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Ghostline V [Legacy & Enhanced] 0.6

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DexterLooo

1.423

GHOSTLINE V turns your phone into a cyberpunk / Watch Dogs-style hacking device for GTA V Story Mode. Scan the world around you and take instant control of vehicles, police, civilians, traffic lights, ATMs, trains and the power grid. Lock a target and you're in.

Features
  • Instant hacking: no minigame – simply lock a target and connect immediately.
  • Fully custom HUD: every panel, beam and menu is rendered using raw natives, with no LemonUI or NativeUI dependency.
  • Live scan panel: displays the target's name, owner, network and security level in real time.
  • Vehicle System: Remote Drive (control a vehicle while standing outside it), Engine On/Off, Full Throttle, Boost, Brake, Repair, Open/Close/Lock/Unlock Doors, Alarm Spam, Vehicle Tracker, Explode Engine and Vehicle Data.
  • Tow Vehicle (BETA): dispatches a real tow truck that drives to the target, hooks it up and drives off with it. Only works on an empty vehicle – no driver, no passengers.
  • False Flag: frame an NPC driver with a fake APB. A real rifle-armed 2-officer unit, then escalates to aggressive PIT and ramming tactics if the chase continues.
  • Police System: Enable/Disable Sirens, Fake Dispatch (Robbery, Fight, Explosion or Gunfire), Police Tracker, Clear Wanted and False Wanted.
  • Ped System: hack a civilian who's distracted on a phone or tablet – Steal Wallet, Remote Detonate (loots whatever's left in the wallet first), Track Ped and Panic.
  • Traffic Light System: All Green, All Red, Blinking Yellow, Random Mode, Traffic Chaos, Green Wave, Red Wave and Restore Normal.
  • ATM System: Cash Spill (real cash piles with NPCs scrambling to collect them), ATM Error and Fake Withdrawal.
  • ATM Shutdown: dispatches a rifle-armed 2-officer unit that drives to the ATM, parks, walks to the exact machine and guards it.
  • Train System: Stop, Turbo, Super Turbo (2x speed), Reverse, Track and Emergency Brake.
  • Power Grid System: Blackout District, Restore Power, Alarm Network and Camera Network.
  • Overload: blows up the electrical junction box with a real explosion and sparks, triggers a sustained alarm and sends nearby pedestrians and drivers fleeing in panic.
  • Chaos Events (no target required): Vehicle Pileup, Massive Police Chase, Bank Panic, Train Disaster, City Blackout, EMP Blast, Riot Mode, Skyfall Plane and Random Event.
  • Skyfall Plane: a wave of aircraft (mostly planes, the occasional helicopter) come crashing down out of the sky around you.
  • Massive Police Chase: spawns a fleeing suspect, five pursuing police units (driver + gunner) and a police helicopter, all using full pursuit AI.
  • Pursuit AI escalation: spawned police units from False Flag and Massive Police Chase become increasingly aggressive over time, eventually performing PIT and ramming maneuvers like vanilla GTA V police.
  • Riot Mode: nearby civilians panic over a wide radius, vehicle alarms activate simultaneously and police respond to pursue a fleeing rioter.
  • EMP Blast: permanently fries every nearby vehicle except your own – engine dead for good, with a light wisp of smoke off the hood. It won't come back on its own, and nothing (NPC or otherwise) can restart it.
  • Custom alarm sounds: drop your own exported .wav files into GHOSTLINE V\Audio\. Overload, ATM Error, Bank Panic and Riot Mode will randomly use your custom clips instead of the built-in fallback. Alarm volume is controlled from the ini. Triggering the same alarm twice in quick succession no longer stacks or cuts the sound – the first one just keeps playing.
  • Automatic cleanup: every unit spawned by Chaos Events, Fake Dispatch and False Flag despawns after roughly 3 minutes (1 minute for Skyfall Plane), but only once it is off-screen.
  • Safe spawn system: validates spawn positions so vehicles and NPCs never appear directly on top of the player.


Menu Controls
  • F5 – Open / Close GHOSTLINE V
  • E – Connect to the locked target
  • Enter – Confirm selection, or open Chaos Events when no target is locked
  • W / S – Navigate the menu
  • Backspace – Go back one level / Close the application

All controls can be changed in GHOSTLINE V.ini under the [Controls] section.

Gamepad also works out of the box, configurable under the [GamepadControls] section:
  • ToggleControl = FrontendSelect
  • BackControl = FrontendCancel
  • NavigateUpControl = FrontendUp
  • NavigateDownControl = FrontendDown
  • SelectControl = FrontendAccept

It's purely additive – the keyboard keeps working exactly as configured regardless of these, and gamepad controls only activate once a controller was the last input device actually used.

Requirements

Legacy:


Enhanced:


Installation

Legacy:
  • Install Script Hook V and ScriptHookVDotNet-nightly (x64).
  • Copy GHOSTLINE V.dll and GHOSTLINE V.ini into GTA V\scripts.
  • (Optional) Place your own exported alarm .wav files into GTA V\scripts\GHOSTLINE V\Audio\.
  • Launch GTA V Story Mode. The script starts automatically—press F5 in-game to open it.


Enhanced:
  • Install Script Hook V and Script Hook V .NET Enhanced (x64).
  • Copy GHOSTLINE V.dll and GHOSTLINE V.ini into GTA V Enhanced\scripts.
  • (Optional) Place your own exported alarm .wav files into GTA V Enhanced\scripts\GHOSTLINE V\Audio\.
  • Launch GTA V Story Mode (Legacy or Enhanced). The script starts automatically—press F5 in-game to open it.


Notes
  • Chaos Events, Fake Dispatch and False Flag spawn real peds and vehicles, so expect a brief performance drop in crowded areas while they are active.
  • Per-traffic-light control is not available through GTA V natives. The Traffic Light System approximates the effect by combining junction-wide state changes with direct driver AI tasks.
  • Remote Drive hides and freezes the player while forwarding controls into the selected vehicle, as Story Mode has no built-in RC vehicle functionality.
  • ATM Shutdown uses a manually mapped database of exact ATM coordinates, ensuring officers walk to the real machine rather than an approximate scan position.
  • Ped System's phone/tablet detection is based on an exact prop model match on what's attached to the civilian's hand, not on the animation they're playing – if it ever misses a variant, ShowDebugTargetInfo (see below) will surface the model hash so it can be added.
  • Tow Vehicle (BETA) only runs one job at a time and refuses an occupied vehicle up front; if someone climbs in mid-approach, the job cancels instead of towing them off.
  • If you encounter an unsupported traffic light or power grid prop, enable [Debug] ShowDebugTargetInfo=true in the ini. GHOSTLINE V will display the model hash so support can be added in a future update.


Known Issues
  • Enable Sirens (after a manual Disable Sirens) doesn't reliably restore audio on every vehicle – the light comes back, but the sound sometimes doesn't. This looks like a native engine limitation rather than something purely script-side; still investigating.
  • Newly spawned police vehicles can occasionally show a corrupted, oversized siren light glitch. This has been significantly reduced but not fully eliminated – if you see it, it should be rare and vehicle-specific.


Credits
  • Script: DexterLooo


Permissions
  • Please do not re-upload without permission.
  • You may use this script in videos or livestreams. Credit is appreciated.


Enjoy! If you find any bugs, please report them along with what you were doing and your GHOSTLINE V.ini settings.

Changelog
0.6
  • Added: Recruit Ped to the Ped System – permanently flips a civilian's loyalty instead of a temporary Puppet Control session. They're added to your own PedGroup, so the game's normal companion AI (follow, take cover, fight whatever you're fighting) kicks in for free, the same way a vanilla squadmate works in story missions. Gets armed with a pistol automatically if they weren't already carrying a weapon.
  • Added: Settings Ped to the Ped System – only unlocks once a ped's been recruited. Invincible toggle (single item, flips ON/OFF in place) and a full Weapon menu covering every Rifle, SMG, and Shotgun in the game plus the RPG, so a recruited ally can actually be built into a real backup unit instead of whatever they happened to spawn with.
  • Fixed: a dead ped could still be hit with False Flag or Wanted Stars, dispatching units to chase down a corpse that was never going anywhere. Both now check for that and refuse with a clear message instead.
  • Fixed: Track Ped's blip had no lifetime of its own – once its ped died, the blip could keep sitting on the map wherever that happened until the game's own cleanup eventually got around to the body, littering the map in the meantime. It now disappears the instant the tracked ped dies.
  • Fixed: compiler warnings from a string of Script Hook V .NET input/spawn APIs going obsolete in nightly builds past v3.7.0-nightly.175 (control reads, control-disable calls, and the World.CreateVehicle/CreatePed/CreateProp/CreateCamera family) – all migrated to their current replacements ahead of nightly.188.
  • Added: full Script Hook V .NET Enhanced (SHVDNE) compatibility – a single build now runs on GTA V Enhanced exactly like Legacy, no separate branch needed. The static Prop/Ped/Vehicle.Create factories (not yet ported to SHVDNE) were swapped for the universal World.CreateProp/CreatePed/CreateVehicle, and the GTA.Input.Controls wrapper class – which doesn't exist on SHVDNE's older SHVDN base – was swapped for the classic Game.* control methods everywhere the mod reads or disables input.
  • Added: full gamepad support for Hack Mode – opening/closing, Back, and menu navigation (Up/Down/Select) all read from a configurable [GamepadControls] block in the ini (defaults to the Frontend button group: Select/Cancel/Up/Down/Accept). Gated behind the game's last-used input method, so it only activates once a controller was actually used and never double-fires alongside keyboard input.


0.5
  • Added: Wanted Stars to the Ped System – flag a civilian as 1, 2, or 3 stars. Response scales with the level: more units, tougher health/armor, and better weapons if they resist (MicroSMG → SMG → Rifle). 3 stars also brings in an FIB Granger with two agents riding the sides, matching the real vanilla 4-star response vehicle. Each target randomly resists (fights back) or complies (flees) instead of always doing the same thing, and a floating star marker follows them overhead so you can track who's wanted at a glance.
  • Fixed: deleting a vehicle that still had peds seated in it left those peds standing right where the vehicle used to be instead of despawning with it. Fixed at the shared cleanup system level, so every pursuit-style feature benefits, not just the new one.


0.4
  • Added: CCTV Hack to the Power Grid System – Camera Network now scans for real in-world security camera props, and if any are found, lets you spectate through them (pan/tilt with the mouse, cycle between multiple feeds) instead of just revealing nearby signatures.
  • Added: NPC Profiler to the Ped System – scanning a civilian now shows a made-up age and occupation alongside their actual wallet balance (the same amount Steal Wallet would actually loot, not a random unrelated number).
  • Added: GPS Hijack to the Vehicle System – redirect an occupied vehicle's own driver to your current map waypoint instead of taking the wheel yourself (Remote Drive) or towing it away empty (Tow Vehicle).
  • Fixed: GPS Hijack drivers would quietly give up and revert to ambient AI partway to a long-distance waypoint, sit idle for ~30 seconds to a minute after actually arriving before resuming normal behavior, and could get recycled by the game's population system entirely if you disconnected from the hack menu mid-trip. The route is now kept alive with periodic re-tasking and stuck detection, the vehicle stays protected for the duration of the hijack, and arrival now hands the driver back to ambient AI immediately with an explicit task instead of leaving them stranded.
  • Fixed: selecting any menu item while sitting in a vehicle would exit the vehicle as an unrelated side effect of the same keypress.
  • Fixed: the phone's "checking phone" hold animation was being force-replayed every tick while seated in a vehicle (where it can't actually play), for no visible benefit.
  • Fixed: gunners in False Flag/Massive Police Chase pursuit units could cause a noticeable stutter switching to their rifle mid-firefight - the weapon asset is now preloaded well before it's actually needed instead of streaming in synchronously at the worst possible moment.


0.3
  • Added: False Flag to the Ped System – frame a civilian caught on their phone/tablet with a fake APB, same escalating pursuit as the Vehicle System version.
  • Added: Puppet Control to the Ped System – take direct control of an NPC, Watch Dogs-style, while your own body is held safely out of harm's way until you let go.
  • Fixed: False Flag and Massive Police Chase units weren't actually shooting. The gunner was tasked with on-foot combat AI while still seated in a moving car (which mostly just made them try to bail out instead of firing), and was carrying a rifle-class weapon that isn't valid for shooting out a car window in the first place. Units now do a proper drive-by with an appropriate weapon, and automatically fall back to a guaranteed on-foot firefight if the drive-by never lines up.
  • Fixed: the driver in those same pursuit units was completely unarmed, so even the on-foot fallback had nothing to shoot with.
  • Fixed: a vehicle marked persistent while being actively hacked was never released afterward – every vehicle you ever hacked in a session stayed in the world permanently instead of returning to the game's normal cleanup, an unbounded leak that could contribute to memory-related crashes over long sessions.


0.2
  • Added: Ped System – hack civilians distracted on a phone or tablet (Steal Wallet, Remote Detonate, Track Ped, Panic).
  • Added: Skyfall Plane to Chaos Events – rains aircraft down around the player.
  • Added: Tow Vehicle (BETA) to the Vehicle System – only works on empty vehicles.
  • Changed: EMP Blast now permanently disables affected vehicles (they can no longer be restarted) and produces a light smoke effect instead of nothing happening.
  • Changed: Bank Panic and Riot Mode now affect a wider radius.
  • Fixed: Rapidly re-triggering the same alarm no longer stacks overlapping sounds or cuts the first one off.
  • Fixed: Skyfall Plane aircraft were despawning the instant they left view (even for a split second) instead of after a proper lifetime.
  • Improved: Reworked how newly spawned police vehicles' sirens turn on, reducing (though not fully eliminating – see Known Issues) the oversized light glitch on spawn.


0.1 Initial Release
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İlk Yüklenme Zamanı: 21 Temmuz 2026 Salı
Son Güncellenme Zamanı: 6 Ağustos 2026 Perşembe
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 0.6 (current)

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 0.5

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2 Ağustos 2026 Pazar

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