OMGPNC Menu - Lua
OMGPNC Menu - Lua
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},
}
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)
if i % 4 == 0 then
buttonX = screenX * 1170
buttonY = buttonY + buttonHeight + 5
end
end
end
end
addEventHandler('onClientRender', root, drawWindow)
if errorMsg then
outputChatBox('Error: '..errorMsg)
return
end
pcall(commandFunction)
outputChatBox('dont injected!', 0, 255, 0)
end
end
end)
for i = 2, #boneGroup do
local nextBoneX, nextBoneY, nextBoneZ =
getPedBonePosition(player, boneGroup[i])
local nextScreenX, nextScreenY =
getScreenFromWorldPosition(nextBoneX, nextBoneY, nextBoneZ)
function giveHealth()
setElementHealth(localPlayer, 100)
end
function giveArmor()
setPedArmor(localPlayer, 100)
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
function onShiftPressed()
if carSpeedEnable then
local vehicle = getPedOccupiedVehicle(localPlayer)
function onCtrlPressed()
if carSpeedEnable then
local vehicle = getPedOccupiedVehicle(localPlayer)
function startEngine()
local vehicle = getPedOccupiedVehicle(localPlayer)
if vehicle and getVehicleController(vehicle) == localPlayer then
setVehicleEngineState(vehicle, not getVehicleEngineState(vehicle))
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
FirebulletActive = false
function Firebullet()
if not FirebulletActive then
FirebulletActive = true
else
FirebulletActive = false
end
end
setTimer(function ()
if isElement(bullet) then
destroyElement(bullet)
end
end, 2000, 1)
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
return ( ( cx >= x and cx <= x + width ) and ( cy >= y and cy <= y + height )
)
end