[Request]LUA show every camera/civ/guard but without anyone else seeing them?

Posts 1–3 of 3 · Page 1 of 1
[Request]LUA show every camera/civ/guard but without anyone else seeing them?
Ok so I have got a LUA script that shows every camera/civ/guard but other players can see them I have tried turning changing the stuff that are true to false but it still isn't helping. If anyone can help me here it would be a massive help!


Code:
	-- Set colors
	managers.game_play_central._enemy_contour_units[unit:key()].color = color
	managers.game_play_central._enemy_contour_units[unit:key()].target_color = target_color
end
function mark_enemies()
	local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
	for i,unit in ipairs( units ) do
		if not unit:brain() or not unit:brain()._logic_data or
		   not unit:brain()._logic_data.objective or
		   (unit:brain()._logic_data.objective.type ~= "surrender" and 
		    unit:brain()._logic_data.objective.type ~= "follow") then
		      	if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
		      		managers.game_play_central:add_enemy_contour( unit, true )
		      	 managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
				setEnemyColor(unit)
		      	elseif unit:character_damage().on_marked_state then
		      		managers.game_play_central:add_enemy_contour( unit, true )
		      		managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
				setEnemyColor(unit)
		      	end
		end
	end

	for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
		managers.game_play_central:add_marked_contour_unit( unit )
		managers.network:session():send_to_peers_synched( "mark_contour_unit", unit )
	end
end


_markingToggle = not _markingToggle
if not _gameUpdateLastMark then _gameUpdateLastMark = nil end
local _gameUpdate = Interception.Backup(GameSetup, "update")
function GameSetup:update( t, dt )
	local result = _gameUpdate(self, t, dt)
	
	if _markingToggle and (not _gameUpdateLastMark or t - _gameUpdateLastMark > 4) then
		_gameUpdateLastMark = t
		mark_enemies()
	end

	return result
end
Remove lines starting with 'managers.network:session():send_to_peers_synched' .
Code:
-- Coloring functions
function setEnemyColor(unit)
  local enemyType = unit:base()._tweak_table
  local color, target_color
  
  -- Civilians | Green
  if enemyType == "civilian" or enemyType == "civilian_female" then
    color = Vector3( 0.1687, 0.5529, 0 )
    target_color = Vector3( 0.1688, 0.5529, 0 )
  -- Taser | Blue
  elseif enemyType == "taser" then
    color = Vector3(0, 0.3804, 0.6235)
    target_color = Vector3(0.001, 0.3804, 0.6235)
  -- Shield | Orange
  elseif enemyType == "shield" then
    color = Vector3(1, 0.5, 0)
    target_color = Vector3(1.001, 0.5, 0)
  -- Tank | Yellow
  elseif enemyType == "tank" then
    color = Vector3(1, 1, 0)
    target_color = Vector3(1.001, 1, 0)
  -- Sniper | Pink
  elseif enemyType == "sniper" then
    color = Vector3(1, 0.35, 0.35)
    target_color = Vector3(1.001, 0.35, 0.35)
  -- Cop/unknown | Purple
  else
    color = Vector3(0.5216, 0, 0.5529)
    target_color = Vector3(0.5217, 0, 0.5529)
  end
  
  -- Set colors
  managers.game_play_central._enemy_contour_units[unit:key()].color = color
  managers.game_play_central._enemy_contour_units[unit:key()].target_color = target_color
end

-- Marking enemies
function mark_enemies()
  local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
  for i,unit in ipairs( units ) do
    if not unit:brain() or not unit:brain()._logic_data or
       not unit:brain()._logic_data.objective or
       (unit:brain()._logic_data.objective.type ~= "surrender" and 
        unit:brain()._logic_data.objective.type ~= "follow") then
      if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
          managers.game_play_central:add_enemy_contour( unit, false )
          --managers.network:session():send_to_peers_synched( "mark_enemy", unit, true )
          --setEnemyColor(unit)
      elseif unit:character_damage().on_marked_state then
          managers.game_play_central:add_enemy_contour( unit, false )
          --managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
        setEnemyColor(unit)
      end
    end
  end
  
  -- Cameras (HOST ONLY)
  for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
    managers.game_play_central:add_marked_contour_unit( unit )
    managers.network:session():send_to_peers_synched( "mark_contour_unit", unit )
  end
end

-- Game only
if managers.hud then
  -- Toggle visible
  managers.game_play_central._highlightHackEnabled = not managers.game_play_central._highlightHackEnabled

  if not _gameUpdate then _gameUpdate = GameSetup.update end
  do
    local _gameUpdateLastMark
    function GameSetup:update( t, dt )
      _gameUpdate(self, t, dt);
    
      if (not _gameUpdateLastMark or t - _gameUpdateLastMark > 4)
         and managers.game_play_central._highlightHackEnabled then
        _gameUpdateLastMark = t
        mark_enemies()
      end
    end
  end
  
  -- End alert
  if managers.game_play_central._highlightHackEnabled then
    managers.hud:show_hint( { text = "Enemies status: visible" } )
  else
    managers.hud:show_hint( { text = "Enemies status: hidden" } )
  end
  managers.menu_component:post_event("menu_enter")
end
This is toggleable that only you can see.
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