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Release Notes#

2.37.0

Version 2.37.0#

Released on Sep 14th 2021

  • Added preview to vehicle mods customizer
  • Added quick reload weapon modifier
  • Added block chat from player
  • Added org (CEO/MC) to player info window
  • Added toggles for player info window rows
  • Updated head blend customizer: Disabled init for non-mp ped models
  • Updated business manager overlay
    • Active column now optional
    • Added option to hide inactive businesses
  • Updated crash protection
2.36.0

Version 2.36.0#

Released on Aug 29th 2021

  • Added SCID join detection protex [VIP]
  • Added hotkey system
    • F11 to bind
    • SHIFT+F11 to unbind
    • CTRL+F11 to show current
    • Notifications for toggle features
    • Notifications for action features
  • Updated Business Manager
    • Added more checks to see if the business is active
    • Adjusted nightclub (hub) prices
    • Added profile stat updates
  • Fixed net event error bug
  • Updated crash dump stack size
  • Updated crash protection
  • Updated ped throttler max range to 1000
2.35.0

Version 2.35.0#

Released on Aug 22nd 2021

  • Updated Fake Friends
    • Added option to add to friend list
    • Added option to hide
    • Added filter/search by (partial) name/scid
2.34.0

Version 2.34.0#

Released on Aug 17th 2021

  • Updated for GTA v2372.2
  • Added lobby host options:
    • Name Spoof [VIP]
    • SCID Spoof (Randomize) [VIP]
    • IP Spoof [VIP]
    • Host Token Counter Spoof [VIP]
  • Added attach cluster protection
  • Added vehicle throttler
  • Updated join timeout
  • Updated crash protection
  • Updated Fake Friends
    • Added stalk toggle per friend [VIP]
    • Added join timeout toggle per friend
    • Added show sc profile option
    • Removed save option (autosave on any change now)
  • Removed join timeout blacklist management (included in FakeFriends now)
2.33.1

Version 2.33.1#

Released on Aug 2nd 2021

  • Fixed SE protex crash
  • Fixed ini profile load/save/delete notification
  • Fixed notification shake anim causing notifications to disappear
2.33.0

Version 2.33.0#

Released on Aug 1st 2021

  • Added "track" wheel type
  • Added auto shop to business tp
  • Added IP Spoof detection
  • Added lobby mission launcher [VIP]
  • Added mission launch blocker
  • Added join redirect [VIP]
    • Redirect by SCID
    • Set SCID from Fake Friends
  • Added Services submenu
    • Moved freemode cooldowns to Services
    • Moved enable SecuroServ/MC to Services
    • Moved BST to Services
    • Moved deliver ammo/minigun to Services
    • Added request airstrike, heli backup, heli pickup
  • Fixed editor crash when detaching certain entities
  • Updated join timeout
  • Updated modded outfits & vehicles path logic
  • Updated ped filter (mission)
  • Updated objective tp
    • Added exotic exports dock
    • Added tuner heist prep supplies
    • Added tuner heist fleeca locations (A,B,C,D,E,F)
  • Updated supplies tp
    • Added tuner heist prep supplies
  • Updated heist remove camera filter
2.32.0

Version 2.32.0#

Released on July 20th 2021

  • Updated for v2372 (1.57 online)
  • Added new SCID spoof detection [VIP]
  • Added info window to fake friends
  • Added online status to fake friends [VIP]
  • Added fake friends watchdog (stalker) [VIP]
  • Added remove outfit restrictions
  • Fixed vehicle preview deadlock
  • Fixed model spoof invalid model notification duration
  • Updated admin detect by IP
  • Removed casino rig slot machines [VIP]
  • Removed set lobby weather/time
  • Removed custom (local) xenon color/intensity
2.31.0

Version 2.31.0#

Released on July 10th 2021

  • Added bro hug crash [VIP]
  • Added option to disable area local object modder detection
  • Updated crash dump
  • Updated crash protection
  • Updated async logger: double buffering
  • Updated area local object filter
  • Fixed rare incoming script event crash
  • Fixed script event log extra linefeed
  • Removed freemode crash log
  • Removed "Disable Sync Crash Type Mismatch 2"
2.30.1

Version 2.30.1#

Released on July 5th 2021

  • Fixed LUA PlayerFeat.feats
2.30.0

Version 2.30.0#

Released on July 4th 2021

  • Added option to anchor notification from top
  • Added text scale options to ESP
  • Added optional font param to scriptdraw.draw_text
  • Added "street" wheels to mobile LSC
  • Added ESP on self option
  • Added ped head blend submenu to outfitter
  • Added to head blend info to model changer's outfit saver
  • Added scid join option to join timeout
  • Added notifications to join timeout
  • Added option to LUA to disable write access for globals, locals and stats
  • Updated notification fade out animations to smooth out y clipping
  • Updated world coord projection logic
  • Updated ESP screen line logic to reduce inversion errors
  • Updated crash protection
  • Updated modder detection
  • Updated vehicle spawn preview
    • no respawns while menu is closed
    • preview turned invisible when menu is closed
    • preview removed on spawn
    • added option for respawn on out of range
  • Updated playerfeat.value and feat.value for value_str /w write access
  • Optimized bone ESP
  • Fixed "Enable Splash Screen" typo
  • Fixed input box default text max length
  • Fixed new ini profile not being loaded when one with the same name was deleted
  • Fixed bug in delete_feature when deleting a parent that still has children
  • Fixed mark as admin notification (removed ~s~)
  • Removed FW1 renderer; You can use the included ui_unicode archive to display a wide range of unicode characters
  • Removed crew kick and crew kick protection (patched by R*)
  • Removed scriptdraw.wdraw_text, utils.string_to_wstring, utils.wstring_to_string
  • Added LUA functions:
    #### void               set_text_right_justify(bool b)
    #### void               set_text_justification(int j)
    
    #### float              get_vehicle_estimated_max_speed(Vehicle veh)
    #### int|nil            get_vehicle_wheel_count(Vehicle veh)
    #### float|nil          get_vehicle_wheel_tire_radius(Vehicle veh, int idx)
    #### float|nil          get_vehicle_wheel_rim_radius(Vehicle veh, int idx)
    #### float|nil          get_vehicle_wheel_tire_width(Vehicle veh, int idx)
    #### float|nil          get_vehicle_wheel_rotation_speed(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_tire_radius(Vehicle veh, int idx, float v)
    #### bool               set_vehicle_wheel_rim_radius(Vehicle veh, int idx, float v)
    #### bool               set_vehicle_wheel_tire_width(Vehicle veh, int idx, float v)
    #### bool               set_vehicle_wheel_rotation_speed(Vehicle veh, int idx, float v)
    #### float|nil          get_vehicle_wheel_render_size(Vehicle veh)
    #### bool               set_vehicle_wheel_render_size(Vehicle veh, float size)
    #### float|nil          get_vehicle_wheel_render_width(Vehicle veh)
    #### bool               set_vehicle_wheel_render_width(Vehicle veh, float width)
    #### void               set_vehicle_tire_fixed(Vehicle veh, int idx)
    #### float|nil          get_vehicle_wheel_power(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_power(Vehicle veh, int idx, float v)
    #### float|nil          get_vehicle_wheel_health(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_health(Vehicle veh, int idx, float v)
    #### float|nil          get_vehicle_wheel_brake_pressure(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_brake_pressure(Vehicle veh, int idx, float v)
    #### float|nil          get_vehicle_wheel_traction_vector_length(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_traction_vector_length(Vehicle veh, int idx, float v)
    #### float|nil          get_vehicle_wheel_x_offset(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_x_offset(Vehicle veh, int idx, float v)
    #### float|nil          get_vehicle_wheel_y_rotation(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_y_rotation(Vehicle veh, int idx, float v)
    #### int                get_vehicle_wheel_flags(Vehicle veh, int idx)
    #### bool               set_vehicle_wheel_flags(Vehicle veh, int idx, int v)
    #### bool               set_vehicle_wheel_is_powered(Vehicle veh, int idx, int v)
    #### int|nil            get_vehicle_class(Vehicle veh)
    #### string|nil         get_vehicle_class_name(Vehicle veh)
    #### string|nil         get_vehicle_brand(Vehicle veh)
    #### string|nil         get_vehicle_model(Vehicle veh)
    #### string|nil         get_vehicle_brand_label(Vehicle veh)
    #### string|nil         get_vehicle_model_label(Vehicle veh)
    
    #### bool               delete_player_feature(uint32_t id)
    #### bool               is_trusted_mode_enabled()
    
    #### v2                 get_sprite_origin(uint32_t id)
    #### v2                 get_sprite_size(uint32_t id)
    #### v2                 get_text_size(string text, float|nil scale, int|nil font)
    
    #### [...]|nil          get_ped_head_blend_data(Ped ped)
    #### bool               set_ped_head_blend_data(Ped ped, int shape_first, int shape_second, int shape_third, int skin_first, int skin_second, int skin_third, float mix_shape, float mix_skin, float mix_third)
    #### float|nil          get_ped_face_feature(Ped ped, uint32_t id)
    #### bool               set_ped_face_feature(Ped ped, uint32_t id, float val)
    #### int|nil            get_ped_hair_color(Ped ped)
    #### int|nil            get_ped_hair_highlight_color(Ped ped)
    #### int|nil            get_ped_eye_color(Ped ped)
    #### bool               set_ped_hair_colors(Ped ped, int color, int highlight)
    #### bool               set_ped_eye_color(Ped ped, int color)
    #### bool               set_ped_head_overlay(Ped ped, uint32_t overlayID, int val, float opacity)
    #### int|nil            get_ped_head_overlay_value(Ped ped, uint32_t overlayID)
    #### float|nil          get_ped_head_overlay_opacity(Ped ped, uint32_t overlayID)
    #### bool               set_ped_head_overlay_color(Ped ped, uint32_t overlayID, int colorType, int color, int highlight)
    #### int|nil            get_ped_head_overlay_color_type(Ped ped, uint32_t overlayID)
    #### int|nil            get_ped_head_overlay_color(Ped ped, uint32_t overlayID)
    #### int|nil            get_ped_head_overlay_highlight_color(Ped ped, uint32_t overlayID)
    
    #### Object             create_world_object(Hash model, v3 pos, bool networked, bool dynamic)
    
    #### bool               is_model_a_world_object(Hash ulHash)
    
    #### float|nil          get_global_f(uint32_t i)
    #### int|nil            get_global_i(uint32_t i)
    #### bool               set_global_f(uint32_t i, float v)
    #### bool               set_global_i(uint32_t i, int v)
    #### float|nil          get_local_f(Hash script, uint32_t i)
    #### int|nil            get_local_i(Hash script, uint32_t i)
    #### bool               set_local_f(Hash script, uint32_t i, float v)
    #### bool               set_local_i(Hash script, uint32_t i, int v)
    
  • Updated UI:
    • Added separate fonts for UI elements, to reduce sprite scaling
    • Updated info overlay and business overlay text scaling to work with new fonts
    • Optimized menu bg rendering
    • Updated renderer layout/skin definitions to allow for better independent customization
    • Added layout/skin customization
    • Moved customized UI values to separate INI
    • Updated font customization (load as many fonts as you want)
    • Updated header customization (load as many headers as you want)
2.29.0

Version 2.29.0#

Released on June 20th 2021

  • Added LUA warning handler (writes to log)
  • Added ped spawn throttler
  • Added entity (ped) spam user input [VIP]
  • Added player model spoofer [VIP]
  • Added lobby bail/netsplit
  • Added chat spoof [VIP]
  • Added custom notification feed
  • Added enforce ASCII player names
  • Added log leaving players
  • Added super jump modder detection
  • Updated big vehicle limiter
  • Updated log joining players to log to player.log
  • Updated event loggers to log to script_event.log and net_event.log
  • Updated R* admin detection
  • Updated LUA player.add_modder_flag to return existing flag instead of 0 on duplicate
  • Updated LUA class type validation
  • Updated LUA print: now takes n args
  • Optimized text rendering
  • Optimized render queue memory allocations
  • Fixed player leave event misfire
  • Fixed stutter when a player joins
  • Fixed tp personal vehicle to me (missing request control)
  • Fixed ped bone esp crash
  • Fixed LUA value_str for PlayerFeat
  • Fixed LUA ui.get_label_text
  • Fixed LUA script handler coroutine cleanup on error
  • Fixed LUA v2 and v3 math meta functions (__add, __sub, __mul, __div)
  • Fixed LUA give_delayed_weapon_to_ped (BOOL->bool)
  • Removed (poor) scid spoof and scid 0 modder detection options (they're non-optional now)
  • Removed SCID 0 modder flag (now marked as SCID Spoof)
  • Removed ytd file for notification icon
  • Changes to LUA PlayerFeat class
    • Added properties: on, value, min, max, mod
    • Added function: void set_str_data(string[] data)
  • Changes to LUA IO:
    • Added extension validation to io.open
    • Added path validation to io.remove
    • Added path validation to util.get_all_files_in_directory, util.get_all_sub_directories_in_directory, util.file_exists, util.dir_exists, util.make_dir
  • Renamed LUA particle_fx to ptfx
  • Added LUA functions:
    #### int|nil        get_vehicle_current_gear(Vehicle veh)
    #### bool            set_vehicle_current_gear(Vehicle veh, int gear)
    #### int|nil        get_vehicle_next_gear(Vehicle veh)
    #### bool            set_vehicle_next_gear(Vehicle veh, int gear)
    #### int|nil        get_vehicle_max_gear(Vehicle veh)
    #### bool            set_vehicle_max_gear(Vehicle veh, int gear)
    #### float|nil        get_vehicle_gear_ratio(Vehicle veh, int gear)
    #### bool            set_vehicle_gear_ratio(Vehicle veh, int gear, float ratio)
    #### float|nil        get_vehicle_rpm(Vehicle veh)
    #### bool            get_vehicle_has_been_owned_by_player(Vehicle veh)
    #### bool            set_vehicle_has_been_owned_by_player(Vehicle veh, bool owned)
    #### float|nil        get_vehicle_steer_bias(Vehicle veh)
    #### bool            set_vehicle_steer_bias(Vehicle veh, float v)
    #### bool            get_vehicle_reduce_grip(Vehicle veh)
    #### bool            set_vehicle_reduce_grip(Vehicle veh, bool t)
    
    #### Ptfx            start_networked_ptfx_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
    #### bool            start_networked_ptfx_non_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
    #### Ptfx            start_networked_ptfx_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis)
    #### void            remove_named_ptfx_asset(string name)
    
    #### float            get_control_normal(int inputGroup, int control)
    #### bool            set_control_normal(int inputGroup, int control, float value)
    
    #### void            notify(string message, string|nil title, uint32_t|nil seconds, uint32_t|nil color)
    
2.28.0

Version 2.28.0#

Released on June 6th 2021

  • Added mass player interrupt [VIP]
  • Added send invite to org [VIP]
  • Added invite yourself to org [VIP]
  • Added village people 360 kick
  • Updated crash protection
  • Updated modder detection
  • Fixed saved vehicle s2w
  • Fixed saved outfit s2w
  • Removed sync crash 1 & 2
  • Moved Dismiss CEO and CEO Ban to Organization submenu
  • Updated LUA 5.4.3
  • Added LUA functions
    #### float               decor_get_float(Entity entity, string name)
    #### bool                decor_set_float(Entity entity, string name, float value)
    #### bool                decor_get_bool(Entity entity, string name)
    #### bool                decor_set_bool(Entity entity, string name, bool value)
    #### bool                decor_set_time(Entity entity, string name, int value)
    
    #### bool                task_play_anim(Ped ped, string dict, string anim, float speed, float speedMult, int duration, int flag, float playbackRate, bool lockX, bool lockY, bool lockZ)
    #### void                stop_anim_task(Ped ped, const char* dict, const char* anim, float a4)
    #### void                remove_anim_dict(string szName)
    #### void                remove_anim_set(string szName)
    
    #### int                 get_current_notification()
    #### void                remove_notification(int id)
    
  • Added LUA feature types

    Name Description
    value_f Toggle feature with float value
    slider Toggle feature with slider
    value_str Toggle feature with string values
    action_value_f Action feature with float value
    action_slider Action feature with slider
    action_value_str Action feature with string values
    autoaction_value_f Auto Action feature with float value
    autoaction_slider Auto Action feature with slider
    autoaction_value_str Auto Action feature with string values
  • Changes to LUA Feat class

    • Deprecated properties: value_i, min_i, max_i, mod_i
    • Added properties: value, min, max, mod
    • Added function: void set_str_data(string[] data)
2.27.0

Version 2.27.0#

Released on May 15th 2021

  • Added big vehicle protection/limiter
  • Updated crash protection
  • Updated modder detection
2.26.0

Version 2.26.0#

Released on May 9th 2021

  • Updated crash all
  • Updated crash protection
2.25.0

Version 2.25.0#

Released on Apr 18th 2021

  • Added Kult FM, Still Slipping and Music Locker
  • Fixed raw input for DELETE
  • Fixed input for NUM+ (now NUMPLUS)
  • Removed next radio station track
2.24.0

Version 2.24.0#

Released on Apr 11th 2021

  • Added Big Dick menu layout
  • Updated crash protection
  • Fixed raw input for L/R CONTROL/SHIFT/ALT and NUM/*-+.
2.23.0

Version 2.23.0#

Released on Mar 21st 2021

  • Re-added spoofer
2.22.0

Version 2.22.0#

Released on Mar 16th 2021

  • Updated for v2245 (1.54 online)
  • Disabled spoofer
  • Disabled network halt
2.21.0

Version 2.21.0#

Released on Mar 14th 2021

  • Added netcatalog "boost"
  • Updated crash protection
  • Removed internet money
2.20.0

Version 2.20.0#

Released on Feb 28th 2021

  • Updated crash protection
  • Updated internal logic to allow for pedless players
2.19.0

Version 2.19.0#

Released on Feb 21st 2021

  • Added SE Spam modder detection
  • Updated crash protection
2.18.0

Version 2.18.0#

Released on Feb 10th 2021

  • Updated for GTA 2215.0
2.17.0

Version 2.17.0#

Released on Feb 7th 2021

  • Added instant vehicle boost recharge
  • Added block all option to join timeout
  • Added Clear Entities In Radius
  • Added Clear Invisible Entities In Radius
  • Added Set Targeting Mode
  • Added Prevent Lock-On (Vehicle)
  • Added Block Spectate Detection
  • Added LUA functions
    #### int                get_player_host_token(Player player)
    #### int                get_player_host_priority(Player player)
    #### void                set_player_targeting_mode(int mode)
    
    #### bool                is_cutscene_active()
    #### bool                is_cutscene_playing()
    
    #### void                set_vehicle_can_be_locked_on(Vehicle veh, bool toggle, bool skipSomeCheck)
    
  • Updated crash protection
  • Updated cage protection
  • Disabled crash dump by default (CRASH_DUMP=1 under [Version] in ini to turn it on)
2.16.0

Version 2.16.0#

Released on Jan 31st 2021

  • Added player rotation net sync spoof
  • Added host token to player info window
  • Added host priority to player info window
  • Added force script host [VIP]
  • Added altered host token modder detection
  • Added join timeout
    • Altered Host Token
    • Poor SCID Spoof
    • SCID Blacklist
  • Added host token to spoofer [VIP]
  • Fixed SCID joiner when joining someone with spoofed scid
2.15.0

Version 2.15.0#

Released on Jan 24th 2021

  • Added "shoot" option to remove guard (casino/perico heist)
  • Added collectable pickup protex
  • Added option to disable sync crash "Sync type mismatch 2" modder detection
  • Updated objective teleport blips
  • Updated modder detection
  • Updated crash protection
  • Fixed FW1 crash on unload
  • Fixed menu position init when using legacy or classic style
  • Fixed bool stat set on unload
  • Fixed spoofer x offset for selected window
  • Fixed crash on inject due to bad std::vector memmove (thanks mikeysoft)
  • Removed suspicious activity modder detection
  • LUA changes:
    • Removed rawset
    • Removed rawget
    • Fixed set_heli_blades_full_speed
2.14.0

Version 2.14.0#

Released on Jan 3rd 2021

  • Added unlock all doors (perico heist)
  • Updated crash protection
  • Updated objective teleport blips
  • Updated hooking lib
  • Fixed unloading not freeing memory
  • Fixed casino heist loot bot
  • Fixed LUA event handler registration in autoexec
  • Fixed OTR
2.13.0

Version 2.13.0#

Released on Dec 24th 2020

  • Removed force join (Patched by R*)
  • Removed force join protection
2.12.0

Version 2.12.0#

Released on Dec 23rd 2020

  • Added crash/crash all options back [VIP]
  • Added notify when player spectates me
  • Added R* Dev to spoofer [VIP]
  • Added crew kick [VIP]
  • Addec crew kick protection
  • Added find bolt cutters / grappling hooks / clothees (perico heist)
  • Added option to kill security guard instead of remove (casino/perico heist)
  • Updated crash protection
  • Updated spectator entry in player info window
  • Updated mobile base teleport blips
  • Updated objective teleport blips
  • Updated remove cameras (casino/perico heist)
  • Fixed spoofer crash when using '%'
  • Removed 2B recovery option
  • Added LUA functions:
    #### Entity|nil            get_entity_player_is_spectating(Player player)
    #### Player|nil            get_player_player_is_spectating(Player player)
    #### bool                  send_chat_message(string msg, bool teamOnly)
    
2.11.0

Version 2.11.0#

Released on Dec 19th 2020

  • Added force join protection
  • Added force join (fake friends / input) [VIP]
  • Added 2B recovery option [VIP]
  • New SCID joiner implementation [VIP]
2.10.1

Version 2.10.1#

Released on Dec 17th 2020

  • Fixed SEP
  • Fixed IPL crashing
  • Fixed no-recoil
  • Fixed LUA stat_get_int
2.10.0

Version 2.10.0#

Released on Dec 15th 2020

  • Updated for new GTAO patch
  • Removed (non-sync) crash and crash all options (patched by R*)
2.9.0

Version 2.9.0#

Released on Dec 13th 2020

  • Added new internet money method
2.8.0

Version 2.8.0#

Released on Dec 12th 2020

  • Added Crew Tag Spoofer [VIP]
  • Updated crash protection
  • Added vehicle rotation spoof
  • Added vehicle position spoof
  • Disabled money recovery features
  • LUA changes:
    • Replaced require with Proddy's custom require function
    • Removed io.popen
2.7.0

Version 2.7.0#

Released on Dec 6th 2020

  • Added new crash [VIP]
  • Added "suspicious activity" modder detection
  • Fixed SCID spoofer [VIP]
  • Added modder detection whitelist (friends/player)
  • LUA changes:
    • Removed os table entries:
      • execute
      • rename
      • remove
      • exit
      • setlocale
    • Removed package table entries:
      • loadlib
    • Changes to io table:
      • Restricted io.open to "PopstarDevs\2TakeMenu" roaming appdata directory
      • Added io.remove (restricted to "PopstarDevs\2TakeMenu" roaming appdata directory)
2.6.0

Version 2.6.0#

Released on Nov 29th 2020

  • Added fill (remote) net pools (entity spam) [VIP]
  • Added send player interrupt [VIP]
  • Added player interrupt protection
  • Added block global broadcast from player/modders
  • Added LUA functions
    #### bool                set_blip_as_mission_creator_blip(Blip blip, bool toggle)
    #### bool                is_mission_creator_blip(Blip blip)
    #### Blip                add_blip_for_radius(v3 pos, float radius)
    #### Blip                add_blip_for_pickup(Pickup pickup)
    #### Blip                add_blip_for_coord(v3 pos)
    #### void                set_blip_coord(Blip blip, v3 coord)
    #### v3                  get_blip_coord(Blip blip)
    #### bool                remove_blip(Blip blip)
    #### void                set_blip_route(Blip blip, bool toggle)
    #### void                set_blip_route_color(Blip blip, int32_t color)
    
2.5.0

Version 2.5.0#

Released on Oct 11th 2020

  • Reimplemented biker businesses in business manager [VIP]
  • LUA:
    • Added %appdata%\PopstarDevs\2Take1Menu\scripts\lib\?.dll to package.cpath
    • Added %appdata%\PopstarDevs\2Take1Menu\scripts\lib\?.lua in package.path
    • Added functions:
          #### bool                shoot_single_bullet_between_coords(v3 start, v3 end, int32_t damage, Hash weapon, Ped owner, bool audible, bool invisible, float speed)
      
          #### int                get_entity_bone_index_by_name(Entity entity, string name)
      
          #### int32_t            get_vehicle_headlight_color(Vehicle v)
          #### bool                set_vehicle_headlight_color(Vehicle v, int32_t color)
          #### void                set_heli_blades_full_speed(Vehicle v)
          #### void                set_heli_blades_speed(Vehicle v, float speed)
      
          #### string|nil            get_friend_index_name(uint32_t index)
          #### bool                is_friend_index_online(uint32_t index)
          #### bool                is_scid_friend(uint32_t scid)
      
          #### void                set_vehicle_parachute_active(Vehicle v, bool toggle)
          #### bool                does_vehicle_have_parachute(Vehicle v)
          #### bool                can_vehicle_parachute_be_activated(Vehicle v)
      
          #### int32_t|nil        stat_get_int(Hash hash, int unk0)
          #### float|nil            stat_get_float(Hash hash, int unk0)
          #### bool|nil            stat_get_bool(Hash hash, int unk0)
          #### bool                stat_set_int(Hash hash, int32_t value, bool save)
          #### bool                stat_set_float(Hash hash, float value, bool save)
          #### bool                stat_set_bool(Hash hash, bool value, bool save)
      
  • Added event hooks instructions/warning
  • Added new crash [VIP]
  • Updated crash protection
2.4.2

Version 2.4.2#

Released on Sep 10th 2020

  • Removed biker businesses from business manager
2.4.1

Version 2.4.1#

Released on Sep 9th 2020

  • Updated for 1.52
2.4.0

Version 2.4.0#

Released on Sep 8th 2020

  • Added Casino Chip Recovery [VIP]
    • Add 5M Chips
    • Add 2.5M Chips (Looped/Toggle)
    • Sell Chips (10M - 100M)
  • Added Business Manager [VIP]
  • Added LUA functions
    #### Hash                network_hash_from_player(Player player)
    
  • (Re-) Added (improved) no weapon spinup
  • Removed modder detection from clone protection
  • Fixed empty input crash
  • Fixed ped.create_group()
  • Updated net sync protection
  • Updated crash protection
2.3.2

Version 2.3.2#

Released on Aug 16th 2020

  • Fixed is_ped_shooting (also fixed mass gravity gun)
  • Fixed ped clone stuffs
  • Fixed entity cleanup crash when deleting attached clones
  • Fixed false positive net sync crash when spawning certain vehicles
  • Fixed LUA event hooks
2.3.1

Version 2.3.1#

Released on August 13th 2020

  • Fixed vehicle despawn
  • Fixed enable securoserv/mc
  • Disabled scid spoofer
  • Fixed SEP
  • Fixed missing pattern after launcher update
2.3.0

Version 2.3.0#

Released on August 11th 2020

  • Updated for GTA Online v1.51
  • Added missing v2::__tostring to LUA
  • LUA event listeners always create a new thread (except the Exit event)
  • Fixed d3d flickering
  • Fixed ped group logic
  • Fixed ped config logic
  • Updated net sync protections
  • Updated crash protections
  • Added net sync crash [VIP]
  • Added LUA functions
    #### Group                create_group()
    #### void                remove_group(Group group)
    #### void                set_ped_as_group_leader(Ped ped, Group group)
    #### void                remove_ped_from_group(Ped ped)
    #### bool                is_ped_group_member(Ped ped, Group group)
    #### bool                set_group_formation_spacing(Group group, float a2, float a3, float a4)
    #### bool                reset_group_formation_default_spacing(Group group)
    #### void                set_ped_never_leaves_group(Ped ped, bool toggle)
    #### bool                does_group_exist(Group group)
    #### bool                is_ped_in_group(Ped ped)
    #### void                set_create_random_cops(bool t)
    #### bool                can_create_random_cops()
    #### bool                is_ped_swimming(Ped ped)
    #### bool                is_ped_swimming_underwater(Ped ped)
    #### void                clear_relationship_between_groups(Hash group1, Hash group2)
    #### void                set_relationship_between_groups(int relation, Hash group1, Hash group2)
    
    #### bool                has_scaleform_movie_loaded(Any scaleform)
    #### void                set_scaleform_movie_as_no_longer_needed(Any scaleform)
    
    #### bool                is_player_valid(Player player)
    
2.2.1

Version 2.2.1#

Released on July 5th 2020

  • Fixed LUA add_feature param defaulting for a3 and a4
2.2.0

Version 2.2.0#

Released on July 5th 2020

  • New version scheme
  • Fixed getting kicked from heist due to scid spoofing
  • Fixed LUA feat.hidden setter
  • Added entity pools to the info overlay
  • Fixed get_all_peds/vehicles/objects/pickups LUA functions
  • LUA stack trace
  • Added LUA MenuKey class
  • Updated info overlay rendering method
  • Added right align option to info overlay
  • Added auto refill ammo
  • Updated net sync protections
  • Fixed bug when backing out of spoofer sub menu after deleting a profile
  • Added two (cooperative-) threading modes
  • Added ability to set renderer from settings menu
  • Permanent bunker research unlocks
  • Added PlayerJoinEvent
  • Added PlayerLeaveEvent
  • Added ScriptEvent
  • Fixed ini profile notifications
  • Added LUA feat id recycling
  • Implemented LUA native coroutines and deprecated Feat.threaded (all features can use system.wait now)
  • Improved LUA print function
  • Added __tostring function to v3, Regex and RegexResult
  • Added LUA functions
    #### string             get_version()
    #### PlayerFeat         add_player_feature(string name, string type, integer parent, function script_handler)
    #### PlayerFeat         get_player_feature(uint32_t i)
    #### bool               is_threading_mode(int mode)
    #### Thread             create_thread(function callback, * context)
    #### bool               has_thread_finished(Thread id)
    #### bool               delete_thread(Thread id)
    
    #### int                str_to_vk(string keyName)
    #### wstring            string_to_wstring(string str)
    #### string             wstring_to_string(wstring str)
    #### vector<string>     get_all_files_in_directory(string path, string extension)
    #### vector<string>     get_all_sub_directories_in_directory(string path)
    #### bool               file_exists(string path)
    #### bool               dir_exists(string path)
    #### string             get_appdata_path(string dir, string file)
    #### string             from_clipboard()
    #### void               to_clipboard(string str)
    #### int                time()
    #### int                time_ms()
    #### vector<uint64_t>   str_to_vecu64(string str)
    #### string             vecu64_to_str(vector<uint64_t> vec)
    
    #### void               draw_text(string text, v2 pos, v2 size, float scale, uint32_t color, uint32_t flags)
    #### void               wdraw_text(wstring text, v2 pos, v2 size, float scale, uint32_t color, uint32_t flags)
    #### uint32_t           register_sprite(string path)
    #### void               draw_sprite(uint32_t id, v2 pos, float scale, float rot, uint32_t color)
    #### void               draw_line(v2 start, v2 end, uint32_t size, uint32_t color)
    #### void               draw_rect(v2 pos, v2 size, uint32_t color)
    #### float              pos_pixel_to_rel_x(float in)
    #### float              pos_pixel_to_rel_y(float in)
    #### float              pos_rel_to_pixel_x(float in)
    #### float              pos_rel_to_pixel_y(float in)
    #### float              size_pixel_to_rel_x(float in)
    #### float              size_pixel_to_rel_y(float in)
    #### float              size_rel_to_pixel_x(float in)
    #### float              size_rel_to_pixel_y(float in)
    
    #### void               set_waypoint_off()
    
    #### void               set_entity_lights(Entity entity, bool toggle)
    #### void               set_entity_max_speed(Entity entity, float speed)
    #### float              get_entity_pitch(Entity entity)
    #### float              get_entity_roll(Entity e)
    #### v3                 get_entity_physics_rotation(Entity e)
    #### float              get_entity_physics_heading(Entity e)
    #### float              get_entity_physics_pitch(Entity e)
    #### float              get_entity_physics_roll(Entity e)
    #### bool               does_entity_have_physics(Entity entity)
    #### v3                 get_entity_rotation_velocity(Entity entity)
    #### float              get_entity_submerged_level(Entity entity)
    #### int32_t            get_entity_population_type(Entity entity)
    #### bool               is_entity_static(Entity entity)
    #### bool               is_entity_in_zone(Entity entity, string zone)
    #### bool               is_entity_upright(Entity entity, float angle)
    #### bool               is_entity_upside_down(Entity entity)
    #### bool               has_entity_been_damaged_by_any_object(Entity entity)
    #### bool               has_entity_been_damaged_by_any_vehicle(Entity entity)
    #### bool               has_entity_been_damaged_by_any_ped(Entity entity)
    #### bool               has_entity_been_damaged_by_entity(Entity e1, Entity e2)
    #### bool               does_entity_have_drawable(Entity entity)
    #### bool               has_entity_collided_with_anything(Entity entity)
    #### Entity             get_entity_entity_has_collided_with(Entity entity)
    
    #### void               modify_vehicle_top_speed(Vehicle veh, float f)
    #### void               set_vehicle_engine_torque_multiplier_this_frame(Vehicle veh, float f)
    
    #### float              get_waves_intensity()
    #### void               set_waves_intensity(float intensity)
    #### void               reset_waves_intensity()
    
    #### void               set_cloud_hat_opacity(float opacity)
    #### float              get_cloud_hat_opacity()
    #### void               preload_cloud_hat(const char* szName)
    #### void               clear_cloud_hat()
    #### void               load_cloud_hat(const char* szName, float transitionTime)
    #### void               unload_cloud_hat(const char* szName, float a2)
    
    #### Any                request_scaleform_movie(string szName)
    #### bool               begin_scaleform_movie_method(Any scaleform, string szMethod)
    #### void               scaleform_movie_method_add_param_texture_name_string(string val)
    #### void               scaleform_movie_method_add_param_int(int32_t val)
    #### void               scaleform_movie_method_add_param_float(float val)
    #### void               scaleform_movie_method_add_param_bool(bool val)
    #### void               draw_scaleform_movie_fullscreen(Any scaleform, int r, int g, int b, int a, int a6)
    #### void               draw_scaleform_movie(Any scaleform, float x, float y, float w, float h, int r, int g, int b, int a, int a10)
    #### void               end_scaleform_movie_method()
    #### void               draw_marker(Any type, v3 pos, v3 dir, v3 rot, v3 scale, int red, int green, int blue, int alpha, bool bobUpAndDown, bool faceCam, int a12, bool rotate, string|nil textureDict, string|nil textureName, bool drawOntEnts)
    #### Any                create_checkpoint(Any type, v3 thisPos, v3 nextPos, float radius, int red, int green, int blue, int alpha, int reserved)
    #### void               set_checkpoint_icon_height(Any checkpoint, float height)
    #### void               set_checkpoint_cylinder_height(Any checkpoint, float nearHeight, float farHeight, float radius)
    #### void               set_checkpoint_rgba(Any checkpoint, int r, int g, int b, int a)
    #### void               set_checkpoint_icon_rgba(Any checkpoint, int r, int g, int b, int a)
    #### void               delete_checkpoint(Any checkpoint)
    
    #### bool               is_model_a_bike(Hash ulHash)
    #### bool               is_model_a_car(Hash ulHash)
    #### bool               is_model_a_bicycle(Hash ulHash)
    #### bool               is_model_a_quad(Hash ulHash)
    #### bool               is_model_a_boat(Hash ulHash)
    #### bool               is_model_a_train(Hash ulHash)
    #### bool               is_model_an_object(Hash ulHash)
    #### bool               is_model_a_ped(Hash ulHash)
    
    #### bool, float        get_ground_z(v3 pos)
    #### uint64_t           get_frame_count()
    #### float              get_frame_time()
    
    #### void               task_vehicle_drive_to_coord_longrange(Ped ped, Vehicle vehicle, v3 pos, float speed, int mode, float stopRange)
    #### void               task_shoot_at_entity(Entity entity, Entity target, int duration, Hash firingPattern)
    #### void               task_vehicle_escort(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int a8, float noRoadsDistance)
    #### void               task_vehicle_follow(Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance)
    #### void               task_vehicle_drive_to_coord(Ped ped, Vehicle vehicle, v3 coord, float speed, int a5, Hash vehicleModel, int driveMode, float stopRange, float a9)
    #### void               task_vehicle_shoot_at_coord(Ped ped, v3 coord, float a3)
    #### void               task_vehicle_shoot_at_ped(Ped ped, Ped target, float a3)
    #### void               task_vehicle_aim_at_coord(Ped ped, v3 coord)
    #### void               task_vehicle_aim_at_ped(Ped ped, Ped target)
    #### void               task_stay_in_cover(Ped ped)
    #### void               task_go_to_coord_while_aiming_at_coord(Ped ped, v3 gotoCoord, v3 aimCoord, float moveSpeed, bool a5, float a6, float a7, bool a8, Any flags, bool a10, Hash firingPattern)
    #### void               task_go_to_coord_while_aiming_at_entity(Ped ped, v3 gotoCoord, Entity target, float moveSpeed, bool a5, float a6, float a7, bool a8, Any flags, bool a10, Hash firingPattern)
    #### void               task_go_to_entity_while_aming_at_coord(Ped ped, Entity gotoEntity, v3 aimCoord, float a4, bool shoot, float a6, float a7, bool a8, bool a9, Hash firingPattern)
    #### void               task_go_to_entity_while_aiming_at_entity(Ped ped, Entity gotoEntity, Entity target, float a4, bool shoot, float a6, float a7, bool a8, bool a9, Hash firingPattern)
    #### void               task_open_vehicle_door(Ped ped, Vehicle vehicle, int timeOut, int doorIndex, float speed)
    #### void               task_enter_vehicle(Ped ped, Vehicle vehicle, int timeout, int seat, float speed, uint32_t flag, Any p6)
    #### void               task_leave_vehicle(Ped ped, Vehicle vehicle, uint32_t flag)
    #### void               task_sky_dive(Ped ped, bool a2)
    #### void               task_parachute(Ped ped, bool a2, bool a3)
    #### void               task_parachute_to_target(Ped ped, v3 coord)
    #### void               set_parachute_task_target(Ped ped, v3 coord)
    #### void               set_parachute_task_thrust(Ped ped, float thrust)
    #### void               task_rappel_from_heli(Ped ped, float a2)
    #### void               task_vehicle_chase(Ped driver, Entity target)
    #### void               set_task_vehicle_chase_behaviour_flag(Ped ped, int flag, bool set)
    #### void               set_task_vehicle_chase_ideal_persuit_distance(Ped ped, float dist)
    #### void               task_shoot_gun_at_coord(Ped ped, v3 coord, int duration, Hash firingPattern)
    #### void               task_aim_gun_at_coord(Ped ped, v3 coord, int time, bool a4, bool a5)
    #### void               task_turn_ped_to_face_entity(Ped ped, Entity entity, int duration)
    #### void               task_aim_gun_at_entity(Ped ped, Entity entity, int duration, bool a4)
    #### bool               is_task_active(Ped ped, Any taskId)
    
    #### bool hit, v3 hitPos, v3 hitSurf, Hash hitMat, Entity hitEnt    raycast(v3 start, v3 end, int intersect, Entity ignore)
    
    #### v2
        @property   float       x
        @property   float       y
    
        @constructor    v2()
        @constructor    v2(float)
        @constructor    v2(float, float)
    
        @method v2      __add(v2|v3|float)
        @method v2      __sub(v2|v3|float)
        @method v2      __mul(v2|v3|float)
        @method v2      __div(v2|v3|float)
        @method bool    __eq(v2)
        @method bool    __lt(v2)
        @method bool    __le(v2)
        @method float   magnitude(v2|nil)
    
    
    
    #### v3
        @property   float       x
        @property   float       y
        @property   float       z
    
        @constructor    v3()
        @constructor    v3(float)
        @constructor    v3(float, float, float)
    
        @method v3      __add(v2|v3|float)
        @method v3      __sub(v2|v3|float)
        @method v3      __mul(v2|v3|float)
        @method v3      __div(v2|v3|float)
        @method bool    __eq(v3)
        @method bool    __lt(v3)
        @method bool    __le(v3)
        @method float   magnitude(v3|nil)
        @method void    transformRotToDir()
        @method void    radToDeg()
        @method void    degToRad()
    
  • Updated LUA functions
    #### bool, v3           get_ped_bone_coords(Ped ped, Hash boneId, v3 offset)
    #### bool, v3           get_ped_last_weapon_impact(Ped ped)
    #### bool               set_ped_config_flag(Ped ped, int flag, uint8_t value)
    
    #### bool, v3           get_entity_offset_from_coords(Entity lEntity, v3 coords)
    #### bool, v3           get_entity_offset_from_entity(Entity lEntity, Entity lEntity2)
    #### void               set_entity_as_mission_entity(Entity entity, bool toggle, bool unk)
    
    #### Any                get_interior_at_coords_with_type(const v3 coords, string interiorType)
    
  • Deprecated LUA functions
    #### vector<Entity>     get_all_entities()
    
2.1.8

Version 2.1.8#

Released on June 14th 2020

  • Added drive by with two handed weapons
  • Added drive by from any automobile
  • Added 3 input methods (Win KeyState, Win KeyboardState and Raw)
  • Added missing options to rig lucky wheel
  • Fixed menu colors, esp colors and input method not properly loading when a profile gets loaded
  • Improved weapon attachments management
  • Fixed refill ammo for (some) mk2 guns
  • Updated give player wanted
  • Included burst tires options with standard
  • Added dynamic weapon pools
  • Added weapon loadout [VIP]
  • Added dynamic vehicle pools
  • Added LUA functions
    #### void               task_start_scenario_in_place(Ped ped, string name, int unkDelay, bool playEnterAnim);
    #### void               task_start_scenario_at_position(Ped ped, string name, v3 coord, float heading, int duration, bool sittingScenario, bool teleport);
    #### void               task_stand_guard(Ped ped, v3 coord, float heading, string name);
    #### void               play_anim_on_running_scenario(Ped ped, string dict, string name);
    #### bool               does_scenario_group_exist(string name);
    #### bool               is_scenario_group_enabled(string name);
    #### bool               set_scenario_group_enabled(string name, bool b);
    #### void               reset_scenario_groups_enabled();
    #### bool               set_exclusive_scenario_group(string name);
    #### bool               reset_exclusive_scenario_group();
    #### bool               is_scenario_type_enabled(string name);
    #### bool               set_scenario_type_enabled(string name, bool b);
    #### void               reset_scenario_types_enabled();
    #### bool               is_ped_active_in_scenario(Ped ped);
    
    #### void               set_vehicle_density_multipliers_this_frame(float mult)
    #### void               set_random_vehicle_density_multiplier_this_frame(float mult)
    #### void               set_parked_vehicle_density_multiplier_this_frame(float mult)
    #### void               set_ambient_vehicle_range_multiplier_this_frame(float mult)
    #### bool               is_vehicle_rocket_boost_active(Vehicle veh)
    #### void               set_vehicle_rocket_boost_active(Vehicle veh, bool toggle)
    #### void               set_vehicle_rocket_boost_percentage(Vehicle veh, float percentage)
    #### void               set_vehicle_rocket_boost_refill_time(Vehicle veh, float refillTime)
    #### void               control_landing_gear(Vehicle veh, int32_t state)
    #### int32_t            get_landing_gear_state(Vehicle veh)
    #### int32_t            get_vehicle_livery(Vehicle veh)
    #### bool               set_vehicle_livery(Vehicle veh, int32_t index)
    #### bool               is_vehicle_stopped(Vehicle veh)
    #### int32_t            get_vehicle_number_of_passengers(Vehicle veh)
    #### int32_t            get_vehicle_max_number_of_passengers(Vehicle veh)
    #### int32_t            get_vehicle_model_number_of_seats(Hash modelHash)
    #### int32_t            get_vehicle_livery_count(Vehicle veh)
    #### int32_t            get_vehicle_roof_livery_count(Vehicle veh)
    #### bool               is_vehicle_model(Vehicle veh, Hash model)
    #### bool               is_vehicle_stuck_on_roof(Vehicle veh)
    #### void               set_vehicle_doors_locked_for_player(Vehicle veh, Player player, bool toggle)
    #### bool               get_vehicle_doors_locked_for_player(Vehicle veh, Player player)
    #### void               set_vehicle_doors_locked_for_all_players(Vehicle veh, bool toggle)
    #### void               set_vehicle_doors_locked_for_non_script_players(Vehicle veh, bool toggle)
    #### void               set_vehicle_doors_locked_for_team(Vehicle veh, int32_t team, bool toggle)
    #### void               explode_vehicle(Vehicle veh, bool isAudible, bool isInvisible)
    #### void               set_vehicle_out_of_control(Vehicle veh, bool killDriver, bool explodeOnImpact)
    #### void               set_vehicle_timed_explosion(Vehicle veh, Ped ped, bool toggle)
    #### void               add_vehicle_phone_explosive_device(Vehicle veh)
    #### bool               has_vehicle_phone_explosive_device()
    #### void               detonate_vehicle_phone_explosive_device()
    #### void               set_taxi_lights(Vehicle veh, bool state)
    #### bool               is_taxi_light_on(Vehicle veh)
    #### bool               set_vehicle_colors(Vehicle veh, int32_t primary, int32_t secondary)
    #### bool               set_vehicle_extra_colors(Vehicle veh, int32_t pearl, int32_t wheel)
    #### int32_t            get_vehicle_primary_color(Vehicle veh)
    #### int32_t            get_vehicle_secondary_color(Vehicle veh)
    #### int32_t            get_vehicle_pearlecent_color(Vehicle veh)
    #### int32_t            get_vehicle_wheel_color(Vehicle veh)
    #### bool               set_vehicle_fullbeam(Vehicle veh, bool toggle)
    #### void               set_vehicle_custom_primary_colour(Vehicle veh, uint32_t color)
    #### uint32_t           get_vehicle_custom_primary_colour(Vehicle veh)
    #### void               clear_vehicle_custom_primary_colour(Vehicle veh)
    #### bool               is_vehicle_primary_colour_custom(Vehicle veh)
    #### void               set_vehicle_custom_secondary_colour(Vehicle veh, uint32_t color)
    #### uint32_t           get_vehicle_custom_secondary_colour(Vehicle veh)
    #### void               clear_vehicle_custom_secondary_colour(Vehicle veh)
    #### bool               is_vehicle_secondary_colour_custom(Vehicle veh)
    #### void               set_vehicle_custom_pearlescent_colour(Vehicle veh, uint32_t color)
    #### uint32_t           get_vehicle_custom_pearlescent_colour(Vehicle veh)
    #### void               set_vehicle_custom_wheel_colour(Vehicle veh, uint32_t color)
    #### uint32_t           get_vehicle_custom_wheel_colour(Vehicle veh)
    #### string             get_livery_name(Vehicle veh, int32_t livery)
    #### void               set_vehicle_window_tint(Vehicle veh, int32_t t)
    #### int32_t            get_vehicle_window_tint(Vehicle veh)
    #### vector<Hash>       get_all_vehicle_model_hashes()
    #### vector<Vehicle>    get_all_vehicles()
    
    #### void               set_ped_density_multiplier_this_frame(float mult)
    #### void               set_scenario_ped_density_multiplier_this_frame(float m1, float m2)
    #### vector<Ped>        get_all_peds()
    
    #### vector<Object>     get_all_objects()
    #### vector<Pickup>     get_all_pickups()
    
    #### vector<Entity>     get_all_entities()
    
    #### int                register_net_event_hook(function callback)
    #### bool               remove_net_event_hook(int id)
    
    #### void               remove_weapon_component_from_ped(Ped ped, Hash weapon, Hash component)
    #### bool               has_ped_got_weapon_component(Ped ped, Hash weapon, Hash component)
    #### Hash               get_ped_ammo_type_from_weapon(Ped ped, Hash weapon)
    #### void               set_ped_ammo_by_type(Ped ped, Hash type, uint32_t amount)
    #### bool               has_ped_got_weapon(Ped ped, Hash weapon)
    #### vector<Hash>       get_all_weapon_hashes()
    #### string             get_weapon_name(Hash weapon)
    #### int                get_weapon_weapon_wheel_slot(Hash weapon)
    #### Hash               get_weapon_model(Hash weapon)
    #### Hash               get_weapon_audio_item(Hash weapon)
    #### Hash               get_weapon_slot(Hash weapon)
    #### int                get_weapon_ammo_type(Hash weapon)
    #### Hash               get_weapon_weapon_group(Hash weapon)
    #### Hash               get_weapon_weapon_type(Hash weapon)
    #### Hash               get_weapon_pickup(Hash weapon)
    
    #### bool           is_hud_component_active(int32_t componentId)
    #### void           show_hud_component_this_frame(int32_t componentId)
    
    #### bool           has_control_of_entity(Entity entity)
    #### void           network_session_kick_player(Player player)
    #### bool           is_friend_online(string name)
    #### bool           is_friend_in_multiplayer(string name)
    #### uint32_t       get_friend_scid(string name)
    #### uint32_t       get_friend_count()
    #### uint32_t       get_max_friends()
    
    #### float          get_entity_speed(Entity entity)
    
    #### void           task_follow_to_offset_of_entity(Ped ped, Entity entity, v3 offset, float speed, int timeout, float stopRange, bool persistFollowing)
    
    #### void           request_named_ptfx_asset(string asset)
    #### bool           has_named_ptfx_asset_loaded(string asset)
    #### void           set_next_ptfx_asset(string asset)
    #### void           set_next_ptfx_asset_by_hash(Hash hash)
    #### Ptfx           start_ptfx_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
    #### bool           start_ptfx_non_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
    #### void           remove_ptfx_from_entity(Entity)
    #### bool           does_looped_ptfx_exist(Ptfx ptfx)
    #### Ptfx           start_particle_fx_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis, bool a8)
    #### bool           start_particle_fx_non_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis)
    #### bool           start_networked_particle_fx_non_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis)
    #### void           remove_particle_fx(Ptfx ptfx, bool a2)
    #### void           remove_particle_fx_in_range(v3 pos, float range)
    #### void           set_particle_fx_looped_offsets(Ptfx ptfx, v3 pos, v3 rot)
    #### void           set_particle_fx_looped_evolution(Ptfx ptfx, string propertyName, float amount, bool a4)
    #### void           set_particle_fx_looped_color(Ptfx ptfx, float r, float b, float g, bool a5)
    #### void           set_particle_fx_looped_alpha(Ptfx ptfx, float a)
    #### void           set_particle_fx_looped_scale(Ptfx ptfx, float scale)
    #### void           set_particle_fx_looped_far_clip_dist(Ptfx ptfx, float dist)
    #### void           enable_clown_blood_vfx(bool toggle)
    #### void           enable_alien_blood_vfx(bool toggle)
    #### void           animpostfx_play(Hash effect, int32_t duration, bool looped)
    #### void           animpostfx_stop(Hash effect)
    #### bool           animpostfx_is_running(Hash effect)
    #### void           animpostfx_stop_all()
    
  • Deprecated LUA functions
    #### bool           set_vehicle_color(Vehicle v, BYTE p, BYTE s, BYTE pearl, BYTE wheel)
    
2.1.7

Version 2.1.7#

Released on May 31st 2020

  • Added net event hooks master switch
  • LUA Autoexec after reset state
  • Added readonly stats to stats editor
  • Added trap player in stunt tube [VIP]
  • Added aimbot exclude friends
  • Added triggerbot exclude friends
  • Excluded peds in the player's ped group from triggerbot
  • Fixed set lobby time
  • Updated crash protection
  • Updated noclip to be framerate independent
  • Fixed controller support in interiors
  • Disable some native inputs when menu is opened by controller
  • Added player model change protection
  • Added money drop protection
  • Added block objects/peds/vehicles/pickups from modders/player

  • Added LUA function

    #### bool        set_vehicle_mod_kit_type(Vehicle vehicle, int type)
    #### bool         unset_player_as_modder(Player player, uint64_t flags)
    #### int        get_player_modder_flags(Player player)
    #### string        get_modder_flag_text(int flag)
    #### int        get_modder_flag_ends()
    #### int        add_modder_flag(string text)
    

  • Changed LUA function

    #### void        set_player_as_modder(Player player, int flags)
    #### bool         is_player_modder(Player player, uint64_t mask)
    

  • Fixed menu not backing out of player sub-menus after a player leaves

  • Added owner text to editor mode
  • Added cage protection
  • Updated modder detection
  • Added modder detection reason flags to player info window
  • Added kill all passive players [VIP]
  • Added Y player flag (YOU)
  • Added delete option to ini profiles
  • Added casino (slots) instructions [VIP]
  • Added auto play casino slots [VIP]
  • Updated entity cleanup
  • Added glitch player vehicle [VIP]
  • Added trap player in invisible cage {VIP]
  • Added trap player in invisible stunt tube [VIP]
  • Added looped 5M money [VIP]
2.1.6

Version 2.1.6#

Released on May 16th 2020

  • Updated launcher
  • Fixed set_entity_gravity crash
  • Automatic lua53.dll injection
  • Fixed out of bounds active feature
  • Epic Games Store support
2.1.5.1

Version 2.1.5.1#

Released on May 10th 2020

  • Fixed crashes on chat msg for standard version
2.1.5

Version 2.1.5#

Released on May 10th 2020

  • Fixed LUA handler pushing by writing to on or calling toggle()
  • Added LUA events
    ### ExitEvent
    ### ChatEvent
    
  • Fixed LUA system.wait crash for non-threaded script handlers
  • Added LUA feat.name
  • Added LUA package.path set by default to the 2Take1 scripts dir
  • Fixed LUA vehicle.set_vehicle_number_plate_text
  • Added LUA autoexec
  • Updated launcher
  • Updated prep
  • Added chat commands
  • Added LUA Regex
  • Fixed object attach protex
  • Added LUA debug console
  • Increased fake friend rename max len from 15 to 16
  • Fixed vehicle extras sub-menu disappearing when accesing it while not in a vehicle
  • Added more LUA functions
    #### void        decor_register(string name, int type)
    #### bool        decor_exists_on(Entity e, string decor)
    #### bool        decor_remove(Entity e, string decor)
    #### int        decor_get_int(Entity entity, string name)
    #### bool        decor_set_int(Entity entity, string name, int value)
    
    #### float        get_global_f(int i)
    #### int        get_global_i(int i)
    #### float        get_local_f(Hash script, int i)
    #### int        get_local_i(Hash script, int i)
    
    #### void        play_sound(int soundId, string audioName, string audioRef, bool p4, Any p5, bool p6)
    #### void        play_sound_frontend(int soundId, string audioName, string audioRef, bool p4)
    #### void        play_sound_from_entity(int soundId, string audioName, Entity entity, string audioRef)
    #### void        play_sound_from_coord(int soundId, string audioName, v3 pos, string audioRef, bool a5, int range, bool a7)
    #### void        stop_sound(int soundId)
    #### void         set_new_waypoint(v2 coord)
    #### v2            get_waypoint_coord()
    #### void        set_entity_god_mode(Entity entity, bool toggle)
    #### bool        get_entity_god_mode(Entity entity)
    
    #### uint32_t     get_player_ip(Player player)
    #### bool         is_player_modder(Player player)
    #### bool         is_player_god(Player player)
    #### int        get_player_wanted_level(Player player)
    #### int        player_count()
    #### bool        is_player_in_any_vehicle(Player player)
    #### v3            get_player_coords(Player player)
    #### float        get_player_heading(Player player)
    #### float        get_player_health(Player player)
    #### float        get_player_max_health(Player player)
    #### float        get_player_armour(Player player)
    #### int        get_player_from_ped(Ped ped)
    #### int        get_player_team(Player player)
    #### Vehicle    get_player_vehicle(Player player)
    #### bool        is_player_vehicle_god(Player player)
    #### bool        is_player_host(Player player)
    #### Player        get_host()
    #### bool        is_player_spectating(Player player)
    #### Hash        get_player_model(Player player)
    #### bool        send_player_sms(Player player, string msg)
    
    #### bool        set_vehicle_neon_lights_color(Vehicle vehicle, int color)
    #### int        get_vehicle_neon_lights_color(Vehicle vehicle)
    #### bool        set_vehicle_neon_light_enabled(Vehicle vehicle, int index, bool toggle)
    #### bool        is_vehicle_neon_light_enabled(Vehicle vehicle, int index, bool toggle)
    
    #### bool,int    get_max_ammo(Ped ped, Hash weapon)
    #### bool        set_ped_ammo(Ped ped, Hash weapon, int ammo)
    #### bool        set_ped_ragdoll_blocking_flags(Ped ped, int flags)
    #### bool        reset_ped_ragdoll_blocking_flags(Ped ped, int flags)
    
    #### bool        delete_feature(int id)
    
    #### Any        get_interior_from_entity(Entity entity)
    #### Any        get_interior_at_coords_with_type(const v3& coords, string interiorType)
    #### void        enable_interior_prop(Any id, string prop)
    #### void        disable_interior_prop(Any id, string prop)
    #### void        refresh_interior(Any id)
    
    #### bool        is_entity_in_water(Entity entity)
    
    #### void        clear_area_of_objects(v3 coord, float radius, int flags)
    #### void        clear_area_of_vehicles(v3 coord, float radius, bool a3, bool a4, bool a5, bool a6, bool a7)
    #### void        clear_area_of_peds(v3 coord, float radius, bool a3)
    #### void        clear_area_of_cops(v3 coord, float radius, bool a3)
    
  • Added LUA Feat members
    @property    Feat[]        children    readonly        Only for parents
    @property    int            child_count    readonly        Only for parents
    
  • Fixed LUA set_entity_visible and get_entity_type mixup
  • Fixed feat ini not loading toggled off features
  • Added new explosion types
  • Added micro crash dumper
  • Fixed blocked net events not fucking off
  • Updated script kick protex
  • Added INI profiles
  • Updated player list logic
2.1.4

Version 2.1.4#

Released on April 19th 2020

  • Added LUA script event hooks
  • Added LUA D3D render support
  • LUA Feat.type and Feat.parent readonly
  • LUA Feat.on write fix
  • Added LUA Feat.hidden
  • Fixed LUA boolean params for some engine functions (BOOL -> bool)
  • Added more LUA functions
    #### bool set_entity_no_collsion_entity(Entity entity, Entity target, bool unk)
    #### void freeze_entity(Entity entity, bool toggle)
    #### bool get_entity_offset_from_coords(v3& out, Entity lEntity, v3 coords)
    #### bool get_entity_offset_from_entity(v3& out, Entity lEntity, Entity lEntity2)
    #### void set_entity_alpha(Entity entity, int32_t alpha, bool skin)
    #### void reset_entity_alpha(Entity entity)
    #### bool delete_entity(Entity e)
    
    #### uint32_t get_number_of_ped_drawable_variations(Ped ped, uint32_t comp)
    #### uint32_t get_number_of_ped_texture_variations(Ped ped, uint32_t comp, uint32_t draw)
    #### uint32_t get_number_of_ped_prop_drawable_variations(Ped ped, uint32_t groupId)
    #### uint32_t get_number_of_ped_prop_texture_variations(Ped ped, uint32_t groupId, uint32_t drawId)
    #### void set_ped_random_component_variation(Ped ped)
    #### void set_ped_default_component_variation(Ped ped)
    #### void set_ped_movement_clipset(Ped ped, string szClipset)
    #### void reset_ped_movement_clipset(Ped ped, bool unk0)
    #### Ped clone_ped(Ped ped)
    #### bool set_ped_config_flag(Ped ped, int flag, char value)
    
    #### Player get_host_of_this_script()
    
    #### bool set_vehicle_doors_locked(Vehicle vehicle, int lockStatus)
    
  • Updated invalid model crash protex (/w source player notification)
  • Added clone protection
  • Added peds to attachment block
  • Added mark_as_modder to invalid model protex and attach protex
  • Added peds to clear attachments
  • Updated disable phonecalls
  • Updated launcher
  • Added script host indicator
  • Added script host kick protection
  • Fixed crashing issue when leaving a session
2.1.3

Version 2.1.3#

Released on April 12th 2020

  • Updated crash protection
  • Fixed vehicle mod crash
  • Changed casino heist features to action features
  • Fixed feature name spelling mistakes
  • Added option to make vehicle preview networked
  • Added LUA threading support
  • Updated default SEP
  • Added MARK_AS_MODDER flag to SEP
  • Updated modder detection
  • Added mark as modder feature
  • Added unmark as modder feature
  • Removed auto clear attachments
  • Added block attachments
  • Added F1 tires to mobile LSC
2.1.2

Version 2.1.2#

Released on March 31st 2020

  • Updated for 1868.1
  • Fixed crash on resolution change (and alt+enter)
  • Fixed crash on spoofer profile delete [VIP]
  • Added vehicle spawner previews
  • Fixed spoofer issue causing apartment kicks [VIP]
  • Left 2nd SCID for local player in tact (so you can look up your own SCID) [VIP]
  • Added new script kick protection method
  • Added script event pool to info overlay
  • Added remove Oppressor MKII cooldown [VIP]
  • Added remove Suicide cooldown [VIP]
  • Added remove Passive Mode cooldown [VIP]
  • Added remove CEO Ban [VIP]
  • Added remove (CEO) mission cooldowns [VIP]
  • Moved CEO Ban to standard
  • Moved Hijack vehicle to standard
  • Added rig slot machines [VIP]
  • Added rig lucky wheel [VIP]
  • Fixed crash when changing spoofer profiles while the spoofer is enabled [VIP]
2.1.1.1

Version 2.1.1.1#

Released on March 17th 2020

  • Fixed peasant stick crashes
2.1.1

Version 2.1.1#

Released on March 15th 2020

  • UI Update
    • New menu header
    • Custom menu headers [VIP]
  • Added more lua functions:
    #### bool task_combat_ped(Ped ped, Ped target, int a3, int a4)
    #### Any task_go_to_coord_by_any_means(Ped ped, v3 coords, float speed, Any p4, BOOL p5, int walkStyle, float a7)
    #### bool task_wander_standard(Ped ped, float unk0, bool unk1)
    #### void task_vehicle_drive_wander(Ped ped, Vehicle vehicle, float speed, uint32_t driveStyle)
    #### bool get_ped_last_weapon_impact(Ped ped, v3& pos)
    #### bool set_ped_combat_ability(Ped ped, BYTE ability)
    #### float get_ped_max_health(Entity entity)
    #### bool set_ped_max_health(Entity entity, float health)
    #### bool resurrect_ped(Ped ped)
    #### void set_ped_combat_movement(Ped ped, int32_t type)
    #### void set_ped_combat_range(Ped ped, int32_t type)
    #### void set_ped_combat_attributes(Ped ped, uint32_t attr, bool toggle)
    #### void set_ped_accuracy(Ped ped, int32_t accuracy)
    #### bool is_player_pressing_horn(Player player)
    #### bool is_vehicle_engine_running(Vehicle veh)
    #### void set_vehicle_engine_health(Vehicle veh, float health)
    #### bool is_vehicle_damaged(Vehicle veh)
    #### bool is_vehicle_on_all_wheels(Vehicle veh)
    #### Vehicle create_vehicle(Hash model, v3 pos, float heading, BOOL networked, BOOL unk2)
    #### Ped create_ped(int type, Hash model, v3 pos, float heading, bool isNetworked, bool unk1)
    
  • Fixed bug causing some action features to toggle on unload
  • Improved vehicle stick to ground
  • Fixed bug causing spoofer crash if name has 16 characters [VIP]
  • Removed selected border from menu color customization
  • Added health, armor and P&Q drops for remote player [VIP]
  • Added auto drop health and auto drop armor for remote player [VIP]
  • Added hijack player vehicle [VIP]
  • Spoofer rework [VIP]
  • Added IP Spoofer [VIP]
  • Added Level Spoofer [VIP]
  • Added K/D Spoofer [VIP]
  • Added Total Money Spoofer [VIP]
  • Added Wallet Money Spoofer [VIP]
  • Added second IP to player info window
  • Fixed crash caused by handler thread safety issue
  • Added Network Halt [VIP]
  • Enable player info window in player info window setting submenu
  • Added Reveal OTR Players [VIP]
  • Added CEO Ban [VIP]
  • Updated admin detection
  • Removed real friends restrictions from fake friends
2.1.0.1 (VIP)

Version 2.1.0.1#

Released on February 24th 2020

  • Fixed bug causing spoofer to partially turn on during injection
2.1.0

Version 2.1.0#

Released on February 23rd 2020

  • Updated crash protex
  • Added input scid joiner [VIP]
  • Added join option to fake friends [VIP]
  • Added lua void set_menu_can_navigate(bool toggle)
  • Fixed remote never wanted crash on player leave
  • Added money drop
  • Added money gun
  • Added new radio stations (ifruit, blonded, lsur)
  • Removed street names from player info window (due to crashing issues)
  • Fixed player info window crash related to SCIDs
  • Added send Griefer Jesus [VIP]
  • Added send Jets [VIP]
  • Added launcher player vehicle up/forward [VIP]
  • Added add player as fake friend [VIP]
  • Added kill passive player [VIP]
  • Added name and scid spoofer [VIP]
  • Added send player text message [VIP]
  • Added notify option to log joining players
  • Added remote tire bursting [VIP]
  • Added host indicator
  • Added infinite vehicle rockets
  • Added crash player [VIP]
  • Added infinite vehicle countermeasures [VIP]
2.0.4

Version 2.0.4#

Released on February 23rd 2020

  • Fixed crashes when joining missions
  • Reversed gloves and torso2 in outfitter
  • Asynchronous event logger
  • Fixed aimbot lead time debug text X max
  • Disable menu navigation during keyboard input
2.0.3

Version 2.0.3#

Released on January 19th 2020

  • Added more lua functions:
    #### void set_player_as_modder(Player player)
    #### string get_player_name(Player player)
    #### int get_player_scid(Player player)
    #### void clear_ped_blood_damage(Ped ped)
    #### bool is_ped_in_vehicle(Ped ped, Vehicle vehicle)
    #### bool is_ped_using_any_scenario(Ped ped)
    #### void task_goto_entity(Entity e, Entity target, int duration, float distance, float speed)
    #### void hide_hud_and_radar_this_frame()
    #### bool set_ped_to_ragdoll(Ped ped, int time1, int time2, int type)
    #### bool set_entity_as_no_longer_needed(Entity entity)
    #### bool set_ped_can_ragdoll(Ped ped, bool toggle)
    #### bool can_ped_ragdoll(Ped ped)
    
  • Added sanity check for lua53.dll
  • Added nightclub check for nightclub money and beggar money
  • Added player join logger
  • Changed remove security guards and cameras to toggle features
  • Added keep it running (turn on vehicle engine automatically)
  • Added particle fx
  • Added optional ptfx to teleport
  • Fixed nightclub money bug
  • Ini parser read optimization
  • Fixed player bone ESP crash due to race condition
  • Added teleport gun
  • Added vehicle gun
  • Improved auto-repair vehicle
  • Added vehicle horn jump
2.0.2

Version 2.0.2#

Released on January 2nd 2020

  • Added more blips to objective and retrieve supplies
  • Added beggar money
  • Added casino heist delete security guards & cameras
  • Added casino heist bot (Follow master player, participate in double door swipe, loot vault trolly, loot paintings)
  • Auto delete SEP file after an update
2.0.1

Version 2.0.1#

Released on December 15th 2019

  • Fixed fullscreen renderer (no menu bg)
  • Fixed player info window crash when switching tabs
  • Added arcade blip teleport
  • Added vehicle warehouse blip teleport
  • Removed FPS limiter
  • Re-enabled bunker unlocks
  • Fixed name changer
  • Moved name changer to online
  • Moved tp last/personal vehicle to me to teleport submenu
  • Added auto-clean player
  • Added feature to disable phone when menu is active (for TKL keyboards)
2.0.0

Version 2.0.0#

Released on December 12th 2019

  • Updated for GTA 1.50
  • Internal refactor
  • Added full ini reload (instead of just keybinds)
  • New translation implementation
  • New controller input implemenation
  • Fixed editor mode hotkeys
  • Added new lobby join
  • Added enable CEO/MC in private session
  • Fixed builder mode Z offset
  • Fixed lobby set time
  • Added fake friends by SCID
  • Added neon and headlight colors to vehicle saver
  • Updated splash screen
  • Added 'Murica bike to tunables
  • Added total money to player info window
  • Added $5M money add/remove
  • Fixed aimbot when using railgun
  • Player info window justify right
  • Sine based rainbow vehicle
  • Added rainbow traffic
  • Added more LUA functions
  • Added second scid to player info window
  • Fixed FPS limiter not turning on after reinject
  • Added engine fix to vehicle repair (allows you to drive vehicles destroyed by water)
  • Fixed vehicle indicator lights being reversed
  • Added RID to freemode crash log
  • Added FOV changer
1.4.6.1

Version 1.4.6.1#

  • lang.ini only gets reset if language is ENGLISH
1.4.6

Version 1.4.6#

  • Reinjectable menu
  • Fixed unicode ini parser
  • Added missing sp peds to mission ped filters
  • Added more LUA functions
  • Added street names to player info window
  • Added rapid fire (removes delay between shots)
  • Removed aimbot distance; This is now done automatically based on weapon range
  • Added FPS limiter
1.4.5

Version 1.4.5#

  • Updated saved vehicles & outfits /w new ini parser
  • crash protection
  • super flight
  • ignore SE from player
  • Disable native crosshair when custom crosshair is enabled
  • Fixed saved vehicle liveries
  • Added new vehicle mod implementation
  • Fixed saved vehicles window tint
  • Fixed mobile LSC vehicle window tint
  • Added vehicle extras
  • Added bulletproof tires to mobile LSC
  • Added vehicle perfomance upgrade option
  • Added mark vehicle (with blip)
  • Added convertible roof control
  • Vehicle indicator and brake lights control
  • Added more LUA functions
1.4.4

Version 1.4.4#

  • More script kicks
  • Fixed mass gravity gun
  • Fixed remote never wanted
  • Fixed controller in interior
  • Added linked ped filter features to aimbot and esp
  • Added event validation to SEP (and freemode crash log)
  • Added 2d radar
  • Disabled stealth money
  • Updated FW1 renderer
  • Updated auth
  • Kick Karma friend exclusion
  • Casino teleport
  • Handler pop logic fix
  • Added profanity filter bypass
  • Added more blips to objective teleport
  • Added retrive supplies (tp supplies to yourself)
  • Added TP to (business) computer (only works inside)
  • Fixed office TP to warehouse bug
1.4.3

Version 1.4.3#

  • Updated for GTAV 1.48
1.4.2

Version 1.4.2#

  • Implemented spel64 for manual module mapping
  • Name changer sp fix
  • Fixed a net event hook bug
  • Fixed splash screen starting during loading screen
  • Added arena unlocks recovery
  • Stats editor is now customizable through stats.cfg (menu will generate file automatically if it doesn't exist)
  • Script event protection is now customizable through sep.cfg (menu will generate file automatically if it doesn't exist)
  • New script event blocking method
    • Added source player name to notification
  • Added logo/title to notifications
  • Fixed bug causing save hotkey not to work
  • Fixed bug reloading ini
  • Added freemode crash (kick) log
  • Added custom teleport locations cfg
  • Added lua scripting engine
  • Fixed memory alignment segfaults
  • Added object spawn cfg
  • Added animations cfg
1.4.1

Version 1.4.1#

  • Enabled money & rp recovery
  • Added remote never wanted
  • Added more net events
  • Added block/notify/both option to net event protex
  • Added transparency to Popstar, Greyscale and Pink color schemes
  • Set level through input
  • Restricted recovery submenu to online
  • Removed skatepark objects
  • Updated stats editor
    • Added more stats
    • Keyboard input
  • Added vehicle headlight color
1.4.0.2

Version 1.4.0.2#

  • Disabled money & rp recovery
1.4.0.1

Version 1.4.0.1#

  • Fixed rivatuner crash at auth login
  • Fixed gta launcher crash for steam version
1.4.0

Version 1.4.0#

  • Auth needs to be started before launching GTA
  • Added logo & legal skip
  • Added xenon color customization
  • Included lang file as resource (delete in appdata to reset it)
  • Fixed cashgrab dlc vehicle spawn
  • New net event blocking implementation
  • Added rp correction recovery
  • Added old renderer implementation as alternative (RENDER_FW1=1 in the [Version] category)
1.3.1

Version 1.3.1#

  • Updated for gta build 1604.1
1.3.0

Version 1.3.0#

  • Updated d3d11 renderer
    • New text rendering implementation
    • Draw order is now respected
    • Custom spritefont support
  • Added bodyguard regroup
  • Added avenger and terrorbyte to mobile base tp
  • Added arena workshop tp
  • Changed tp to personal vehicle to non-blip based approach
  • Fixed inf ammo bug causing peds to not be able to shoot
  • Added bodyguard auto-regroup
  • Added bodyguard god
  • Added bodyguard re-init (find all group members)
  • Added bodyguard group formation
  • Added bodyguard ESP
  • Ped cleanup is now handled by the game engine
  • Added arena IPL
  • Added gender change recovery
  • Added nightclub popularity recovery
  • Removed model bypasses
1.2.11

Version 1.2.11#

  • Updated for new GTA Online Patch
  • Added new weapons
  • Added new vehicles
  • Added vehicle EMP
  • Added lvl check to trophy unlocks
1.2.10

Version 1.2.10#

  • Added skip cutscene (hotkey-able)
  • Added god text to ESP
  • Removed weapon modifers (dmg, range, muzzle velocity, etc)
  • Updated methods for some features
  • Added spawned bodyguard weapon options
1.2.9

Version 1.2.9#

  • Improved script kick protex
  • Improved is in vehicle logic
  • Added medusa feature (freeze players that aim at you)
  • Fixed SC Super Run crash
  • Added bone ESP
  • Added customizable ESP colors
  • Moved Ped ESP to Player ESP submenu
  • Updated aimbot smoothing
  • Added aimbot target lead time
  • Added aimbot target indicator
  • Added bunker research recovery
  • Added enter vehicle as passenger to editor
  • Added bad sport recovery
1.2.8

Version 1.2.8#

  • Improved auth failover mechanism
  • Updated for latest GTA V patch
1.2.7

Version 1.2.7#

  • Added Player Info Window (enabled from Interface submenu)
  • Fixed menu browsing bug (when going back after switching tabs)
  • Fixed custom tp location names
  • Fixed some script event protex
  • Added crash protex
  • Added host kick
  • Added exprimental script kick protex (which should give less false positives)
  • Added block join requests (host only)
  • Updated auth
  • Fixed SP Vehicle bypass turning off after playing some SP missions
1.2.6

Version 1.2.6#

  • Improved player list
  • Fixed tp rotation bug
  • Missing keys will no longer reset your ini
  • Added default value (of 255) for color alpha (esp, overlay, etc)
  • Multiple features can be bound to the same hotkey
  • Added BST hotkey
  • Added vehicle repair hotkey
  • Added triggerbot hotkey
  • Added OTR hotkey
  • Added Lawless Mode hotkey
  • Added Refill Ammo hotkey
  • Added Godmode hotkey
  • Added Vehicle Godmode hotkey
  • Keys are now reloadable without re-injecting
  • Added support for direct VK keybind (eg: 0x12)
  • Added support for multi-key keybinds (eg: SHIFT+F5) (To bind keys without modifiers (SHIFT, ALT, CONTROL) you can use NOMOD+KEY; Just KEY doesn't care about modifiers)
  • Moved attach bone to Attachment Settings sub-menu
  • Added attachment offset
  • Added attachment rotation
  • Fixed foreground window check
  • Moved parent >> suffix to the right
1.2.5

Version 1.2.5#

  • Added set lobby time (hour)
  • Added weapon stone hatchet
  • Added vehicle no-collision
  • Added weapon double action
  • Added set self on fire
  • Added simple vehicle builder !!EXPERIMENTAL!! WIP
  • Added get into vehicle to editor (with hotkey F)
  • Added physics glitch (griefing option)
  • Added remove attachments features
  • Made local player available in sp
  • Protections moved to online tab
  • Fixed noclip rotation bug
  • Added scramjet to personal vehicle tp
  • Improved detach all on remote player
1.2.4

Version 1.2.4#

  • Fixed deliver ammo, deliver minigun and bullshark testosterone
  • Fixed tp vehicle to me (add request control)
  • Fixed delete immediately firing when turning on editor mode
  • Fixed set vehicle wheel type
  • Added event protex submenu
  • Added vehicle color submenus to mobile LSC
  • Added vehicle color selector submenus to vehicle spawner options
  • Added Benny wheel types
  • Added all players set weather
  • Added 2.5k money drop
  • Changed local weather to a toggle, so the persistent weather can be cleared
1.2.3

Version 1.2.3#

  • Fixed controller support
  • Fixed missing text for menu colors
  • Added delay to unlocks (recovery)
  • Fixed ped spawner bodyguards
  • Added career page stats to stats editor (total players killed, total deaths by players, player vs player K/D)
  • Added no-water
  • Separated script event protection (kick, apartment invite, vehicle kick, ceo kick)
  • Added 16 kick events
  • Added kick karma (kick players who attempt to kick you)
1.2.2

Version 1.2.2#

  • Added nightclub teleport
  • (Re-)Added kick player
1.2.1

Version 1.2.1#

  • Updated for GTA 1.44
  • Fixed model changer crash on w10
  • Fixed walking animation crash
1.2.0

Version 1.2.0#

  • Auth GUI
  • D3D11 Renderer
  • Added tp last/personal vehicle to me
  • Added script events (kick, apartment invite, etc)
  • Added script event protection (again kick)
  • Added aimbot in vehicle toggle
  • Added spawn > saved Vehicle Profiles
  • Added outfit saver
  • Added Neon Lights to Vehicle Customizer
  • Fixed bug with saved settings not loading properly
  • Fixed bug with vehicle handling resetting
  • Fixed model changer
  • Fixed blip teleport & waypoint/objective teleport
  • Fixed give wanted level (online)
1.1.5

Version 1.1.5#

  • Fixed deleting entities
1.1.4

Version 1.1.4#

  • stablity improvements
  • fixed explosions
1.1.3

Version 1.1.3#

  • Fixed Tuneables
  • Fixed onscreen keyboard (when escaping out)
1.1.2

Version 1.1.2#

  • Updated for GTA 1.43
  • Script events disabled
1.1.1

Version 1.1.1#

  • Fixed walking animation crash
  • Fixed speed-o-meter (will only show up while in a vehicle now)
  • Fixed teleport to waypoint (spawning below the ground)
  • Fixed sp vehicle bypass (only works for your last vehicle, so use spawn in vehicle)
  • Fixed is-in-vehicle logic
  • Fixed onscreen keyboard (when esc out)
  • Fixed deleting objects for steam version
  • Fixed stats editor crash
  • Fixed name changer keyboard issue
  • Fixed name changer crashing issue
  • Fixed mobile LSC crashing with new vehicles
  • Added wallet option to stealth money
  • Added Akula
  • Added more weapon modifiers
    • Muzzle Velocity
    • Bullet Batch
    • Bullet Batch Spread
    • Weapon Range
    • Lockon Range
  • Added bad sport recovery
1.1.0

Version 1.1.0#

  • Performance update
  • Updated auth
    • Auto-login
  • Fixed set weather
  • Fixed energy field (chaos mode)
  • Fixed outfitter props
  • Fixed stats editor for second character
  • Fixed remove weapons from (online) player
  • Fixed trap in cage
  • Added refill ammo
  • Added bullshark testosterone
  • Added disable phone calls
  • Added deliver ammo
  • Added deliver minigun
  • Added clear all ped props (outfitter)
  • Added freeze player
  • Added doomsday unlocks (recovery)
  • Added more online explosion options
  • Added new MK2 weapons
  • Added facility teleport
  • Added support for more (warstock) personal vehicles
  • Added kick player
  • Added script event protection (for kick)
  • Added suicide hotkey
  • Removed crash player (patched by R*)
  • Removed anti-crash
  • Removed option to track individual players (ESP)
  • Removed defunct 'is god' from ESP and player info
  • Removed player invisibility
1.0.9

Version 1.0.9#

  • GTA 1.42 update
  • Added looped stealth money (10M/s)
1.0.8

Version 1.0.8#

  • Added language support
  • Added vehicle auto-repair
  • Fixed tuneable menu
  • Fixed detection
1.0.7

Version 1.0.7#

  • Removed detected code
  • Removed 2k and ped drops
  • Vehicle upgrade now includes bulletproof tires
1.0.6

Version 1.0.6#

  • Improved anti-crash method.
  • Crash objects are now pushed into a cleanup queue (after 10 seconds)
  • Crash works while anti-crash is enabled.
  • Added ESP Alpha
  • Added max draw dist for ped ESP
  • Added vehicle door controls
  • Added input (text) based vehicle spawning
  • Removed defunct money methods
  • Added 10M Stealth money (give and remove)
  • Fixed color options for vehicle spawner
1.0.5

Version 1.0.5#

  • Added suicide (self option)
  • Never wanted was replaced with Lawless Mode (which will also work in the military base)
  • New money dropper
  • Fixed mission ped filters
  • GTA and the auth no longer requires admin rights (though they do require EQUAL rights)
  • Fixed bunker supply mission objective teleport
  • Added teleport to CEO office, bunker, hangar, clubhouse, weed, cocaine, meth, forgery, counterfeit
  • Added airwalk
  • Fixed restore for some features
  • Teleport to objective merged with teleport to waypoint
1.0.4

Version 1.0.4#

  • Added tuneables instructions
  • Fixed crash player
  • Added 200k drops
  • New (1.41) DLC Vehicles
  • Updated for GTA 1.41
1.0.3

Version 1.0.3#

  • Added aimbot smoothing
  • Added aimbot delay
  • Improved ped drop
  • Added aimbot visibility check (ray casting)
  • Added more story models
  • Added walk animations
  • Added Special Holiday DLC
  • Added more construction objects
  • Added explosive objects
  • Improved editor mode
  • Added builder mode (a editor sub-mode)
  • Fixed tp to nearby vehicle crash
  • Added range check to crash player
  • Fixed steal outfit (gender check)
  • Added stats editor
  • Added mass gravity gun
1.0.2

Version 1.0.2#

  • Added remote 2k drops
  • Added remote object attachments
  • Improved no-recoil
  • Added more peds to the ped filters
  • Added blackout
  • Added player damage modifiers
  • Added vehicle custom colors
  • Added vehicle wheel type
  • Added 3 weapon upgrades
  • Added 2 color schemes
  • Added tutorial
  • Added steal player outfit
1.0.1

Version 1.0.1#

  • Fixed menu text scaling
  • Added heist peds to filters
  • Added 20k, 50k and 10m bank drops
  • Moved money options to the recovery menu
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