So this is a thing I threw together this evening, it does three things:
- Disables civilian death penalties
- Disables alarms / cameras / pagers
- Kills everything
Also, you DO NOT need host for this to work.
Additionally, I've edited it so that it won't show you with a huge body count at the end, instantly giving you away as the hacker; instead the deaths will be attributed to other police.
I'm using this with Transcend's .dll
Not sure how it will work with others.
Here's the code, it's commented so you can add or remove if you need to.
Code:
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-- pager disable
if not _setInteraction then _setInteraction = CopLogicInactive._set_interaction end
function CopLogicInactive._set_interaction( data, my_data )
data.char_tweak.has_alarm_pager = false
_setInteraction(data, my_data)
end
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-- lobotomy
if not _actionRequest then _actionRequest = CopMovement.action_request end
function CopMovement:action_request( action_desc )
if action_desc.variant == "run" then return false end
return _actionRequest(self, action_desc)
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:add_alert_listener( id, clbk, filter_num, types, m_pos ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function GroupAIStateBase:propagate_alert( alert_data ) end
function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function PlayerMovement:on_suspicion( observer_unit, status ) end
function SecurityCamera:_upd_suspicion( t ) end
function SecurityCamera:_sound_the_alarm( detected_unit ) end
function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
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-- no civ penalty
function MoneyManager.get_civilian_deduction() return 0 end
function MoneyManager.civilian_killed() return end
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-- nuke
function nukeunit(pawn)
local col_ray = { }
col_ray.ray = Vector3(1, 0, 0)
col_ray.position = pawn.unit:position()
local action_data = {}
action_data.variant = "explosion"
action_data.damage = 100
action_data.attacker_unit = nil
action_dat*****l_ray = col_ray
pawn.unit:character_damage():damage_explosion(action_data)
end
for u_key,u_data in pairs(managers.enemy:all_civilians()) do
nukeunit(u_data)
end
for u_key,u_data in pairs(managers.enemy:all_enemies()) do
nukeunit(u_data)
end
if managers.hud then
managers.hud:show_hint( { text = "ATOM BOMB" } )
end
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