Skip to content

Release Notes#

In order to upgrade the menu to the latest version, download it again from the main website, delete the old files, and extract the new ones.

You won't usually need to delete the %appdata%\PopstarDevs folder, although you might consider it if something's wrong with the new update.

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 2t1 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
Back to top