LUA SCRIPT REQUEST THREAD!

Posts 115 of 26 · Page 1 of 2
LUA SCRIPT REQUEST THREAD!
hey, this is a thread for everyone wanting a specific lua script but cant do it themselfs, Post here What you want and lets hope someone notices it (who can make lua scripts) All i want is 100 level, 9999 skill points and 999999999 money!
managers.skilltree:_set_points(9999)
managers.money:_add_to_total(99999999)
managers.money:_set_offshore(99999999)

I don'T know about the level I level up normally and don't cheat my level but in Debug you can add Exp. Also searching this would have taken you literally 40secs to 1 minute as there are enough codes in the other threads already.
How to add this stuff on the game?
i cant use them really :_)
A full stealth script where it gets rid of detection I would love that
Quote Originally Posted by borange4 View Post
A full stealth script where it gets rid of detection I would love that
I second this script if possible
Quote Originally Posted by borange4 View Post
A full stealth script where it gets rid of detection I would love that
Indeed it exists in the other thread,search carefully and you will find it.
Anyway,I would like to get a solution to my consist crash.Everytime I finish a mission or a day the game just crashe.Of course if I'm not using the script the game isn't but that is just pointless.
Quote Originally Posted by thewhitenigga View Post
Indeed it exists in the other thread,search carefully and you will find it.
Anyway,I would like to get a solution to my consist crash.Everytime I finish a mission or a day the game just crashe.Of course if I'm not using the script the game isn't but that is just pointless.

Well whats in your script. Post what is in your Lua and I maybe able to help you.
Quote Originally Posted by Theman706 View Post
Well whats in your script. Post what is in your Lua and I maybe able to help you.
Very well,here's my script,it's working but crashing:
Code:
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
local player = managers.player:player_unit()
player:inventory():set_ammo( 1.0 )
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 99999999 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 99999999 end
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
 
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
if managers.menu then
        managers.menu:set_debug_menu_enabled(true)
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
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
if managers.hud then
   managers.hud:show_hint( { text = "eyal maatuk the king!" } )
end
managers.crimenet._debug_mass_spawning = true
PlayerManager.body_armor_movement_penalty = function(self) return 1.5 end
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 = 3
    tweak_data.carry.types[ name ].jump_modifier = 1
    tweak_data.carry.types[ name ].can_run = true
end
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
if not _rmEquipment then
   _rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
end
managers.skilltree:_set_points(0)
--Fast Drilling
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
	timer = 0.01
	if self._jammed then
		self:_set_jammed( false )
		return
	end
	
	if not self._powered then
		self:_set_powered( true )
		return
	end
	
	if self._started then
		return
	end
	
	self:_start( timer )
	if managers.network:session() then
		managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
	end
end
Maybe you crash because of unlocking the weapons? Otherwise I do not see a problem with it on first sight.

---------- Post added at 11:40 AM ---------- Previous post was at 11:39 AM ----------

Quote Originally Posted by Kajex View Post
Does anyone know a script to unlock all skill trees (instantly)
Why not just get 9999 Skill points and later set them to 0?

---------- Post added at 11:49 AM ---------- Previous post was at 11:40 AM ----------

local player = managers.player:player_unit()
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 99999999 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 99999999 end
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

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
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
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
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
if managers.hud then
managers.hud:show_hint( { text = "eyal maatuk the king!" } )
end
managers.crimenet._debug_mass_spawning = true
PlayerManager.body_armor_movement_penalty = function(self) return 1.5 end
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 = 3
tweak_data.carry.types[ name ].jump_modifier = 1
tweak_data.carry.types[ name ].can_run = true
end
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
if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
end
managers.skilltree:_set_points(0)
--Fast Drilling
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
timer = 0.01
if self._jammed then
self:_set_jammed( false )
return
end

if not self._powered then
self:_set_powered( true )
return
end

if self._started then
return
end

self:_start( timer )
if managers.network:session() then
managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
end
end

Without the weapons and the self set ammo on the top it works for me.
Cause i have inflammation in my wrist, making it hurt painfully to mass-click when i have 9999 skills.
Quote Originally Posted by Theman706 View Post
Maybe you crash because of unlocking the weapons? Otherwise I do not see a problem with it on first sight.

---------- Post added at 11:40 AM ---------- Previous post was at 11:39 AM ----------



Why not just get 9999 Skill points and later set them to 0?

---------- Post added at 11:49 AM ---------- Previous post was at 11:40 AM ----------




Without the weapons and the self set ammo on the top it works for me.
Thank you,you just made my day,np more crashing.Anyway the day1 of big oil is still crashing unless I don't use the script.Any idea?
Quote Originally Posted by thewhitenigga View Post
Thank you,you just made my day,np more crashing.Anyway the day1 of big oil is still crashing unless I don't use the script.Any idea?
Im Gonna look (if I find big oil missions) If I can fix something as I saw some snippets that are actually not needed for some other snippets to work.
Quote Originally Posted by Kajex View Post
Cause i have inflammation in my wrist, making it hurt painfully to mass-click when i have 9999 skills.
You can simply use an Auto Clicker program.There are plenty of those just search on google
Does anyone know a script to unlock all skill trees (instantly)
Well still have not found a clue to why its crashing but I cleaned up the code and removed useless junk in the meantime.

local player = managers.player:player_unit()

--
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 99999999 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 99999999 end
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
BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._has_required_deployable = function(self) return true end
BaseInteractionExt._get_timer = function(self) return 0.00001 end
BaseInteractionExt.can_interact = function(self, player) return true end
--

if managers.menu then
managers.menu:set_debug_menu_enabled(true)

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
--

--
if managers.hud then
managers.hud:show_hint( { text = "eyal maatuk the king!" } )
end
--

--
PlayerManager.body_armor_movement_penalty = function(self) return 1.50 end
--

--
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 = 3
tweak_data.carry.types[ name ].jump_modifier = 1
tweak_data.carry.types[ name ].can_run = true
end
--

--
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


--
if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
end
--



--
managers.skilltree:_set_points(0)
--

--Fast Drilling
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
timer = 0.01
if self._jammed then
self:_set_jammed( false )
return
end

if not self._powered then
self:_set_powered( true )
return
end

if self._started then
return
end

self:_start( timer )
if managers.network:session() then
managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
end
end
--
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