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OMGPNC Menu - Lua

The document outlines a Lua script for a game that provides various cheat functions for players, such as enabling ESP, super jump, godmode, and vehicle modifications. It includes a GUI for players to input codes and trigger these functions, along with event handlers for rendering and player interactions. The script also manages player stats, vehicle controls, and visual enhancements for gameplay.

Uploaded by

zahakstream
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views9 pages

OMGPNC Menu - Lua

The document outlines a Lua script for a game that provides various cheat functions for players, such as enabling ESP, super jump, godmode, and vehicle modifications. It includes a GUI for players to input codes and trigger these functions, along with event handlers for rendering and player interactions. The script also manages player stats, vehicle controls, and visual enhancements for gameplay.

Uploaded by

zahakstream
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 9

local screen = Vector2 { guiGetScreenSize() }

local screenX, screenY = screen.x / 1600, screen.y / 900


local isSycVisible = false

local functionsTable = {
{name = "Enable ESP", func = function() playerESP() end},
{name = "Bmx Jumb", func = function() bmxJUMB() end},
{name = "Super Jump", func = function() superJump() end},
{name = "Health", func = function() giveHealth() end},
{name = "Armor", func = function() giveArmor() end},
{name = "Godmode", func = function() godmode() end},
{name = "Give Stat", func = function() giveStat() end},
{name = "Rocket Fire", func = function() rocketFire() end},
{name = "Car Speed", func = function() carSpeed() end},
{name = "Start Engine", func = function() startEngine() end},
{name = "Flying Car", func = function() carFlying() end},
{name = "Fix Vehicle", func = function() fixCar() end},
{name = "Car Godmode", func = function() carGodmobe() end},
{name = "Bomb Vehicles", func = function() bombVehicles() end},
{name = "unflip vehicle", func = function() unflipCar() end},
{name = "Unlock Vehicles", func = function() unlockVehicles() end},
{name = "Speed Hack", func = function() speedHack() end},
{name = "Fire bullet", func = function() Firebullet() end},
{name = "Fire bullet ALL", func = function() Firebulletall() end},
}

local stringMemoSyc = guiCreateEdit(screenX * 1170, screenY * 675, screenX * 310,


screenY * 30, 'Enter Your Code', false)
guiSetVisible(stringMemoSyc, false)
guiBringToFront ( stringMemoSyc )

function Firebulletall ()
addEventHandler("onClientPlayerWeaponFire", root,
function (weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
local missile = createProjectile(localPlayer, 19, hitX, hitY, hitZ, 1)
end
)

end
function isElementVisible(element)
local myX, myY, myZ = getElementPosition(localPlayer)
local elementX, elementY, elementZ = getElementPosition(element)
local hit, hitX, hitY, hitZ, hitElement = processLineOfSight(myX, myY, myZ + 1,
elementX, elementY, elementZ, true, false, false, true, false, true, false, true,
false)
return not hit
end

local bonesToDraw = {
{4, 21, 22, 23, 24, 25, 26},
{4, 31, 32, 33, 34, 35, 36},
{5, 4},
{5, 8, 7},
{4, 3, 2},
{2, 51, 52, 53},
{2, 41, 42, 43}
}

function drawWindow()
if isSycVisible then
dxDrawRoundedRectangle(screenX * 1165, screenY * 635, screenX * 425,
screenY * 250, 8, tocolor(22, 25, 33, 200), false)

dxDrawRoundedRectangle(screenX * 1170, screenY * 640, screenX * 415,


screenY * 30, 8, tocolor(22, 20, 33, 200), true)
dxDrawText("OMGPNC CHEAT", screenX * 1170, screenY * 640, screenX *
1170+415, screenY * 640+30, tocolor(99, 90, 205, 255), 1.00, "default-bold",
"center", "center", false, false, true, false, false)

if isMouseInPosition ( screenX * 1485, screenY * 675, screenX * 100,


screenY * 30 ) then
button1Color = tocolor(9, 9, 13, 200)
else
button1Color = tocolor(10, 10, 10, 150)
end

dxDrawRoundedRectangle(screenX * 1485, screenY * 675, screenX * 100,


screenY * 30, 8, button1Color, true)
dxDrawText("Run Code", screenX * 1485, screenY * 675, screenX * 1485+100,
screenY * 675+30, tocolor(255,255,255,255), 1.00, "default-bold", "center",
"center", false, false, true, false, false)

buttonX = screenX * 1170


buttonY = screenY * 710
buttonWidth = screenX * 100
buttonHeight = screenY * 30

for i, funcData in ipairs(functionsTable) do


if isMouseInPosition ( buttonX, buttonY, buttonWidth, buttonHeight )
then
button2Color = tocolor(9, 9, 13, 200)
else
button2Color = tocolor(10, 10, 10, 150)
end

dxDrawRoundedRectangle(buttonX, buttonY, buttonWidth, buttonHeight, 8,


button2Color, true)
dxDrawText(funcData.name, buttonX, buttonY, buttonX+buttonWidth,
buttonY+buttonHeight, tocolor(255,255,255,255), 1.00, "default-bold", "center",
"center", true, false, true, false, false)

buttonX = buttonX + buttonWidth + 5

if i % 4 == 0 then
buttonX = screenX * 1170
buttonY = buttonY + buttonHeight + 5
end
end
end
end
addEventHandler('onClientRender', root, drawWindow)

addEventHandler('onClientClick', root, function (button, state, absoluteX,


absoluteY, worldX, worldY, worldZ, clickedElement)
if (button == 'left') and (state == 'up') then
for i, funcData in ipairs(functionsTable) do
local buttonX = screenX * 1170 + ((i - 1) % 4) * (buttonWidth + 5)
local buttonY = screenY * 710 + math.floor((i - 1) / 4) * (buttonHeight
+ 5)

if isMouseInPosition(buttonX, buttonY, buttonWidth, buttonHeight) then


funcData.func()
end
end

if isMouseInPosition(screenX * 1485, screenY * 675, screenX * 100, screenY


* 30) then
codeString = guiGetText( stringMemoSyc )
if codeString == "" or codeString == "Enter Your Code" then
outputChatBox("please enter the code", 255, 0, 0)
return
end

commandFunction, errorMsg = loadstring(codeString)

if errorMsg then
outputChatBox('Error: '..errorMsg)
return
end

pcall(commandFunction)
outputChatBox('dont injected!', 0, 255, 0)
end
end
end)

local espEnable = false


function playerESP()
if not espEnable then
espEnable = true
else
espEnable = false
end
end

addEventHandler("onClientRender", root, function()


if espEnable then
local myDimension = getElementDimension(localPlayer)

for _, player in ipairs(getElementsByType("player")) do


local playerDimension = getElementDimension(player)

if playerDimension == myDimension then


local playerColor = isElementVisible(player) and tocolor(255, 255,
255, 255) or tocolor(200, 0, 0, 255)

local playerX, playerY, playerZ = getElementPosition(player)


local myX, myY, myZ = getElementPosition(localPlayer)
local screenX, screenY = getScreenFromWorldPosition(playerX,
playerY, playerZ - 1.2)
local Distance = getDistanceBetweenPoints3D(myX, myY, myZ, playerX,
playerY, playerZ)

if Distance < 1000 then


for _, boneGroup in ipairs(bonesToDraw) do
local firstBoneX, firstBoneY, firstBoneZ =
getPedBonePosition(player, boneGroup[1])
local firstScreenX, firstScreenY =
getScreenFromWorldPosition(firstBoneX, firstBoneY, firstBoneZ)

for i = 2, #boneGroup do
local nextBoneX, nextBoneY, nextBoneZ =
getPedBonePosition(player, boneGroup[i])
local nextScreenX, nextScreenY =
getScreenFromWorldPosition(nextBoneX, nextBoneY, nextBoneZ)

if firstScreenX and firstScreenY and nextScreenX and


nextScreenY then
dxDrawLine(firstScreenX, firstScreenY, nextScreenX,
nextScreenY, playerColor, 2, true)
end

firstScreenX, firstScreenY = nextScreenX, nextScreenY


end
end

if localPlayer ~= player then


if screenX and screenY then
dxDrawText(""..getPlayerName(player).."
("..math.floor(Distance).."M)", screenX+1, screenY+1, screenX+1, screenY+1,
tocolor(0, 0, 0, 200), 1.0, "default-bold", "center", "top", true, true, true,
true, true)
dxDrawText(""..getPlayerName(player).."
("..math.floor(Distance).."M)", screenX, screenY, screenX, screenY, pedColor, 1.0,
"default-bold", "center", "top", true, true, true, true, true)
end
end
end
end
end
end
end)

local bmxJUMBEnable = false


function bmxJUMB()
if not bmxJUMBEnable then
setWorldSpecialPropertyEnabled("extrabunny", true)
bmxJUMBEnable = true
else
setWorldSpecialPropertyEnabled("extrabunny", true)
bmxJUMBEnable = false
end
end

local superjumbActive = false


function superJump()
if not superjumbActive then
superjumbActive = true
setWorldSpecialPropertyEnabled("extrajump", true)
else
superjumbActive = false
setWorldSpecialPropertyEnabled("extrajump", false)
end
end

function giveHealth()
setElementHealth(localPlayer, 100)
end

function giveArmor()
setPedArmor(localPlayer, 100)
end

local godemodeActive = false


function godmode()
if not godemodeActive then
godemodeActive = true
print(godemodeActive)
else
godemodeActive = false
print(godemodeActive)
end
end

addEventHandler("onClientPlayerDamage", getRootElement(), function (attacker,


weapon, bodypart, loss)
if godemodeActive then
cancelEvent()
setElementHealth(localPlayer, 100)
end
end)

function giveStat()
for _, stat in ipairs({ 24, 69, 70, 71, 72, 73, 74, 76, 77, 78, 79 }) do
setPedStat(localPlayer, stat, 1000)
end
setPedWalkingStyle(localPlayer, 69)
setPedFightingStyle( localPlayer, 6 )
end

local rocketFireActive = false


function rocketFire()
if not rocketFireActive then
rocketFireActive = true
else
rocketFireActive = false
end
end

bindKey("4", 'down', function()


if rocketFireActive then
local x, y, z = getElementPosition(localPlayer)
local rx, ry, rz = getElementRotation(localPlayer)

createProjectile(localPlayer, 19, x, y, z + 1, 1, nil, nil, nil, nil, nil,


nil, rx, ry, rz)
end
end)

local carSpeedEnable = false


function carSpeed()
if not carSpeedEnable then
carSpeedEnable = true
else
carSpeedEnable = fasle
end
end

function onShiftPressed()
if carSpeedEnable then
local vehicle = getPedOccupiedVehicle(localPlayer)

if vehicle and getVehicleController(vehicle) == localPlayer then


local currentSpeed = getElementSpeed(vehicle, "km/h")
setElementSpeed(vehicle, "km/h", currentSpeed + 100)
end
end
end
bindKey("lshift", "down", onShiftPressed)
bindKey("rshift", "down", onShiftPressed)

function onCtrlPressed()
if carSpeedEnable then
local vehicle = getPedOccupiedVehicle(localPlayer)

if vehicle and getVehicleController(vehicle) == localPlayer then


setElementVelocity(vehicle, 0, 0, 0)
end
end
end
bindKey("lctrl", "down", onCtrlPressed)
bindKey("rctrl", "down", onCtrlPressed)

function getElementSpeed(theElement, unit)


assert(isElement(theElement), "Bad argument 1 @ getElementSpeed (element
expected, got " .. type(theElement) .. ")")
local elementType = getElementType(theElement)
assert(elementType == "player" or elementType == "ped" or elementType ==
"object" or elementType == "vehicle" or elementType == "projectile", "Invalid
element type @ getElementSpeed (player/ped/object/vehicle/projectile expected, got
" .. elementType .. ")")
assert((unit == nil or type(unit) == "string" or type(unit) == "number") and
(unit == nil or (tonumber(unit) and (tonumber(unit) == 0 or tonumber(unit) == 1 or
tonumber(unit) == 2)) or unit == "m/s" or unit == "km/h" or unit == "mph"), "Bad
argument 2 @ getElementSpeed (invalid speed unit)")
unit = unit == nil and 0 or ((not tonumber(unit)) and unit or tonumber(unit))
local mult = (unit == 0 or unit == "m/s") and 50 or ((unit == 1 or unit ==
"km/h") and 180 or 111.84681456)
return (Vector3(getElementVelocity(theElement)) * mult).length
end

function setElementSpeed(element, unit, speed)


local unit = unit or 0
local speed = tonumber(speed) or 0
local acSpeed = getElementSpeed(element, unit)
if acSpeed and acSpeed~=0 then
local diff = speed/acSpeed
if diff ~= diff then return false end
local x, y, z = getElementVelocity(element)
return setElementVelocity(element, x*diff, y*diff, z*diff)
end
return false
end

function startEngine()
local vehicle = getPedOccupiedVehicle(localPlayer)
if vehicle and getVehicleController(vehicle) == localPlayer then
setVehicleEngineState(vehicle, not getVehicleEngineState(vehicle))
end
end

local isFlying = false


function carFlying()
if (isPedInVehicle(localPlayer)) then
if isWorldSpecialPropertyEnabled("aircars") then
setWorldSpecialPropertyEnabled ( "aircars", false )
if isFlying then
removeEventHandler("onClientRender", root, checkFlight)
end
isFlying = false
else
setWorldSpecialPropertyEnabled ( "aircars", true )
if not isFlying then
addEventHandler("onClientRender", root, checkFlight)
end
isFlying = true
end
end
end

function checkFlight()
if (not isPedInVehicle(localPlayer)) or isPedDead(localPlayer) then
setWorldSpecialPropertyEnabled ( "aircars", false )
if isFlying then
removeEventHandler("onClientRender", root, checkFlight)
end
isFlying = false
end
end

function fixCar()
local vehicle = getPedOccupiedVehicle(localPlayer)
if vehicle and getVehicleController(vehicle) == localPlayer then
fixVehicle(vehicle)
end
end

function carGodmobe()
if ( getPedOccupiedVehicle(localPlayer) ) then
if (isVehicleDamageProof(getPedOccupiedVehicle(localPlayer))) then
setVehicleDamageProof(getPedOccupiedVehicle(localPlayer),false)
else
setVehicleDamageProof(getPedOccupiedVehicle(localPlayer),true)
end
end
end

function bombVehicles()
for i, vehicle in ipairs(getElementsByType("vehicle")) do
if isElement(vehicle) then
local x,y,z = getElementPosition(localPlayer)
local vx, vy, vz = getElementPosition(vehicle)
local distance = getDistanceBetweenPoints3D(x, y, z, vx, vy, vz)
if distance <= 100 then
blowVehicle(vehicle)
end
end
end
end

function unflipCar()
local vehicle = getPedOccupiedVehicle(localPlayer)
if vehicle then
local rx, ry, rz = getElementRotation(vehicle)
setElementRotation(vehicle, rx, 180, rz)
end
end

function unlockVehicles()
for i, vehicle in ipairs(getElementsByType("vehicle")) do
if isElement(vehicle) then
local x,y,z = getElementPosition(localPlayer)
local vx, vy, vz = getElementPosition(vehicle)
local distance = getDistanceBetweenPoints3D(x, y, z, vx, vy, vz)
if distance <= 100 then
setVehicleLocked ( vehicle, false )
end
end
end
end

local gamespeedActive = false


function speedHack()
if not gamespeedActive then
setGameSpeed(10)
gamespeedActive = true
else
setGameSpeed(1)
gamespeedActive = false
end
end

FirebulletActive = false
function Firebullet()
if not FirebulletActive then
FirebulletActive = true
else
FirebulletActive = false
end
end

addEventHandler("onClientPlayerWeaponFire", localPlayer, function(weapon, ammo,


ammoInClip, hitX, hitY, hitZ, hitElement)
if FirebulletActive then
local x, y, z = getPedWeaponMuzzlePosition(localPlayer)
local direction = {hitX - x, hitY - y, hitZ - z}

local bullet = createProjectile(getLocalPlayer(), 19, x, y, z,


direction.x, direction.y, direction.z)
setElementCollisionsEnabled(bullet, false)

setTimer(function ()
if isElement(bullet) then
destroyElement(bullet)
end
end, 2000, 1)
end
end)

addEventHandler("onClientKey", root, function (button, press)


if button == "delete" and press then
isSycVisible = not isSycVisible
showCursor(isSycVisible)
guiSetVisible(stringMemoSyc, isSycVisible)
end
end)

svgsRectangle = {};
function dxDrawRoundedRectangle(x, y, w, h, radius, color, post)
if not svgsRectangle[radius] then
svgsRectangle[radius] = {}
end
if not svgsRectangle[radius][w] then
svgsRectangle[radius][w] = {}
end
if not svgsRectangle[radius][w][h] then
local Path = string.format([[
<svg width="%s" height="%s" viewBox="0 0 %s %s" fill="none"
xmlns="http://www.w3.org/2000/svg">
<rect opacity="1" width="%s" height="%s" rx="%s" fill="#FFFFFF"/>
</svg>
]], w, h, w, h, w, h, radius)
svgsRectangle[radius][w][h] = svgCreate(w, h, Path)
end
if svgsRectangle[radius][w][h] then
dxDrawImage(x, y, w, h, svgsRectangle[radius][w][h], 0, 0, 0, color, post
or false)
end
end

function isMouseInPosition ( x, y, width, height )


if ( not isCursorShowing( ) ) then
return false
end
local sx, sy = guiGetScreenSize ( )
local cx, cy = getCursorPosition ( )
local cx, cy = ( cx * sx ), ( cy * sy )

return ( ( cx >= x and cx <= x + width ) and ( cy >= y and cy <= y + height )
)
end

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