protection
- Added block global broadcast from player/modders
- Added LUA functions
#### bool set_blip_as_mission_creator_blip(Blip blip, bool toggle) #### bool is_mission_creator_blip(Blip blip) #### Blip add_blip_for_radius(v3 pos, float radius) #### Blip add_blip_for_pickup(Pickup pickup) #### Blip add_blip_for_coord(v3 pos) #### void set_blip_coord(Blip blip, v3 coord) #### v3 get_blip_coord(Blip blip) #### bool remove_blip(Blip blip) #### void set_blip_route(Blip blip, bool toggle) #### void set_blip_route_color(Blip blip, int32_t color)
2.5.0
Version 2.5.0#
Released on Oct 11th 2020
- Reimplemented biker businesses in business manager [VIP]
- LUA:
- Added
%appdata%\PopstarDevs\2Take1Menu\scripts\lib\?.dll
to package.cpath - Added
%appdata%\PopstarDevs\2Take1Menu\scripts\lib\?.lua
in package.path - Added functions:
#### bool shoot_single_bullet_between_coords(v3 start, v3 end, int32_t damage, Hash weapon, Ped owner, bool audible, bool invisible, float speed) #### int get_entity_bone_index_by_name(Entity entity, string name) #### int32_t get_vehicle_headlight_color(Vehicle v) #### bool set_vehicle_headlight_color(Vehicle v, int32_t color) #### void set_heli_blades_full_speed(Vehicle v) #### void set_heli_blades_speed(Vehicle v, float speed) #### string|nil get_friend_index_name(uint32_t index) #### bool is_friend_index_online(uint32_t index) #### bool is_scid_friend(uint32_t scid) #### void set_vehicle_parachute_active(Vehicle v, bool toggle) #### bool does_vehicle_have_parachute(Vehicle v) #### bool can_vehicle_parachute_be_activated(Vehicle v) #### int32_t|nil stat_get_int(Hash hash, int unk0) #### float|nil stat_get_float(Hash hash, int unk0) #### bool|nil stat_get_bool(Hash hash, int unk0) #### bool stat_set_int(Hash hash, int32_t value, bool save) #### bool stat_set_float(Hash hash, float value, bool save) #### bool stat_set_bool(Hash hash, bool value, bool save)
- Added
- Added event hooks instructions/warning
- Added new crash [VIP]
- Updated crash protection
2.4.0
Version 2.4.0#
Released on Sep 8th 2020
- Added Casino Chip Recovery [VIP]
- Add 5M Chips
- Add 2.5M Chips (Looped/Toggle)
- Sell Chips (10M - 100M)
- Added Business Manager [VIP]
- Added LUA functions
#### Hash network_hash_from_player(Player player)
- (Re-) Added (improved) no weapon spinup
- Removed modder detection from clone protection
- Fixed empty input crash
- Fixed ped.create_group()
- Updated net sync protection
- Updated crash protection
2.3.2
Version 2.3.2#
Released on Aug 16th 2020
- Fixed is_ped_shooting (also fixed mass gravity gun)
- Fixed ped clone stuffs
- Fixed entity cleanup crash when deleting attached clones
- Fixed false positive net sync crash when spawning certain vehicles
- Fixed LUA event hooks
2.3.1
Version 2.3.1#
Released on August 13th 2020
- Fixed vehicle despawn
- Fixed enable securoserv/mc
- Disabled scid spoofer
- Fixed SEP
- Fixed missing pattern after launcher update
2.3.0
Version 2.3.0#
Released on August 11th 2020
- Updated for GTA Online v1.51
- Added missing v2::__tostring to LUA
- LUA event listeners always create a new thread (except the Exit event)
- Fixed d3d flickering
- Fixed ped group logic
- Fixed ped config logic
- Updated net sync protections
- Updated crash protections
- Added net sync crash [VIP]
- Added LUA functions
#### Group create_group() #### void remove_group(Group group) #### void set_ped_as_group_leader(Ped ped, Group group) #### void remove_ped_from_group(Ped ped) #### bool is_ped_group_member(Ped ped, Group group) #### bool set_group_formation_spacing(Group group, float a2, float a3, float a4) #### bool reset_group_formation_default_spacing(Group group) #### void set_ped_never_leaves_group(Ped ped, bool toggle) #### bool does_group_exist(Group group) #### bool is_ped_in_group(Ped ped) #### void set_create_random_cops(bool t) #### bool can_create_random_cops() #### bool is_ped_swimming(Ped ped) #### bool is_ped_swimming_underwater(Ped ped) #### void clear_relationship_between_groups(Hash group1, Hash group2) #### void set_relationship_between_groups(int relation, Hash group1, Hash group2) #### bool has_scaleform_movie_loaded(Any scaleform) #### void set_scaleform_movie_as_no_longer_needed(Any scaleform) #### bool is_player_valid(Player player)
2.2.0
Version 2.2.0#
Released on July 5th 2020
- New version scheme
- Fixed getting kicked from heist due to scid spoofing
- Fixed LUA feat.hidden setter
- Added entity pools to the info overlay
- Fixed get_all_peds/vehicles/objects/pickups LUA functions
- LUA stack trace
- Added LUA MenuKey class
- Updated info overlay rendering method
- Added right align option to info overlay
- Added auto refill ammo
- Updated net sync protections
- Fixed bug when backing out of spoofer sub menu after deleting a profile
- Added two (cooperative-) threading modes
- Added ability to set renderer from settings menu
- Permanent bunker research unlocks
- Added PlayerJoinEvent
- Added PlayerLeaveEvent
- Added ScriptEvent
- Fixed ini profile notifications
- Added LUA feat id recycling
- Implemented LUA native coroutines and deprecated Feat.threaded (all features can use system.wait now)
- Improved LUA print function
- Added __tostring function to v3, Regex and RegexResult
- Added LUA functions
#### string get_version() #### PlayerFeat add_player_feature(string name, string type, integer parent, function script_handler) #### PlayerFeat get_player_feature(uint32_t i) #### bool is_threading_mode(int mode) #### Thread create_thread(function callback, * context) #### bool has_thread_finished(Thread id) #### bool delete_thread(Thread id) #### int str_to_vk(string keyName) #### wstring string_to_wstring(string str) #### string wstring_to_string(wstring str) #### vector<string> get_all_files_in_directory(string path, string extension) #### vector<string> get_all_sub_directories_in_directory(string path) #### bool file_exists(string path) #### bool dir_exists(string path) #### string get_appdata_path(string dir, string file) #### string from_clipboard() #### void to_clipboard(string str) #### int time() #### int time_ms() #### vector<uint64_t> str_to_vecu64(string str) #### string vecu64_to_str(vector<uint64_t> vec) #### void draw_text(string text, v2 pos, v2 size, float scale, uint32_t color, uint32_t flags) #### void wdraw_text(wstring text, v2 pos, v2 size, float scale, uint32_t color, uint32_t flags) #### uint32_t register_sprite(string path) #### void draw_sprite(uint32_t id, v2 pos, float scale, float rot, uint32_t color) #### void draw_line(v2 start, v2 end, uint32_t size, uint32_t color) #### void draw_rect(v2 pos, v2 size, uint32_t color) #### float pos_pixel_to_rel_x(float in) #### float pos_pixel_to_rel_y(float in) #### float pos_rel_to_pixel_x(float in) #### float pos_rel_to_pixel_y(float in) #### float size_pixel_to_rel_x(float in) #### float size_pixel_to_rel_y(float in) #### float size_rel_to_pixel_x(float in) #### float size_rel_to_pixel_y(float in) #### void set_waypoint_off() #### void set_entity_lights(Entity entity, bool toggle) #### void set_entity_max_speed(Entity entity, float speed) #### float get_entity_pitch(Entity entity) #### float get_entity_roll(Entity e) #### v3 get_entity_physics_rotation(Entity e) #### float get_entity_physics_heading(Entity e) #### float get_entity_physics_pitch(Entity e) #### float get_entity_physics_roll(Entity e) #### bool does_entity_have_physics(Entity entity) #### v3 get_entity_rotation_velocity(Entity entity) #### float get_entity_submerged_level(Entity entity) #### int32_t get_entity_population_type(Entity entity) #### bool is_entity_static(Entity entity) #### bool is_entity_in_zone(Entity entity, string zone) #### bool is_entity_upright(Entity entity, float angle) #### bool is_entity_upside_down(Entity entity) #### bool has_entity_been_damaged_by_any_object(Entity entity) #### bool has_entity_been_damaged_by_any_vehicle(Entity entity) #### bool has_entity_been_damaged_by_any_ped(Entity entity) #### bool has_entity_been_damaged_by_entity(Entity e1, Entity e2) #### bool does_entity_have_drawable(Entity entity) #### bool has_entity_collided_with_anything(Entity entity) #### Entity get_entity_entity_has_collided_with(Entity entity) #### void modify_vehicle_top_speed(Vehicle veh, float f) #### void set_vehicle_engine_torque_multiplier_this_frame(Vehicle veh, float f) #### float get_waves_intensity() #### void set_waves_intensity(float intensity) #### void reset_waves_intensity() #### void set_cloud_hat_opacity(float opacity) #### float get_cloud_hat_opacity() #### void preload_cloud_hat(const char* szName) #### void clear_cloud_hat() #### void load_cloud_hat(const char* szName, float transitionTime) #### void unload_cloud_hat(const char* szName, float a2) #### Any request_scaleform_movie(string szName) #### bool begin_scaleform_movie_method(Any scaleform, string szMethod) #### void scaleform_movie_method_add_param_texture_name_string(string val) #### void scaleform_movie_method_add_param_int(int32_t val) #### void scaleform_movie_method_add_param_float(float val) #### void scaleform_movie_method_add_param_bool(bool val) #### void draw_scaleform_movie_fullscreen(Any scaleform, int r, int g, int b, int a, int a6) #### void draw_scaleform_movie(Any scaleform, float x, float y, float w, float h, int r, int g, int b, int a, int a10) #### void end_scaleform_movie_method() #### void draw_marker(Any type, v3 pos, v3 dir, v3 rot, v3 scale, int red, int green, int blue, int alpha, bool bobUpAndDown, bool faceCam, int a12, bool rotate, string|nil textureDict, string|nil textureName, bool drawOntEnts) #### Any create_checkpoint(Any type, v3 thisPos, v3 nextPos, float radius, int red, int green, int blue, int alpha, int reserved) #### void set_checkpoint_icon_height(Any checkpoint, float height) #### void set_checkpoint_cylinder_height(Any checkpoint, float nearHeight, float farHeight, float radius) #### void set_checkpoint_rgba(Any checkpoint, int r, int g, int b, int a) #### void set_checkpoint_icon_rgba(Any checkpoint, int r, int g, int b, int a) #### void delete_checkpoint(Any checkpoint) #### bool is_model_a_bike(Hash ulHash) #### bool is_model_a_car(Hash ulHash) #### bool is_model_a_bicycle(Hash ulHash) #### bool is_model_a_quad(Hash ulHash) #### bool is_model_a_boat(Hash ulHash) #### bool is_model_a_train(Hash ulHash) #### bool is_model_an_object(Hash ulHash) #### bool is_model_a_ped(Hash ulHash) #### bool, float get_ground_z(v3 pos) #### uint64_t get_frame_count() #### float get_frame_time() #### void task_vehicle_drive_to_coord_longrange(Ped ped, Vehicle vehicle, v3 pos, float speed, int mode, float stopRange) #### void task_shoot_at_entity(Entity entity, Entity target, int duration, Hash firingPattern) #### void task_vehicle_escort(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int a8, float noRoadsDistance) #### void task_vehicle_follow(Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance) #### void task_vehicle_drive_to_coord(Ped ped, Vehicle vehicle, v3 coord, float speed, int a5, Hash vehicleModel, int driveMode, float stopRange, float a9) #### void task_vehicle_shoot_at_coord(Ped ped, v3 coord, float a3) #### void task_vehicle_shoot_at_ped(Ped ped, Ped target, float a3) #### void task_vehicle_aim_at_coord(Ped ped, v3 coord) #### void task_vehicle_aim_at_ped(Ped ped, Ped target) #### void task_stay_in_cover(Ped ped) #### void task_go_to_coord_while_aiming_at_coord(Ped ped, v3 gotoCoord, v3 aimCoord, float moveSpeed, bool a5, float a6, float a7, bool a8, Any flags, bool a10, Hash firingPattern) #### void task_go_to_coord_while_aiming_at_entity(Ped ped, v3 gotoCoord, Entity target, float moveSpeed, bool a5, float a6, float a7, bool a8, Any flags, bool a10, Hash firingPattern) #### void task_go_to_entity_while_aming_at_coord(Ped ped, Entity gotoEntity, v3 aimCoord, float a4, bool shoot, float a6, float a7, bool a8, bool a9, Hash firingPattern) #### void task_go_to_entity_while_aiming_at_entity(Ped ped, Entity gotoEntity, Entity target, float a4, bool shoot, float a6, float a7, bool a8, bool a9, Hash firingPattern) #### void task_open_vehicle_door(Ped ped, Vehicle vehicle, int timeOut, int doorIndex, float speed) #### void task_enter_vehicle(Ped ped, Vehicle vehicle, int timeout, int seat, float speed, uint32_t flag, Any p6) #### void task_leave_vehicle(Ped ped, Vehicle vehicle, uint32_t flag) #### void task_sky_dive(Ped ped, bool a2) #### void task_parachute(Ped ped, bool a2, bool a3) #### void task_parachute_to_target(Ped ped, v3 coord) #### void set_parachute_task_target(Ped ped, v3 coord) #### void set_parachute_task_thrust(Ped ped, float thrust) #### void task_rappel_from_heli(Ped ped, float a2) #### void task_vehicle_chase(Ped driver, Entity target) #### void set_task_vehicle_chase_behaviour_flag(Ped ped, int flag, bool set) #### void set_task_vehicle_chase_ideal_persuit_distance(Ped ped, float dist) #### void task_shoot_gun_at_coord(Ped ped, v3 coord, int duration, Hash firingPattern) #### void task_aim_gun_at_coord(Ped ped, v3 coord, int time, bool a4, bool a5) #### void task_turn_ped_to_face_entity(Ped ped, Entity entity, int duration) #### void task_aim_gun_at_entity(Ped ped, Entity entity, int duration, bool a4) #### bool is_task_active(Ped ped, Any taskId) #### bool hit, v3 hitPos, v3 hitSurf, Hash hitMat, Entity hitEnt raycast(v3 start, v3 end, int intersect, Entity ignore) #### v2 @property float x @property float y @constructor v2() @constructor v2(float) @constructor v2(float, float) @method v2 __add(v2|v3|float) @method v2 __sub(v2|v3|float) @method v2 __mul(v2|v3|float) @method v2 __div(v2|v3|float) @method bool __eq(v2) @method bool __lt(v2) @method bool __le(v2) @method float magnitude(v2|nil) #### v3 @property float x @property float y @property float z @constructor v3() @constructor v3(float) @constructor v3(float, float, float) @method v3 __add(v2|v3|float) @method v3 __sub(v2|v3|float) @method v3 __mul(v2|v3|float) @method v3 __div(v2|v3|float) @method bool __eq(v3) @method bool __lt(v3) @method bool __le(v3) @method float magnitude(v3|nil) @method void transformRotToDir() @method void radToDeg() @method void degToRad()
- Updated LUA functions
#### bool, v3 get_ped_bone_coords(Ped ped, Hash boneId, v3 offset) #### bool, v3 get_ped_last_weapon_impact(Ped ped) #### bool set_ped_config_flag(Ped ped, int flag, uint8_t value) #### bool, v3 get_entity_offset_from_coords(Entity lEntity, v3 coords) #### bool, v3 get_entity_offset_from_entity(Entity lEntity, Entity lEntity2) #### void set_entity_as_mission_entity(Entity entity, bool toggle, bool unk) #### Any get_interior_at_coords_with_type(const v3 coords, string interiorType)
- Deprecated LUA functions
#### vector<Entity> get_all_entities()
2.1.8
Version 2.1.8#
Released on June 14th 2020
- Added drive by with two handed weapons
- Added drive by from any automobile
- Added 3 input methods (Win KeyState, Win KeyboardState and Raw)
- Added missing options to rig lucky wheel
- Fixed menu colors, esp colors and input method not properly loading when a profile gets loaded
- Improved weapon attachments management
- Fixed refill ammo for (some) mk2 guns
- Updated give player wanted
- Included burst tires options with standard
- Added dynamic weapon pools
- Added weapon loadout [VIP]
- Added dynamic vehicle pools
- Added LUA functions
#### void task_start_scenario_in_place(Ped ped, string name, int unkDelay, bool playEnterAnim); #### void task_start_scenario_at_position(Ped ped, string name, v3 coord, float heading, int duration, bool sittingScenario, bool teleport); #### void task_stand_guard(Ped ped, v3 coord, float heading, string name); #### void play_anim_on_running_scenario(Ped ped, string dict, string name); #### bool does_scenario_group_exist(string name); #### bool is_scenario_group_enabled(string name); #### bool set_scenario_group_enabled(string name, bool b); #### void reset_scenario_groups_enabled(); #### bool set_exclusive_scenario_group(string name); #### bool reset_exclusive_scenario_group(); #### bool is_scenario_type_enabled(string name); #### bool set_scenario_type_enabled(string name, bool b); #### void reset_scenario_types_enabled(); #### bool is_ped_active_in_scenario(Ped ped); #### void set_vehicle_density_multipliers_this_frame(float mult) #### void set_random_vehicle_density_multiplier_this_frame(float mult) #### void set_parked_vehicle_density_multiplier_this_frame(float mult) #### void set_ambient_vehicle_range_multiplier_this_frame(float mult) #### bool is_vehicle_rocket_boost_active(Vehicle veh) #### void set_vehicle_rocket_boost_active(Vehicle veh, bool toggle) #### void set_vehicle_rocket_boost_percentage(Vehicle veh, float percentage) #### void set_vehicle_rocket_boost_refill_time(Vehicle veh, float refillTime) #### void control_landing_gear(Vehicle veh, int32_t state) #### int32_t get_landing_gear_state(Vehicle veh) #### int32_t get_vehicle_livery(Vehicle veh) #### bool set_vehicle_livery(Vehicle veh, int32_t index) #### bool is_vehicle_stopped(Vehicle veh) #### int32_t get_vehicle_number_of_passengers(Vehicle veh) #### int32_t get_vehicle_max_number_of_passengers(Vehicle veh) #### int32_t get_vehicle_model_number_of_seats(Hash modelHash) #### int32_t get_vehicle_livery_count(Vehicle veh) #### int32_t get_vehicle_roof_livery_count(Vehicle veh) #### bool is_vehicle_model(Vehicle veh, Hash model) #### bool is_vehicle_stuck_on_roof(Vehicle veh) #### void set_vehicle_doors_locked_for_player(Vehicle veh, Player player, bool toggle) #### bool get_vehicle_doors_locked_for_player(Vehicle veh, Player player) #### void set_vehicle_doors_locked_for_all_players(Vehicle veh, bool toggle) #### void set_vehicle_doors_locked_for_non_script_players(Vehicle veh, bool toggle) #### void set_vehicle_doors_locked_for_team(Vehicle veh, int32_t team, bool toggle) #### void explode_vehicle(Vehicle veh, bool isAudible, bool isInvisible) #### void set_vehicle_out_of_control(Vehicle veh, bool killDriver, bool explodeOnImpact) #### void set_vehicle_timed_explosion(Vehicle veh, Ped ped, bool toggle) #### void add_vehicle_phone_explosive_device(Vehicle veh) #### bool has_vehicle_phone_explosive_device() #### void detonate_vehicle_phone_explosive_device() #### void set_taxi_lights(Vehicle veh, bool state) #### bool is_taxi_light_on(Vehicle veh) #### bool set_vehicle_colors(Vehicle veh, int32_t primary, int32_t secondary) #### bool set_vehicle_extra_colors(Vehicle veh, int32_t pearl, int32_t wheel) #### int32_t get_vehicle_primary_color(Vehicle veh) #### int32_t get_vehicle_secondary_color(Vehicle veh) #### int32_t get_vehicle_pearlecent_color(Vehicle veh) #### int32_t get_vehicle_wheel_color(Vehicle veh) #### bool set_vehicle_fullbeam(Vehicle veh, bool toggle) #### void set_vehicle_custom_primary_colour(Vehicle veh, uint32_t color) #### uint32_t get_vehicle_custom_primary_colour(Vehicle veh) #### void clear_vehicle_custom_primary_colour(Vehicle veh) #### bool is_vehicle_primary_colour_custom(Vehicle veh) #### void set_vehicle_custom_secondary_colour(Vehicle veh, uint32_t color) #### uint32_t get_vehicle_custom_secondary_colour(Vehicle veh) #### void clear_vehicle_custom_secondary_colour(Vehicle veh) #### bool is_vehicle_secondary_colour_custom(Vehicle veh) #### void set_vehicle_custom_pearlescent_colour(Vehicle veh, uint32_t color) #### uint32_t get_vehicle_custom_pearlescent_colour(Vehicle veh) #### void set_vehicle_custom_wheel_colour(Vehicle veh, uint32_t color) #### uint32_t get_vehicle_custom_wheel_colour(Vehicle veh) #### string get_livery_name(Vehicle veh, int32_t livery) #### void set_vehicle_window_tint(Vehicle veh, int32_t t) #### int32_t get_vehicle_window_tint(Vehicle veh) #### vector<Hash> get_all_vehicle_model_hashes() #### vector<Vehicle> get_all_vehicles() #### void set_ped_density_multiplier_this_frame(float mult) #### void set_scenario_ped_density_multiplier_this_frame(float m1, float m2) #### vector<Ped> get_all_peds() #### vector<Object> get_all_objects() #### vector<Pickup> get_all_pickups() #### vector<Entity> get_all_entities() #### int register_net_event_hook(function callback) #### bool remove_net_event_hook(int id) #### void remove_weapon_component_from_ped(Ped ped, Hash weapon, Hash component) #### bool has_ped_got_weapon_component(Ped ped, Hash weapon, Hash component) #### Hash get_ped_ammo_type_from_weapon(Ped ped, Hash weapon) #### void set_ped_ammo_by_type(Ped ped, Hash type, uint32_t amount) #### bool has_ped_got_weapon(Ped ped, Hash weapon) #### vector<Hash> get_all_weapon_hashes() #### string get_weapon_name(Hash weapon) #### int get_weapon_weapon_wheel_slot(Hash weapon) #### Hash get_weapon_model(Hash weapon) #### Hash get_weapon_audio_item(Hash weapon) #### Hash get_weapon_slot(Hash weapon) #### int get_weapon_ammo_type(Hash weapon) #### Hash get_weapon_weapon_group(Hash weapon) #### Hash get_weapon_weapon_type(Hash weapon) #### Hash get_weapon_pickup(Hash weapon) #### bool is_hud_component_active(int32_t componentId) #### void show_hud_component_this_frame(int32_t componentId) #### bool has_control_of_entity(Entity entity) #### void network_session_kick_player(Player player) #### bool is_friend_online(string name) #### bool is_friend_in_multiplayer(string name) #### uint32_t get_friend_scid(string name) #### uint32_t get_friend_count() #### uint32_t get_max_friends() #### float get_entity_speed(Entity entity) #### void task_follow_to_offset_of_entity(Ped ped, Entity entity, v3 offset, float speed, int timeout, float stopRange, bool persistFollowing) #### void request_named_ptfx_asset(string asset) #### bool has_named_ptfx_asset_loaded(string asset) #### void set_next_ptfx_asset(string asset) #### void set_next_ptfx_asset_by_hash(Hash hash) #### Ptfx start_ptfx_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale) #### bool start_ptfx_non_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale) #### void remove_ptfx_from_entity(Entity) #### bool does_looped_ptfx_exist(Ptfx ptfx) #### Ptfx start_particle_fx_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis, bool a8) #### bool start_particle_fx_non_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis) #### bool start_networked_particle_fx_non_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis) #### void remove_particle_fx(Ptfx ptfx, bool a2) #### void remove_particle_fx_in_range(v3 pos, float range) #### void set_particle_fx_looped_offsets(Ptfx ptfx, v3 pos, v3 rot) #### void set_particle_fx_looped_evolution(Ptfx ptfx, string propertyName, float amount, bool a4) #### void set_particle_fx_looped_color(Ptfx ptfx, float r, float b, float g, bool a5) #### void set_particle_fx_looped_alpha(Ptfx ptfx, float a) #### void set_particle_fx_looped_scale(Ptfx ptfx, float scale) #### void set_particle_fx_looped_far_clip_dist(Ptfx ptfx, float dist) #### void enable_clown_blood_vfx(bool toggle) #### void enable_alien_blood_vfx(bool toggle) #### void animpostfx_play(Hash effect, int32_t duration, bool looped) #### void animpostfx_stop(Hash effect) #### bool animpostfx_is_running(Hash effect) #### void animpostfx_stop_all()
- Deprecated LUA functions
#### bool set_vehicle_color(Vehicle v, BYTE p, BYTE s, BYTE pearl, BYTE wheel)
2.1.7
Version 2.1.7#
Released on May 31st 2020
- Added net event hooks master switch
- LUA Autoexec after reset state
- Added readonly stats to stats editor
- Added trap player in stunt tube [VIP]
- Added aimbot exclude friends
- Added triggerbot exclude friends
- Excluded peds in the player's ped group from triggerbot
- Fixed set lobby time
- Updated crash protection
- Updated noclip to be framerate independent
- Fixed controller support in interiors
- Disable some native inputs when menu is opened by controller
- Added player model change protection
- Added money drop protection
-
Added block objects/peds/vehicles/pickups from modders/player
-
Added LUA function
#### bool set_vehicle_mod_kit_type(Vehicle vehicle, int type) #### bool unset_player_as_modder(Player player, uint64_t flags) #### int get_player_modder_flags(Player player) #### string get_modder_flag_text(int flag) #### int get_modder_flag_ends() #### int add_modder_flag(string text)
-
Changed LUA function
#### void set_player_as_modder(Player player, int flags) #### bool is_player_modder(Player player, uint64_t mask)
-
Fixed menu not backing out of player sub-menus after a player leaves
- Added owner text to editor mode
- Added cage protection
- Updated modder detection
- Added modder detection reason flags to player info window
- Added kill all passive players [VIP]
- Added Y player flag (YOU)
- Added delete option to ini profiles
- Added casino (slots) instructions [VIP]
- Added auto play casino slots [VIP]
- Updated entity cleanup
- Added glitch player vehicle [VIP]
- Added trap player in invisible cage {VIP]
- Added trap player in invisible stunt tube [VIP]
- Added looped 5M money [VIP]
2.1.6
Version 2.1.6#
Released on May 16th 2020
- Updated launcher
- Fixed set_entity_gravity crash
- Automatic lua53.dll injection
- Fixed out of bounds active feature
- Epic Games Store support
2.1.5
Version 2.1.5#
Released on May 10th 2020
- Fixed LUA handler pushing by writing to
on
or callingtoggle()
- Added LUA events
### ExitEvent ### ChatEvent
- Fixed LUA system.wait crash for non-threaded script handlers
- Added LUA feat.name
- Added LUA package.path set by default to the 2Take1 scripts dir
- Fixed LUA vehicle.set_vehicle_number_plate_text
- Added LUA autoexec
- Updated launcher
- Updated prep
- Added chat commands
- Added LUA Regex
- Fixed object attach protex
- Added LUA debug console
- Increased fake friend rename max len from 15 to 16
- Fixed vehicle extras sub-menu disappearing when accesing it while not in a vehicle
- Added more LUA functions
#### void decor_register(string name, int type) #### bool decor_exists_on(Entity e, string decor) #### bool decor_remove(Entity e, string decor) #### int decor_get_int(Entity entity, string name) #### bool decor_set_int(Entity entity, string name, int value) #### float get_global_f(int i) #### int get_global_i(int i) #### float get_local_f(Hash script, int i) #### int get_local_i(Hash script, int i) #### void play_sound(int soundId, string audioName, string audioRef, bool p4, Any p5, bool p6) #### void play_sound_frontend(int soundId, string audioName, string audioRef, bool p4) #### void play_sound_from_entity(int soundId, string audioName, Entity entity, string audioRef) #### void play_sound_from_coord(int soundId, string audioName, v3 pos, string audioRef, bool a5, int range, bool a7) #### void stop_sound(int soundId) #### void set_new_waypoint(v2 coord) #### v2 get_waypoint_coord() #### void set_entity_god_mode(Entity entity, bool toggle) #### bool get_entity_god_mode(Entity entity) #### uint32_t get_player_ip(Player player) #### bool is_player_modder(Player player) #### bool is_player_god(Player player) #### int get_player_wanted_level(Player player) #### int player_count() #### bool is_player_in_any_vehicle(Player player) #### v3 get_player_coords(Player player) #### float get_player_heading(Player player) #### float get_player_health(Player player) #### float get_player_max_health(Player player) #### float get_player_armour(Player player) #### int get_player_from_ped(Ped ped) #### int get_player_team(Player player) #### Vehicle get_player_vehicle(Player player) #### bool is_player_vehicle_god(Player player) #### bool is_player_host(Player player) #### Player get_host() #### bool is_player_spectating(Player player) #### Hash get_player_model(Player player) #### bool send_player_sms(Player player, string msg) #### bool set_vehicle_neon_lights_color(Vehicle vehicle, int color) #### int get_vehicle_neon_lights_color(Vehicle vehicle) #### bool set_vehicle_neon_light_enabled(Vehicle vehicle, int index, bool toggle) #### bool is_vehicle_neon_light_enabled(Vehicle vehicle, int index, bool toggle) #### bool,int get_max_ammo(Ped ped, Hash weapon) #### bool set_ped_ammo(Ped ped, Hash weapon, int ammo) #### bool set_ped_ragdoll_blocking_flags(Ped ped, int flags) #### bool reset_ped_ragdoll_blocking_flags(Ped ped, int flags) #### bool delete_feature(int id) #### Any get_interior_from_entity(Entity entity) #### Any get_interior_at_coords_with_type(const v3& coords, string interiorType) #### void enable_interior_prop(Any id, string prop) #### void disable_interior_prop(Any id, string prop) #### void refresh_interior(Any id) #### bool is_entity_in_water(Entity entity) #### void clear_area_of_objects(v3 coord, float radius, int flags) #### void clear_area_of_vehicles(v3 coord, float radius, bool a3, bool a4, bool a5, bool a6, bool a7) #### void clear_area_of_peds(v3 coord, float radius, bool a3) #### void clear_area_of_cops(v3 coord, float radius, bool a3)
- Added LUA Feat members
@property Feat[] children readonly Only for parents @property int child_count readonly Only for parents
- Fixed LUA set_entity_visible and get_entity_type mixup
- Fixed feat ini not loading toggled off features
- Added new explosion types
- Added micro crash dumper
- Fixed blocked net events not fucking off
- Updated script kick protex
- Added INI profiles
- Updated player list logic
2.1.4
Version 2.1.4#
Released on April 19th 2020
- Added LUA script event hooks
- Added LUA D3D render support
- LUA Feat.type and Feat.parent readonly
- LUA Feat.on write fix
- Added LUA Feat.hidden
- Fixed LUA boolean params for some engine functions (BOOL -> bool)
- Added more LUA functions
#### bool set_entity_no_collsion_entity(Entity entity, Entity target, bool unk) #### void freeze_entity(Entity entity, bool toggle) #### bool get_entity_offset_from_coords(v3& out, Entity lEntity, v3 coords) #### bool get_entity_offset_from_entity(v3& out, Entity lEntity, Entity lEntity2) #### void set_entity_alpha(Entity entity, int32_t alpha, bool skin) #### void reset_entity_alpha(Entity entity) #### bool delete_entity(Entity e) #### uint32_t get_number_of_ped_drawable_variations(Ped ped, uint32_t comp) #### uint32_t get_number_of_ped_texture_variations(Ped ped, uint32_t comp, uint32_t draw) #### uint32_t get_number_of_ped_prop_drawable_variations(Ped ped, uint32_t groupId) #### uint32_t get_number_of_ped_prop_texture_variations(Ped ped, uint32_t groupId, uint32_t drawId) #### void set_ped_random_component_variation(Ped ped) #### void set_ped_default_component_variation(Ped ped) #### void set_ped_movement_clipset(Ped ped, string szClipset) #### void reset_ped_movement_clipset(Ped ped, bool unk0) #### Ped clone_ped(Ped ped) #### bool set_ped_config_flag(Ped ped, int flag, char value) #### Player get_host_of_this_script() #### bool set_vehicle_doors_locked(Vehicle vehicle, int lockStatus)
- Updated invalid model crash protex (/w source player notification)
- Added clone protection
- Added peds to attachment block
- Added mark_as_modder to invalid model protex and attach protex
- Added peds to clear attachments
- Updated disable phonecalls
- Updated launcher
- Added script host indicator
- Added script host kick protection
- Fixed crashing issue when leaving a session
2.1.3
Version 2.1.3#
Released on April 12th 2020
- Updated crash protection
- Fixed vehicle mod crash
- Changed casino heist features to action features
- Fixed feature name spelling mistakes
- Added option to make vehicle preview networked
- Added LUA threading support
- Updated default SEP
- Added MARK_AS_MODDER flag to SEP
- Updated modder detection
- Added mark as modder feature
- Added unmark as modder feature
- Removed auto clear attachments
- Added block attachments
- Added F1 tires to mobile LSC
2.1.2
Version 2.1.2#
Released on March 31st 2020
- Updated for 1868.1
- Fixed crash on resolution change (and alt+enter)
- Fixed crash on spoofer profile delete [VIP]
- Added vehicle spawner previews
- Fixed spoofer issue causing apartment kicks [VIP]
- Left 2nd SCID for local player in tact (so you can look up your own SCID) [VIP]
- Added new script kick protection method
- Added script event pool to info overlay
- Added remove Oppressor MKII cooldown [VIP]
- Added remove Suicide cooldown [VIP]
- Added remove Passive Mode cooldown [VIP]
- Added remove CEO Ban [VIP]
- Added remove (CEO) mission cooldowns [VIP]
- Moved CEO Ban to standard
- Moved Hijack vehicle to standard
- Added rig slot machines [VIP]
- Added rig lucky wheel [VIP]
- Fixed crash when changing spoofer profiles while the spoofer is enabled [VIP]
2.1.1
Version 2.1.1#
Released on March 15th 2020
- UI Update
- New menu header
- Custom menu headers [VIP]
- Added more lua functions:
#### bool task_combat_ped(Ped ped, Ped target, int a3, int a4) #### Any task_go_to_coord_by_any_means(Ped ped, v3 coords, float speed, Any p4, BOOL p5, int walkStyle, float a7) #### bool task_wander_standard(Ped ped, float unk0, bool unk1) #### void task_vehicle_drive_wander(Ped ped, Vehicle vehicle, float speed, uint32_t driveStyle) #### bool get_ped_last_weapon_impact(Ped ped, v3& pos) #### bool set_ped_combat_ability(Ped ped, BYTE ability) #### float get_ped_max_health(Entity entity) #### bool set_ped_max_health(Entity entity, float health) #### bool resurrect_ped(Ped ped) #### void set_ped_combat_movement(Ped ped, int32_t type) #### void set_ped_combat_range(Ped ped, int32_t type) #### void set_ped_combat_attributes(Ped ped, uint32_t attr, bool toggle) #### void set_ped_accuracy(Ped ped, int32_t accuracy) #### bool is_player_pressing_horn(Player player) #### bool is_vehicle_engine_running(Vehicle veh) #### void set_vehicle_engine_health(Vehicle veh, float health) #### bool is_vehicle_damaged(Vehicle veh) #### bool is_vehicle_on_all_wheels(Vehicle veh) #### Vehicle create_vehicle(Hash model, v3 pos, float heading, BOOL networked, BOOL unk2) #### Ped create_ped(int type, Hash model, v3 pos, float heading, bool isNetworked, bool unk1)
- Fixed bug causing some action features to toggle on unload
- Improved vehicle stick to ground
- Fixed bug causing spoofer crash if name has 16 characters [VIP]
- Removed selected border from menu color customization
- Added health, armor and P&Q drops for remote player [VIP]
- Added auto drop health and auto drop armor for remote player [VIP]
- Added hijack player vehicle [VIP]
- Spoofer rework [VIP]
- Added IP Spoofer [VIP]
- Added Level Spoofer [VIP]
- Added K/D Spoofer [VIP]
- Added Total Money Spoofer [VIP]
- Added Wallet Money Spoofer [VIP]
- Added second IP to player info window
- Fixed crash caused by handler thread safety issue
- Added Network Halt [VIP]
- Enable player info window in player info window setting submenu
- Added Reveal OTR Players [VIP]
- Added CEO Ban [VIP]
- Updated admin detection
- Removed real friends restrictions from fake friends
2.1.0.1 (VIP)
Version 2.1.0.1#
Released on February 24th 2020
- Fixed bug causing spoofer to partially turn on during injection
2.1.0
Version 2.1.0#
Released on February 23rd 2020
- Updated crash protex
- Added input scid joiner [VIP]
- Added join option to fake friends [VIP]
- Added lua
void set_menu_can_navigate(bool toggle)
- Fixed remote never wanted crash on player leave
- Added money drop
- Added money gun
- Added new radio stations (ifruit, blonded, lsur)
- Removed street names from player info window (due to crashing issues)
- Fixed player info window crash related to SCIDs
- Added send Griefer Jesus [VIP]
- Added send Jets [VIP]
- Added launcher player vehicle up/forward [VIP]
- Added add player as fake friend [VIP]
- Added kill passive player [VIP]
- Added name and scid spoofer [VIP]
- Added send player text message [VIP]
- Added notify option to log joining players
- Added remote tire bursting [VIP]
- Added host indicator
- Added infinite vehicle rockets
- Added crash player [VIP]
- Added infinite vehicle countermeasures [VIP]
2.0.4
Version 2.0.4#
Released on February 23rd 2020
- Fixed crashes when joining missions
- Reversed gloves and torso2 in outfitter
- Asynchronous event logger
- Fixed aimbot lead time debug text X max
- Disable menu navigation during keyboard input
2.0.3
Version 2.0.3#
Released on January 19th 2020
- Added more lua functions:
#### void set_player_as_modder(Player player) #### string get_player_name(Player player) #### int get_player_scid(Player player) #### void clear_ped_blood_damage(Ped ped) #### bool is_ped_in_vehicle(Ped ped, Vehicle vehicle) #### bool is_ped_using_any_scenario(Ped ped) #### void task_goto_entity(Entity e, Entity target, int duration, float distance, float speed) #### void hide_hud_and_radar_this_frame() #### bool set_ped_to_ragdoll(Ped ped, int time1, int time2, int type) #### bool set_entity_as_no_longer_needed(Entity entity) #### bool set_ped_can_ragdoll(Ped ped, bool toggle) #### bool can_ped_ragdoll(Ped ped)
- Added sanity check for lua53.dll
- Added nightclub check for nightclub money and beggar money
- Added player join logger
- Changed remove security guards and cameras to toggle features
- Added keep it running (turn on vehicle engine automatically)
- Added particle fx
- Added optional ptfx to teleport
- Fixed nightclub money bug
- Ini parser read optimization
- Fixed player bone ESP crash due to race condition
- Added teleport gun
- Added vehicle gun
- Improved auto-repair vehicle
- Added vehicle horn jump
2.0.2
Version 2.0.2#
Released on January 2nd 2020
- Added more blips to objective and retrieve supplies
- Added beggar money
- Added casino heist delete security guards & cameras
- Added casino heist bot (Follow master player, participate in double door swipe, loot vault trolly, loot paintings)
- Auto delete SEP file after an update
2.0.1
Version 2.0.1#
Released on December 15th 2019
- Fixed fullscreen renderer (no menu bg)
- Fixed player info window crash when switching tabs
- Added arcade blip teleport
- Added vehicle warehouse blip teleport
- Removed FPS limiter
- Re-enabled bunker unlocks
- Fixed name changer
- Moved name changer to online
- Moved tp last/personal vehicle to me to teleport submenu
- Added auto-clean player
- Added feature to disable phone when menu is active (for TKL keyboards)
2.0.0
Version 2.0.0#
Released on December 12th 2019
- Updated for GTA 1.50
- Internal refactor
- Added full ini reload (instead of just keybinds)
- New translation implementation
- New controller input implemenation
- Fixed editor mode hotkeys
- Added new lobby join
- Added enable CEO/MC in private session
- Fixed builder mode Z offset
- Fixed lobby set time
- Added fake friends by SCID
- Added neon and headlight colors to vehicle saver
- Updated splash screen
- Added 'Murica bike to tunables
- Added total money to player info window
- Added $5M money add/remove
- Fixed aimbot when using railgun
- Player info window justify right
- Sine based rainbow vehicle
- Added rainbow traffic
- Added more LUA functions
- Added second scid to player info window
- Fixed FPS limiter not turning on after reinject
- Added engine fix to vehicle repair (allows you to drive vehicles destroyed by water)
- Fixed vehicle indicator lights being reversed
- Added RID to freemode crash log
- Added FOV changer
1.4.6
Version 1.4.6#
- Reinjectable menu
- Fixed unicode ini parser
- Added missing sp peds to mission ped filters
- Added more LUA functions
- Added street names to player info window
- Added rapid fire (removes delay between shots)
- Removed aimbot distance; This is now done automatically based on weapon range
- Added FPS limiter
1.4.5
Version 1.4.5#
- Updated saved vehicles & outfits /w new ini parser
- crash protection
- super flight
- ignore SE from player
- Disable native crosshair when custom crosshair is enabled
- Fixed saved vehicle liveries
- Added new vehicle mod implementation
- Fixed saved vehicles window tint
- Fixed mobile LSC vehicle window tint
- Added vehicle extras
- Added bulletproof tires to mobile LSC
- Added vehicle perfomance upgrade option
- Added mark vehicle (with blip)
- Added convertible roof control
- Vehicle indicator and brake lights control
- Added more LUA functions
1.4.4
Version 1.4.4#
- More script kicks
- Fixed mass gravity gun
- Fixed remote never wanted
- Fixed controller in interior
- Added linked ped filter features to aimbot and esp
- Added event validation to SEP (and freemode crash log)
- Added 2d radar
- Disabled stealth money
- Updated FW1 renderer
- Updated auth
- Kick Karma friend exclusion
- Casino teleport
- Handler pop logic fix
- Added profanity filter bypass
- Added more blips to objective teleport
- Added retrive supplies (tp supplies to yourself)
- Added TP to (business) computer (only works inside)
- Fixed office TP to warehouse bug
1.4.2
Version 1.4.2#
- Implemented spel64 for manual module mapping
- Name changer sp fix
- Fixed a net event hook bug
- Fixed splash screen starting during loading screen
- Added arena unlocks recovery
- Stats editor is now customizable through stats.cfg (menu will generate file automatically if it doesn't exist)
- Script event protection is now customizable through sep.cfg (menu will generate file automatically if it doesn't exist)
- New script event blocking method
- Added source player name to notification
- Added logo/title to notifications
- Fixed bug causing save hotkey not to work
- Fixed bug reloading ini
- Added freemode crash (kick) log
- Added custom teleport locations cfg
- Added lua scripting engine
- Fixed memory alignment segfaults
- Added object spawn cfg
- Added animations cfg
1.4.1
Version 1.4.1#
- Enabled money & rp recovery
- Added remote never wanted
- Added more net events
- Added block/notify/both option to net event protex
- Added transparency to Popstar, Greyscale and Pink color schemes
- Set level through input
- Restricted recovery submenu to online
- Removed skatepark objects
- Updated stats editor
- Added more stats
- Keyboard input
- Added vehicle headlight color
1.4.0.1
Version 1.4.0.1#
- Fixed rivatuner crash at auth login
- Fixed gta launcher crash for steam version
1.4.0
Version 1.4.0#
- Auth needs to be started before launching GTA
- Added logo & legal skip
- Added xenon color customization
- Included lang file as resource (delete in appdata to reset it)
- Fixed cashgrab dlc vehicle spawn
- New net event blocking implementation
- Added rp correction recovery
- Added old renderer implementation as alternative (RENDER_FW1=1 in the [Version] category)
1.3.0
Version 1.3.0#
- Updated d3d11 renderer
- New text rendering implementation
- Draw order is now respected
- Custom spritefont support
- Added bodyguard regroup
- Added avenger and terrorbyte to mobile base tp
- Added arena workshop tp
- Changed tp to personal vehicle to non-blip based approach
- Fixed inf ammo bug causing peds to not be able to shoot
- Added bodyguard auto-regroup
- Added bodyguard god
- Added bodyguard re-init (find all group members)
- Added bodyguard group formation
- Added bodyguard ESP
- Ped cleanup is now handled by the game engine
- Added arena IPL
- Added gender change recovery
- Added nightclub popularity recovery
- Removed model bypasses
1.2.11
Version 1.2.11#
- Updated for new GTA Online Patch
- Added new weapons
- Added new vehicles
- Added vehicle EMP
- Added lvl check to trophy unlocks
1.2.10
Version 1.2.10#
- Added skip cutscene (hotkey-able)
- Added god text to ESP
- Removed weapon modifers (dmg, range, muzzle velocity, etc)
- Updated methods for some features
- Added spawned bodyguard weapon options
1.2.9
Version 1.2.9#
- Improved script kick protex
- Improved is in vehicle logic
- Added medusa feature (freeze players that aim at you)
- Fixed SC Super Run crash
- Added bone ESP
- Added customizable ESP colors
- Moved Ped ESP to Player ESP submenu
- Updated aimbot smoothing
- Added aimbot target lead time
- Added aimbot target indicator
- Added bunker research recovery
- Added enter vehicle as passenger to editor
- Added bad sport recovery
1.2.7
Version 1.2.7#
- Added Player Info Window (enabled from Interface submenu)
- Fixed menu browsing bug (when going back after switching tabs)
- Fixed custom tp location names
- Fixed some script event protex
- Added crash protex
- Added host kick
- Added exprimental script kick protex (which should give less false positives)
- Added block join requests (host only)
- Updated auth
- Fixed SP Vehicle bypass turning off after playing some SP missions
1.2.6
Version 1.2.6#
- Improved player list
- Fixed tp rotation bug
- Missing keys will no longer reset your ini
- Added default value (of 255) for color alpha (esp, overlay, etc)
- Multiple features can be bound to the same hotkey
- Added BST hotkey
- Added vehicle repair hotkey
- Added triggerbot hotkey
- Added OTR hotkey
- Added Lawless Mode hotkey
- Added Refill Ammo hotkey
- Added Godmode hotkey
- Added Vehicle Godmode hotkey
- Keys are now reloadable without re-injecting
- Added support for direct VK keybind (eg: 0x12)
- Added support for multi-key keybinds (eg: SHIFT+F5) (To bind keys without modifiers (SHIFT, ALT, CONTROL) you can use
NOMOD+KEY
; JustKEY
doesn't care about modifiers) - Moved attach bone to Attachment Settings sub-menu
- Added attachment offset
- Added attachment rotation
- Fixed foreground window check
- Moved parent
>>
suffix to the right
1.2.5
Version 1.2.5#
- Added set lobby time (hour)
- Added weapon stone hatchet
- Added vehicle no-collision
- Added weapon double action
- Added set self on fire
- Added simple vehicle builder !!EXPERIMENTAL!! WIP
- Added get into vehicle to editor (with hotkey F)
- Added physics glitch (griefing option)
- Added remove attachments features
- Made local player available in sp
- Protections moved to online tab
- Fixed noclip rotation bug
- Added scramjet to personal vehicle tp
- Improved detach all on remote player
1.2.4
Version 1.2.4#
- Fixed deliver ammo, deliver minigun and bullshark testosterone
- Fixed tp vehicle to me (add request control)
- Fixed delete immediately firing when turning on editor mode
- Fixed set vehicle wheel type
- Added event protex submenu
- Added vehicle color submenus to mobile LSC
- Added vehicle color selector submenus to vehicle spawner options
- Added Benny wheel types
- Added all players set weather
- Added 2.5k money drop
- Changed local weather to a toggle, so the persistent weather can be cleared
1.2.3
Version 1.2.3#
- Fixed controller support
- Fixed missing text for menu colors
- Added delay to unlocks (recovery)
- Fixed ped spawner bodyguards
- Added career page stats to stats editor (total players killed, total deaths by players, player vs player K/D)
- Added no-water
- Separated script event protection (kick, apartment invite, vehicle kick, ceo kick)
- Added 16 kick events
- Added kick karma (kick players who attempt to kick you)
1.2.1
Version 1.2.1#
- Updated for GTA 1.44
- Fixed model changer crash on w10
- Fixed walking animation crash
1.2.0
Version 1.2.0#
- Auth GUI
- D3D11 Renderer
- Added tp last/personal vehicle to me
- Added script events (kick, apartment invite, etc)
- Added script event protection (again kick)
- Added aimbot in vehicle toggle
- Added spawn > saved Vehicle Profiles
- Added outfit saver
- Added Neon Lights to Vehicle Customizer
- Fixed bug with saved settings not loading properly
- Fixed bug with vehicle handling resetting
- Fixed model changer
- Fixed blip teleport & waypoint/objective teleport
- Fixed give wanted level (online)
1.1.1
Version 1.1.1#
- Fixed walking animation crash
- Fixed speed-o-meter (will only show up while in a vehicle now)
- Fixed teleport to waypoint (spawning below the ground)
- Fixed sp vehicle bypass (only works for your last vehicle, so use
spawn in vehicle
) - Fixed is-in-vehicle logic
- Fixed onscreen keyboard (when esc out)
- Fixed deleting objects for steam version
- Fixed stats editor crash
- Fixed name changer keyboard issue
- Fixed name changer crashing issue
- Fixed mobile LSC crashing with new vehicles
- Added wallet option to stealth money
- Added Akula
- Added more weapon modifiers
- Muzzle Velocity
- Bullet Batch
- Bullet Batch Spread
- Weapon Range
- Lockon Range
- Added bad sport recovery
1.1.0
Version 1.1.0#
- Performance update
- Updated auth
- Auto-login
- Fixed set weather
- Fixed energy field (chaos mode)
- Fixed outfitter props
- Fixed stats editor for second character
- Fixed remove weapons from (online) player
- Fixed trap in cage
- Added refill ammo
- Added bullshark testosterone
- Added disable phone calls
- Added deliver ammo
- Added deliver minigun
- Added clear all ped props (outfitter)
- Added freeze player
- Added doomsday unlocks (recovery)
- Added more online explosion options
- Added new MK2 weapons
- Added facility teleport
- Added support for more (warstock) personal vehicles
- Added kick player
- Added script event protection (for kick)
- Added suicide hotkey
- Removed crash player (patched by R*)
- Removed anti-crash
- Removed option to track individual players (ESP)
- Removed defunct 'is god' from ESP and player info
- Removed player invisibility
1.0.8
Version 1.0.8#
- Added language support
- Added vehicle auto-repair
- Fixed tuneable menu
- Fixed detection
1.0.7
Version 1.0.7#
- Removed detected code
- Removed 2k and ped drops
- Vehicle upgrade now includes bulletproof tires
1.0.6
Version 1.0.6#
- Improved anti-crash method.
- Crash objects are now pushed into a cleanup queue (after 10 seconds)
- Crash works while anti-crash is enabled.
- Added ESP Alpha
- Added max draw dist for ped ESP
- Added vehicle door controls
- Added input (text) based vehicle spawning
- Removed defunct money methods
- Added 10M Stealth money (give and remove)
- Fixed color options for vehicle spawner
1.0.5
Version 1.0.5#
- Added suicide (self option)
- Never wanted was replaced with Lawless Mode (which will also work in the military base)
- New money dropper
- Fixed mission ped filters
- GTA and the auth no longer requires admin rights (though they do require EQUAL rights)
- Fixed bunker supply mission objective teleport
- Added teleport to CEO office, bunker, hangar, clubhouse, weed, cocaine, meth, forgery, counterfeit
- Added airwalk
- Fixed restore for some features
- Teleport to objective merged with teleport to waypoint
1.0.4
Version 1.0.4#
- Added tuneables instructions
- Fixed crash player
- Added 200k drops
- New (1.41) DLC Vehicles
- Updated for GTA 1.41
1.0.3
Version 1.0.3#
- Added aimbot smoothing
- Added aimbot delay
- Improved ped drop
- Added aimbot visibility check (ray casting)
- Added more story models
- Added walk animations
- Added Special Holiday DLC
- Added more construction objects
- Added explosive objects
- Improved editor mode
- Added builder mode (a editor sub-mode)
- Fixed tp to nearby vehicle crash
- Added range check to crash player
- Fixed steal outfit (gender check)
- Added stats editor
- Added mass gravity gun
1.0.2
Version 1.0.2#
- Added remote 2k drops
- Added remote object attachments
- Improved no-recoil
- Added more peds to the ped filters
- Added blackout
- Added player damage modifiers
- Added vehicle custom colors
- Added vehicle wheel type
- Added 3 weapon upgrades
- Added 2 color schemes
- Added tutorial
- Added steal player outfit
1.0.1
Version 1.0.1#
- Fixed menu text scaling
- Added heist peds to filters
- Added 20k, 50k and 10m bank drops
- Moved money options to the recovery menu