[html]if managers.hud then
managers.hud:show_hint( { text = "Executed script.lua" } )
end
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end
managers.crimenet._debug_mass_spawning = true
-- manager booleans
PlayerManager.remove_equipment = function(self, equipment_id) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerMovement.tased = function(self) return false 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 0.2 end
BaseInteractionExt.can_interact = function(self, player) return true end
-- ammo and health
local player = managers.player

layer_unit()
if alive(player) then
player:base():replenish()
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 = 1.5
tweak_data.carry.types[ name ].move_speed_modifier = 1
tweak_data.carry.types[ name ].jump_modifier = 1
tweak_data.carry.types[ name ].can_run = true
end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
function PlayerMovement

n_suspicion( observer_unit, status ) end
function GroupAIStateBase

n_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovement

n_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

n_police_called( called_reason ) end
function GroupAIStateBase

n_police_weapons_hot( called_reason ) end
function GroupAIStateBase

n_gangster_weapons_hot( called_reason ) end
function GroupAIStateBase

n_enemy_weapons_hot( is_delayed_callback ) end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
if not _rmSpecial then
_rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end
if not _fireSaw then
_fireSaw = SawWeaponBase.fire
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

layer_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
if not _fireWep then _fireWep = NewRaycastWeaponBase.fire end
function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
_fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
if managers.player

layer_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
if not _wDmg then _wDmg = NewRaycastWeaponBase.damage_multiplier end
NewRaycastWeaponBase.damage_multiplier = function(self) return 2000 end
if not _wFireRate then _wFireRate = NewRaycastWeaponBase.fire_rate_multiplier end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
if not _wReload then _wReload = NewRaycastWeaponBase.reload_speed_multiplier end
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
if not _wRecoil then _wRecoil = NewRaycastWeaponBase.recoil_multiplier end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
if not _wSpread then _wSpread = NewRaycastWeaponBase._get_spread end
NewRaycastWeaponBase._get_spread = function(self) return 0 end [/html]
This doesn't make me crash after a mission, but I have no idea if this is the solution for you. I removed some of the codes from the booleans because it was crashing me every time I finished a mission. Tell me if this crashes you. This code doesn't give any experience/skill points/money.