[SCRIPT] Stealth Atom Bomb (No host, perfect stealth)

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[SCRIPT] Stealth Atom Bomb (No host, perfect stealth)
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_data.col_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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This could come in handy! Thanks!
Doesn't work as client.

Or at least, pagers are still active as client.
yea...what yuo say "not host needed" this code is like "APOCALYPSE" and alarm with pager go on... -.-
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