1hAck-0 / CG-Scripts-Community

Lua Scripts for the free 1hAck Crab Game Mod Menu and a guide on how to make your own!

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

CG-Scripts - Community

Lua Scripts for the free 1hAck Crab Game Mod Menu and a guide on how to make your own!

How to Load Scripts

  1. Dwnload the script you want to use
  2. Put it in a folder that you will remember for the next 5 minutes
  3. Open up Crab Game and inject the 1hAck Mod Menu (v3.2 or higher only)
  4. Click on Scripts in the bottom right corner of the Menu, a window should appear
  5. Click on Open Folder and select the folder that you put the script in
  6. You should see the name of the file on the right, to enable the script click on the checkbox near the name
  7. To add more scripts simply paste them in the folder where your first script is (8. I don't recommend running unverified scripts unless you can check the code yourself because they could be malicious!)

Create Your OWN Scripts! (Part 1 - Introduction)

First of all, learn the basics of LUA, it is one of the simplest programming language so it shouldn't be hard! Also make sure to read the ENTIRE TUTORIAL if you want to make an actually useful script!! The documentation is more than enough, you just have to read!!

Btw, anyone who makes at least 1 useful script and shares it on the discord server will get the Script Maker role ;)

Time to read this part carefully: ~30 minutes+

To get started, open up the Menu in Crab Game, click on the Scripts button in the bottom right. The Scripts window should appear, now click on + New Script and choose a template for the script. A Loop script will run every tick the script is turned on. A Toggle script will only do something when it gets toggled. If you want a combination of these, you can of course do it, but you will learn how to do that later on in this tutorial.

Loop scripts

If you chose to make Loop script, you should see an Update function. Whatever code you put in that function, it will get executed every game tick on the main game thread when the user is in-game, simple enough.

Toggle scripts

If you chose the Toggle script, you will OnEnable and OnDisable functions, as you could guess, whatever code you put in the OnEnable function, it will get executed once the script is turned on. OnDisable will get executed once the script is turned off, simple. Those two functions will get executed on the main game thread. Remember that they will get called only if the user is in-game. If the user is not in-game, yet he decides to toggle the script and the state changed since last time the script was executed in-game, OnEnable or OnDisable will still get called accordingly when the user joins back in a game.

Overwrting functions

You can overwrite a few different functions which will get executed in different threads and will have different purposes. You already learned about three of those which are Update, OnEnable and OnDisable. In order for your script to work in the first place, you will need to overwrite Update or/and OnEnable. You will learn about the rest of the functions you can overwrite down below!

Threads

If you don't know what a thread is, you can google it, but basically a thread is an individual independent task on your CPU. In order to run different programs/tasks on your PC, your CPU needs to run different threads, it's that simple to understand. Programs can have a few threads themselves so that they can run two different pieces of code at the same time, that's important to remeber if you want to understand threads for our case, scripts. Your script will run on different threads and understanding that is essential in order to make a useful working script! As you already should know, for example Update gets called on the main game thread, this means that the function calls inside of the game and therefore you are free to do anything with memory, pointers, calling game functions and others (don't worry if you don't know what I mean by memory or pointers, that's quite complicated stuff for beginners but you can google it). This is the only thread where you can read/access the game data such as the players' position e.g. and so on, if you try to do this in a different thread, the entire game will crash! The second thread is the render thread if I can say so, this is where the menu gets rendered and where you can render your own GUI for the script! This thread is obviously only for rendering GUI or other elements, don't access game data here!

So in conclusion:

  • There are 2 different threads, main game thread and render thread.
  • You can only access game data inside of the main game thread.
  • You can only render stuff inside of the render thread.
  • Breaking any of the two above stated rules will be followed by a guaranteed game crash.
OnGUI

OnGUI will get executed whenever the user chooses to open the script settings which you can btw access by turning the script on and then pressing on the button near the script that just appered. You can call GUI functions in the OnGUI function to add settings and User Interface for the script. Something important to remember is that you can ONLY call GUI functions inside of OnGUI because it runs on the render thread! You may be wondering now: "Well how am I supposed to know what GUI functions theren are!?", you will learn about all the options and functions you have in the second part of this tutorial.

OnRender

OnRender will get executed every frame in the render thread and unlike OnGUI, no matter whether the user chose to open script settings, or even hid the menu, you can still render stuff but not GUI elements. You can render lines, boxes, rectangles, text and circles for example for your own ESP! You will learn about the render functions you have available in the 2nd part of this large tutorial.

OnGUIEnable

Similarally to OnEnable, this function will get called once when the script is turned on. The only difference is that it will run on the render thread and it will get executed instantly even if the user is in the main menu.

OnGUIDisbale

Similarally to OnDisable, this function will get called once when the script is turned off. The only difference is that it will run on the render thread and it will get executed instantly even if the user is in the main menu.

Greate, now we covered threads, how the scripts work and how to overwrite functions, time to move on to the 2nd Part of this tutorial!

Create Your OWN Scripts! (Part 2 - Functions and Variables)

Time to read this part carefully: ~50 minutes+

Native Functions

Without native functions, the scripts would be basically useless because you would be left with just the standart LUA librarys, but that's definitely not enough to make an exploit script especially considering LUA is a very high level language. This is where native functions come in clutch, those functions are written by me in C/C++ which are very low level languages and therefore by calling them, you can have a large control over the game with the scripts! You don't need to fully understand what I mean by native, all you need to know is that those functions are not LUA functions, but you can still call them. You will use those functions all the time in your scripts. Remember that OnGUI is for rendering GUI elements? Well to do so you need to call native functions because lua doesn't have any standart GUI library. Here is an example for a button: gui.Button("Your Text here"). In this example we are calling gui.Button which takes 1 argument - a string and returnes 1 argument - a boolean. If it returns true, this means the button was pressed.

This was just an example for a native function but there are many many others! You don't need to know all of them, just remember this repository so you can find a function for your purposes later on when you get into the coding. I will show you all the native functions at the end of this part and an example on how to use them.

Variables

There are some global variables that you didn't define yourself. For example: __GAME_VERSION, this variable is of type string and as you could guess it tells you the game version. This variable particurally might not be very useful but there many others that are very useful! Here is the list of all pre-defined variables...

Name Type Value Description
_IN_GAME boolean non-const is the user in-game
_WIN_SIZE_X number non-const game window width
_WIN_SIZE_Y number non-const game window height
_WIN_CENTER_X number non-const game window center x
_WIN_CENTER_Y number non-const game window center y
_GAME_ASSEMBLY number non-const image base address of GameAssembly.dll
__MENU_VERSION string non-const the mod menu version
__GAME_VERSION string non-const the crab game version the mod menu was made for

These are not all of the variables that are pre-defined in your script but those are the main ones, you will learn about the rest as you go through the different native functions.

Now finally, here is the list of all native functions!

Name Return Parameters Description Usage
Enable none none forces to enable the current script could be useful in OnGUIDisable
Disable none none forces to disable the current script could be useful in OnGUIEnable
Color web_color: number r: number, g: number = 255, b: number = 255, a: number = 255 returns a web_color draw.AddText(100, 100, "Text", Color(255, 0, 0))
LUDtoINT pAdress: number LUD: lightuserdata retunrs the light user data's address pMyLightUserData = LUDtoINT(myLightUserData)
menu.SetFeature none tabOfTheFeature: string, featureGUIname: string, value: bool/float/number/string sets a value of a feature/option in the menu menu.SetFeature("Main", "Invisibility", true)
menu.GetFeature value: bool/float/number/string tabOfTheFeature: string, featureGUIname: string gets the value of a feature/option in the menu bAimbot = menu.GetFeature("Combat", "Aim Assist")
gui.MessageBoxA pressed button id: number message: string, title: string, type: number N/A if IDYES == gui.MessageBoxA("This box will have YES and NO buttons.", "Example Message Box", MB_YESNO) then ...
gui.MessageBoxW same as MessageBoxA same as MessageBoxA the difference to MessageBoxA is that you can use wide characters in the message/title same as MessageBoxA
gui.MessageBoxExA none same as MessageBoxA the difference to MessageBoxA is that this won't pause the entire game
but won't return anything
same as MessageBoxA
gui.Checkbox checked: boolean label: string, checked: boolean N/A checkBox1 = gui.Checkbox("Label here", checkBox1)
gui.Button clicked: boolean label: string N/A if gui.Button("Label here") then ... end
gui.Hotkey key: number, getKey: boolean key: number, label: string, random_id: string, bGetKey: boolean N/A key1, bGetKey1 = gui.Hotkey(key1, "Text here", "##thisisrandomid", bGetKey1)
gui.Text none label: string N/A gui.Text("Example Text")
gui.FloatSlider value: float label: string, value: float, min: float, max: float, format: string = "%.3f" N/A float1 = gui.FloatSlider("Label", float1, 0.0, 10.0, "%.2f")
gui.IntSlider value: number label: string, value: number, min: number, max: number, format: string = "%d" N/A int1 = gui.IntSlider("Label", int1, 0, 10)
gui.InputFloat value: float label: string, value: float, step: float, step_fast: float = 10.0 N/A float1 = gui.InputFloat("Label", float1, 1.0)
gui.InputInt value: number label: string, value: number, step: number, step_fast: number = 10 N/A int1 = gui.InputInt("Label", int1, 1)
gui.InputText value: string label: string, value: string, string_max_size: number = 50 N/A string1 = gui.InputText("Label", string1)
gui.Combo value: number selected_item: string, selected_item: number, items: list[string] N/A selected_item1 = gui.Combo("Label", selected_item1, { "Item1", "Item2", "Item3" })
gui.Spacing none none Adds spacing gui.Spacing()
gui.Separator none none Adds a seperator gui.Separator()
gui.SameLine none a little complicated.. set the next item on the same line as the previous item gui.SameLine() or gui.SameLine(100) or gui.SameLine(0, 10)
gui.SetNextItemWidth none width: number sets the next item's width gui.SetNextItemWidth(100)
input.IsKeyDown state: boolean key: number returns true if the key is down if input.IsKeyDown(string.byte('J')) then ... end, this will return true if J is down
input.IsKeyPressed state: boolean key: number returns true if the key is pressed if input.IsKeyPressed(string.byte('J')) then ... end
input.GetMouse x: number, y: number none returns the current mouse position on the screen xMouse, yMouse = input.GetMouse()
input.SetMouse none x: number, y: number sets the mouse position (anti-viruses might block it) input.SetMouse(0, 0)
input.MouseEvent none event: number, x: number, y: number documentation input.MouseEvent(MOUSEEVENTF_MOVE, 10, 10)
input.SetKey none key: number, event: number, time: number = 0 allows you to simulate key pressing/holding/releasing input.SetKey(string.byte('W'), KEYEVENTF_KEYDOWN, 2) -- hold down W for 2 seconds
draw.AddLine none x1: number, y1: number, x2: number, y2: number, color: Color = white, width: float = 1.0 draws a line on the screen draw.AddLine(100, 100, 200, 200, Color(255, 0, 0), 2.0)
draw.AddRect none trX: number, trY: number, brX: number, brY: number, color: Color = white, width: float = 1.0 draws a rectangle on the screen draw.AddRect(100, 100, 200, 200, Color(255, 0, 255), 2.0)
draw.AddFilledRect none trX: number, trY: number, brX: number, brY: number, color: Color = white draws a filled rectangle on the screen draw.AddFilledRect(100, 100, 200, 200, Color(0, 0, 255))
draw.AddCircle none centerX: number, centerY: number, radius: number, segments: number, width: number, color: Color = white draws a circle on the screen draw.AddCircle(_WIN_CENTER_X, _WIN_CENTER_Y, 30, 50, 2, Color(255, 0, 0))
draw.AddFilledCircle none centerX: number, centerY: number, radius: number, segments: number, color: Color = white draws a filled circle on the screen draw.AddFilledCircle(100, 100, 100, 20, Color(100, 100, 100, 50)
draw.AddText none posX: number, posY: number, text: string, color: Color = white draws text on the screen draw.AddText(100, 100, "Text", Color(255, 0, 0))
LP.AimAtPos none worldPosX: float, worldPosY: float, worldPosZ: float, smoothness: float = 1.0 aim at a world location LP.AimAtPos(enemyPosX, enemyPosY, enemyPosZ)
LP.setSpeed none speed: float sets the local player's movement speed LP.setSpeed(100.0)
LP.isAlive isAlive: boolean none returns true if the local player is alive amIalive = LP.isAlive()
LP.getMB mb: MonoBehaviour none returns the local player pointer as MonoBehaviour class mb = LP.getMB(); mb:getTrm():setPos(0, 0, 0)
LP.getRigidbody rigidbody: URigidbody none returns the local player's rigidbody rb = LP.getRigidbody(); myVelX, myVelY, myVelZ = rb:getVelocity()
LP.getCamTransform camTrm: UTransform none returns the local player's camera transform camTrm = LP.getCamTransform(); camTrm.setRot(0.0, 0.0, 0.0)
LP.getId id: number none returns the local player's steam ID, which is used by many game functions myId = LP.getId()
game.WorldToScreen x: float, y: float, isOnScreen: boolean worldX: float, worldY: float, wordlZ: float converts a game world position to screen position x, y, bShouldDraw = game.WorldToScreen(enemyX, enemyY, enemyZ)
game.GetAlivePlayers players: list[Player] none returns a lua list of all alive players in the lobby (local player not included) players = game.GetAlivePlayers(); numPlayers = #players
game.GetAllPlayers players: list[UMonoBehaviour] none returns a lua list of all players in the lobby (local player included) players = game.GetAllPlayers(); numPlayers = #players
game.GetHostId id: number none returns the steam ID of the current lobby host hostId = game.GetHostId()
game.GetObjectsOfType objects: list[MonoBehaviour] className: string, assemblyName: string returns a list of Unity Objects in the game, you specify the type glassPieces = game.GetObjectsOfType("GlassBreak", "Assembly-CSharp")
game.GetObjectOfType object: MonoBehaviour className: string, assemblyName: string returns a Unity Object from the game, you specify the type myInventory = game.GetObjectOfType("PlayerInventory", "Assembly-CSharp")
game.GetMethod address: number assemblyName: string, returnType: string, namespace: string, className: string, methodName: string, parameters: string returns the full address to a function in the game, you can then call that function from lua in a few ways pGameMode_GetFreezeTime = game.GetMethod("Assembly-CSharp", "System.Single", "", "GameMode", "GetFreezeTime", "")
game.GetClass pKlass: number assemblyName: string, namespace: string, className: string returns a pointer to il2cpp game class pGameLoopClass = game.GetClass("Assembly-CSharp", "", "GameLoop")
game.Cast ptr: lightuserdata objectToCast: lightuserdata/number, metaTableNameToConvertTo: string allows you to convert a table object to a different table type in lua enemy = game.Cast(enemy, "UMonoBehaviour") -- this will cast the 'enemy' object to the MonoBehaviour table
game.CallFunc none pFunc: number, returnType: string, params: string, args: ... calls a game function, you can read about the different types that this function can take game.CalFunc(pGameMode_GetFreezeTime, "32", "64", pGameMode)
Player:ToMB monoBehaviour: UMonoBehaviour none this is a function inside the Player table, it casts the object to UMonoBehaviour players = game.GetPlayers(); playerMB = players[#players]:ToMB()
Player:getPos x: float, y: float, z: float none this is a function inside the Player table, it returns the position of the player players[#players]:GetPos()
Player:setPos none x: float, y: float, z: float this is a function inside the Player table, it sets the player's position on the server (host only) targetPlayer:setPos(0.0, 0.0, 0.0)
Player:getBonePos x: float, y: float, z: float bone_index: number this is a function inside the Player table, it returns the position of a bone of the player bonePosX, bonePosY, bonePosZ = players[#players]:getBonePos(1)
Player:getRot pitch: float, yaw: float none this is a function inside the Player table, it returns the rotation of the player pitch, yaw = players[#players]:getRot()
Player:getBoneMatrix bones: list[UTransform] none this is a function inside the Player table, it returns all the bones of the player as a list of UTransform bones = players[#players]:getBoneMatrix()
Player:getId id: number this is a function inside the Player table, it returns the steam ID of the player, which used by many functions playerId = targetPlayer:getId()
Player:getNum num: number this is a function inside the Player table, it returns the number/id of the player that's near his name playerNum = targetPlayer:getNum()
UTransform:getPos x: float, y: float, z: float none this is a function inside the UTransform table, it returns the position of the transform posX, posY, posZ = LP.getMB():getTrm():getPos()
UTransform:setPos none x: float, y: float, z: float this is a function inside the UTransform table, it sets transform's position LP.getMB():getTrm():setPos(0, 0, 0)
UTransform:getRot pitch: float, yaw: float, roll: float none this is a function inside the UTransform table, it returns transform's rotation pitch, yaw, roll = LP.getMB():getTrm():getRot()
UTransform:setRot none x: float, y: float, z: float this is a function inside the UTransform table, it sets transform's rotation LP.getMB():getTrm():setRot(0, 0, 0)
UTransform:getGameObject gameObject: lightuserdata none this is a function inside the UTransform table, it returns transform's GameObject gameObject = LP.getMB():getTrm():getGameObject()
URigidbody:getVel x: float, y: float, z: float none this function is inside the URigidbody table, it returns the velocity of the rb velX, velY, velZ = LP.getRigidbody():getVel()
URigidbody:setVel none x: float, y: float, z: float this function is inside the URigidbody table, it sets the velocity of the rb LP.getRigidbody():setVel(0, 0, 0)
URigidbody:getAngularVel x: float, y: float, z: float none this function is inside the URigidbody table, it returns the angular velocity of the rb velX, velY, velZ = LP.getRigidbody():getAngularVel()
URigidbody:setAngularVel none x: float, y: float, z: float this function is inside the URigidbody table, it sets the angular velocity of the rb LP.getRigidbody():setAngularVel(0, 0, 0)
URigidbody:getDrag drag: float none this function is inside the URigidbody table, it returns the drag of the rb myDrag = LP.getRigidbody():getDrag()
URigidbody:setDrag none drag: float this function is inside the URigidbody table, it sets the drag of the rb LP.getRigidbody():setDrag(0.0)
URigidbody:setAngularDrag none drag: float this function is inside the URigidbody table, it sets the angular drag of the rb LP.getRigidbody():setAngularDrag(0.0)
URigidbody:setMass none mass: float this function is inside the URigidbody table, it sets the mass of the rb LP.getRigidbody():setMass(0.0)
URigidbody:setUseGravity none bUseGravity: boolean this function is inside the URigidbody table, it sets the userGravity of the rb LP.getRigidbody():setUseGravity(false)
URigidbody:getIsKinematic isKinematic: boolean none this function is inside the URigidbody table, it returns the isKinematic of the rb myDrag = LP.getRigidbody():getIsKinematic()
URigidbody:setIsKinematic none isKenamtic: boolean this function is inside the URigidbody table, it sets the isKinematic of the rb LP.getRigidbody():setIsKinematic(false)
URigidbody:getPos x: float, y: float, z: float none this function is inside the URigidbody table, it returns the position of the rb posX, posY, posZ = LP.getRigidbody():getPos()
URigidbody:setPos none x: float, y: float, z: float this function is inside the URigidbody table, it sets the position of the rb LP.getRigidbody():setPos(0, 0, 0)
URigidbody:getRot pitch: float, yaw: float, roll: float none this function is inside the URigidbody table, it returns the rotation of the rb pitch, yaw, roll = LP.getRigidbody():getRot()
URigidbody:setRot none pitch: float, yaw: float, roll: float this function is inside the URigidbody table, it sets the rotation of the rb LP.getRigidbody():setRot(0, 0, 0)
URigidbody:addForce none forceX: float, forceY: float, forceZ: float this function is inside the URigidbody table, it adds force to the rb LP.getRigidbody(1.0, 1.0, 1.0)
UMonoBehaviour:getTrm transform: UTransform none this function is inside the UMonoBehaviour table, it returns its transform myTrm = LP.getMB():getTrm()
UMonoBehaviour:getGameObject gameObject: lightuserdata none this function is inside the UMonoBehaviour table, it returns its GameObject myGameObject = LP.getMB():getGameObject()
UMonoBehaviour:getPos x: float, y: float, z: float none this function is inside the UMonoBehaviour table, its a quick way to access the transform's position myPosX, myPosY, myPosZ = LP.getMB():getPos()
mem.readPtr ptr: lightuserdata address: number reads a pointer as a pointer and returns it somePtr = mem.readPtr(LP.getMB())
mem.readInt value: number address: number reads a pointer as a integer and returns it someInt = mem.readInt(LP.getMB() + 0x10)
mem.readFloat value: float address: number reads a pointer as a float and returns it someFloat = mem.readFloat(LP.getMB() + 0x20)
mem.readByte value: number address: number reads a pointer as a byte and returns it someByte = mem.readByte(LP.getMB() + 0x30)
mem.readString value: string address: number reads a pointer as a char pointer and returns it someString = mem.readString(LP.getMB() + 0x40)
mem.readVec2 x: float, y: float address: number reads a pointer as a vector2 and returns it someVec2X, someVec2Y = mem.readVec2(LP.getMB() + 0x50)
mem.readVec3 x: float, y: float, z: float address: number reads a pointer as a vector3 and returns it someVec3X, someVec3Y, someVec3Z = mem.readVec3(LP.getMB() + 0x60)
mem.readMBPtr ptr: UMonoBehaviour address: number reads a pointer as a UMonoBehaviour pointer and returns it myMB = mem.readMBPtr(LP.getMB() + 0x70)
mem.readTrmPtr ptr: UTransform address: number reads a pointer as a UTransform pointer and returns it myTrm = mem.readTrmPtr(LP.getMB() + 0x80)
mem.readStruct ptr: lightuserdata address: number, size: number, tableName: string = "" reads a pointer as a custom structure and returns it myStruct = mem.readStruct(LP.getMB() + 0x90, 0x10)
mem.writePtr none address: number, ptr: number writes to a pointer pointing to a pointer mem.writePtr(LP.getMB() + 0x100, 0xFFFFFFF)
mem.writeInt none address: number, value: number writes to an integer pointer mem.writeInt(LP.getMB() + 0x110, 100)
mem.writeFloat none address: number, value: float writes to a float pointer mem.writeFloat(LP.getMB() + 0x120, 100.0)
mem.writeByte none address: number, value: number writes to a byte pointer mem.writeByte(LP.getMB() + 0x130, true)
mem.writeString none address: number, value: string, length: number copys a string to an address mem.writeStr(LP.getMB() + 0x140, "Bruh.", 5)
mem.writeVec2 none address: number, x: float, y: float writes to a vector2 pointer mem.writeVec2(LP.getMB() + 0x150, 10.0, 10.0)
mem.writeVec3 none address: number, x: float, y: float, z: float writes to a vector3 pointer mem.writeVec3(LP.getMB() + 0x160, 10.0, 10.0, 10.0)
mem.writeStruct none address: number, size: number, source: number (pointer) copys a structure to a pointer mem.writeStruct(LP.getMB() + 0x170, 0x100, randomStructPtr)
mem.isValidPtr isValid: boolean address: number checks if a pointer is a junk pointer and if it is safe to read/write to it mem.isValidPtr(LP.getMB() + 0x180)
mem.getStaticPtr address: number base: number, offsets: list[number] reads through a multi-level pointer and returns the end-point mem.getStaticPtr(LP.getMB() + 0x190, { 0x10, 0x0, 0x80 })

Those are all the functions that are pre-defined in your lua-scripts. By using the last 19 functions (from the mem table) you can do a lot of things in the game that aren't in the menu currently at all. I know I didn't explain well how to use those functions, so feel free to ask for help in the discord server!

game.CallFunc()

Finally here you can read how to call game.CallFunc() which I am pretty sure many of you won't understand at all. game.CallFunc() calls a game function that might not be made by me or you, it might be in the game, so just by passing in the pointer to the function and specifying it's return type and params, you can call any game function. To find a game function easily, use game.GetMethod(). It is very important that you understand what you should pass as the return type and params, otherwise it won't work. You only have two options for the return type: "Void" and "64". You can only pass in those values as the return type. Void means that the game function doesn't return anything and game.CallFunc() also won't return anything in that case. 64 means that the game function's return type is 64-bit in size total. So yes, you are limited to only calling game functions that return Void or 64-bit values. As for the params, you can pass in Void, 64, 6432, 6464. Void means that the game function doesn't take any arguments. 64 means the function takes in 64-bits as parameters. 6432 means the function takes in 96-bits as parameters. 6464 means the function takes in 128-bits as parameters. Unless you passed in "Void" as the params, you have to accordingly push the arguments that the game function takes, right after the params. I know this is more confusing then maths so here are some examples:

game.CallFunc(pFunc, "Void", "64", _64bitArgument) -- call a game function that returns void and takes a 64-bit argument

_64bitReturn = game.CallFunc(pFunc, "64", "64", _64bitArgument) -- call a game function that returns a 64-bit value and takes a 64-bit argument

game.CallFunc(pFunc, "Void", "6464", _64bitArgument1, _64bitArgument2) -- call a game function that returns Void and takes two 64-bit arguments

Create Your OWN Scripts! (Part 3 - Brand New Features)

Although it won't be very easy, you can make brand new features for the menu through scripts. This means implementing stuff like a Respawn feature or some other kind of h@ck that is not in the mod menu yet at all. You will need a reversing tool called dnSpy if you want to make such stuff because you will have to reverse the game yourself a little bit. You can download it from here. To get started, watch a few tutorials on dnSpy and come back here. After you know the basics of dnSpy, you can open in dnSpy the Assembly-CSharp.dll inside of the Crab Game (not obfuscated) folder in this repository. It contains almost all the game classes and functions of Crab Game. By browsing through the classes you can think of new type of a h@ck. The functions you will probably wanna use inside of your scripts will be all the mem functions, game.GetMethod(), game.CallFunc() and game.GetClass().

Alright, that's all, I hope to see some awesome scripts from you guys! And remember, you will be awarded for sharing the scripts with the community.

About

Lua Scripts for the free 1hAck Crab Game Mod Menu and a guide on how to make your own!


Languages

Language:Lua 100.0%