I just got the newest DLC (gabe's Gun pack) and The unlimited ammo(both scripts) And secure loot doesn't work for me. Is anyone else having problems with them? Thanks for the reply.
Code:
if managers.hud then
managers.hud:show_hint( { text = "Executed script.lua" } )
end
if not _upgradeValue then _upgradeValue = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "health_multiplier" then
return 2
elseif category == "player" and upgrade == "armor_multiplier" then
return 2
elseif category == "player" and upgrade == "passive_damage_multiplier" then
return 5
else
return _upgradeValue(self, category, upgrade, default)
end
end
managers.player:player_unit():character_damage():replenish()
-- Infinite Cable Ties
if not _rmSpecial then
_rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end
-- Infinite Equipment
if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
-- Infinite Equipment (Not Host)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
-- Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc)
function BaseInteractionExt:_has_required_upgrade() return true end
function BaseInteractionExt:_has_required_deployable() return true end
function BaseInteractionExt:can_interact(player) return true end
function PlayerManager:has_category_upgrade( category, upgrade) return true end -- Other upgrades (eg. Joker)
function PlayerManager:carry_blocked_by_cooldown() return false end -- Remove cooldown between picking up bags
-- Carry mods (throwing distance, movement speed, jumping, running)
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 = 2.0
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
-- Weapon Mods
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 5000 end
-- Unlock All Masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
-- Weapon Accessories, Color Palettes, and Mask Vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
-- Unlimited doctor bag uses
function DoctorBagBase:_take( unit )
unit:character_damage():recover_health() -- replenish()
return 0
end
-- Debug Menu
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end
-- Infinite Saw
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
-- Allow infinite pagers
function GroupAIStateBase:on_successful_alarm_pager_bluff() end
-- 100% Armor piercing
if not _uvArmorPierce then _uvArmorPierce = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "weapon" and upgrade == "armor_piercing_chance" then
return 1
elseif category == "weapon" and upgrade == "armor_piercing_chance_silencer" then
return 1
else
return _uvArmorPierce(self, category, upgrade, default)
end
end
-- No fall damage (useless if you have god mode on)
function PlayerDamage:damage_fall( data ) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
if not _getTimer then _getTimer = BaseInteractionExt._get_timer end
function BaseInteractionExt:_get_timer()
if self.tweak_data == "corpse_alarm_pager" then
return _getTimer(self)
end
return 0
end
-- 100% Dodge
if not _uvDodge then _uvDodge = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "passive_dodge_chance" then
return 1
elseif category == "player" and upgrade == "run_dodge_chance" then
return 1
else
return _uvDodge(self, category, upgrade, default)
end
end
-- Infinite ECM jammer battery
function ECMJammerBase:update( unit, t, dt )
self._battery_life = self._max_battery_life
end
unlock_asset("welcome_to_the_jungle_shuttercode")
-- Interact through walls
function ObjectInteractionManager:interact( player )
if( alive( self._active_object ) ) then
local interacted,timer = self._active_object:interaction():interact_start( player )
if timer then
self._active_object_locked_data = true
end
return interacted or interacted == nil or false, timer, self._active_object
end
return false
end
local mvec1 = Vector3()
function ObjectInteractionManager:_update_targeted( player_pos, player_unit )
local mvec3_dis = mvector3.distance
--clean out far away objects
if( #self._close_objects > 0 ) then
for k, v in pairs( self._close_objects ) do
if( alive( v ) and v:interaction():active() ) then
if mvec3_dis( player_pos, v:interaction():interact_position() ) > v:interaction():interact_distance() then
table.remove( self._close_objects, k )
end
else
table.remove( self._close_objects, k )
end
end
end
--check for new objects
for i = 1, self._close_freq, 1 do
if( self._close_index >= self._interactive_count ) then
self._close_index = 1
else
self._close_index = self._close_index + 1
end
local obj = self._interactive_objects[ self._close_index ]
if( alive(obj) and obj:interaction():active() and not self:_in_close_list( obj ) ) then
if( mvec3_dis(player_pos, obj:interaction():interact_position()) <= obj:interaction():interact_distance() ) then
table.insert( self._close_objects, obj )
end
end
end
-- local locked = self._active_object_locked_data and alive( self._active_object )
local locked = false
if self._active_object_locked_data then
if not alive( self._active_object ) or not self._active_object:interaction():active() then
self._active_object_locked_data = nil
else
-- print( "dist", mvec3_dis(player_pos, self._active_object:interaction():interact_position()) )
-- locked = ( mvec3_dis(player_pos, self._active_object:interaction():interact_position()) - self._active_object_locked_data.distance ) < 20
locked = ( mvec3_dis(player_pos, self._active_object:interaction():interact_position()) <= self._active_object:interaction():interact_distance() )
end
end
if locked then
return
end
local last_active = self._active_object
local blocked = player_unit:movement():object_interaction_blocked()
if( #self._close_objects > 0 ) and not blocked then
--find the one the player is looking at
local active_obj = nil
local current_dot = 0.9
local player_fwd = player_unit:camera():forward()
local camera_pos = player_unit:camera():position()
for k, v in pairs( self._close_objects ) do
if( alive( v ) ) then
mvector3.set( mvec1, v:interaction():interact_position() )
mvector3.subtract( mvec1, camera_pos )
mvector3.normalize( mvec1 )
local dot = mvector3.dot( player_fwd, mvec1 )
if( dot > current_dot ) then
local interact_axis = v:interaction():interact_axis()
-- Check if we only are allowed to access it from one side
if not interact_axis or mvector3.dot( mvec1, interact_axis ) < 0.0 then
current_dot = dot
active_obj = v
end
end
end
end
if( active_obj and self._active_object ~= active_obj ) then
if alive( self._active_object ) then
self._active_object:interaction():unselect()
end
if not active_obj:interaction():selected( player_unit ) then
active_obj = nil
end
end
self._active_object = active_obj
else
self._active_object = nil
end
--unselect the last one
if( alive( last_active ) ) then
if( not self._active_object ) then
self._active_object = nil
last_active:interaction():unselect()
end
end
end
-- All Weapons Unlocked
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
-- Unlock All Masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
-- Weapon Accessories, Color Palettes, and Mask Vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
pos = managers.player:player_unit():position()
rot = managers.player:player_unit():rotation()
local ammo_upgrade_lvl = managers.player:upgrade_level( "ammo_bag", "ammo_increase" )
if Network:is_client() then
managers.network:session():send_to_host( "place_ammo_bag", pos, rot, ammo_upgrade_lvl )
else
local unit = AmmoBagBase.spawn( pos, rot, ammo_upgrade_lvl )
end
pos = managers.player:player_unit():position()
rot = managers.player:player_unit():rotation()
local amount_upgrade_lvl = managers.player:upgrade_level( "doctor_bag", "amount_increase" )
if Network:is_client() then
managers.network:session():send_to_host( "place_doctor_bag", pos, rot, amount_upgrade_lvl )
else
local unit = DoctorBagBase.spawn( pos, rot, amount_upgrade_lvl )
end
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
-- God Mode
if player then
player:character_damage():set_invulnerable( true )
end
-- Player Armor
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end
-- No movement penalty, change to a larger value than 1 for an increase in speed
PlayerManager.body_armor_movement_penalty = function(self) return 1 end
-- Weapon spread
NewRaycastWeaponBase._get_spread = function(self) return 0 end
-- Weapon recoil
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
-- Weapon reload speed
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
-- Weapon fire rate
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
-- Weapon swap speed
PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end
-- No hit disorientation
function CoreEnvironmentControllerManager:hit_feedback_front() end
function CoreEnvironmentControllerManager:hit_feedback_back() end
function CoreEnvironmentControllerManager:hit_feedback_right() end
function CoreEnvironmentControllerManager:hit_feedback_left() end
function CoreEnvironmentControllerManager:hit_feedback_up() end
function CoreEnvironmentControllerManager:hit_feedback_down() end
-- No flashbangs
function CoreEnvironmentControllerManager:set_flashbang( flashbang_pos, line_of_sight, travel_dis, linear_dis ) end
-- Resist arrest
local _arrestedUpdate = Interception.Backup(PlayerArrested, "update")
function PlayerArrested:update( t, dt )
_arrestedUpdate(self, t, dt)
managers.player:set_player_state( "standard" )
end
-- Don't taze me bro
function PlayerTased:enter( state_data, enter_data )
PlayerTased.super.enter( self, state_data, enter_data )
self._next_shock = Application:time() + 10
self._taser_value = 1
self._recover_delayed_clbk = "PlayerTased_recover_delayed_clbk"
managers.enemy:add_delayed_clbk( self._recover_delayed_clbk, callback( self, self, "clbk_exit_to_std" ), Application:time() )
end
-- Small loot value multiplier (extra jewelry cash value in jewelry store, deposit boxes in bank heist, etc)
if not _uvSmallLoot then _uvSmallLoot = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "small_loot_multiplier" then
return 1000000
else
return _uvSmallLoot(self, category, upgrade, default)
end
end
if not _uvlSmallLoot then _uvlSmallLoot = PlayerManager.upgrade_value_by_level end
function PlayerManager:upgrade_value_by_level( category, upgrade, level, default )
if category == "player" and upgrade == "small_loot_multiplier" then
return 1000000
else
return _uvlSmallLoot(self, category, upgrade, level, default)
end
end
I never updated my dll(iphlpapi.dll), It is the very first one I got which was from a youtube video, but these three codes is the only ones that do not work.