Table of Contents
- 1 Hypersonic Labs, the innovative studio behind some of GTA Online’s most popular modding tools, has officially unveiled HELIX—a groundbreaking new platform designed as the spiritual successor to FiveM, the leading Grand Theft Auto V roleplay (RP) modification.
- 1.1 What is HELIX?
HELIX is a next-generation multiplayer framework built to empower GTA RP communities with enhanced stability, deeper customization, and improved performance. Designed as a FiveM alternative, HELIX promises:
✔ Better optimization – Reduced server lag and smoother gameplay
✔ Advanced modding tools – More flexibility for server owners and developers
✔ Built-in anti-cheat – Stronger security to combat exploits and hackers
✔ Cross-platform support – Potential compatibility beyond just GTA V
- 1.1.0.1 Why It Matters for GTA RP Fans FiveM has long dominated the GTA roleplay scene, but HELIX aims to push boundaries further with:
- 1.1.0.2 The Future of GTA Modding With Rockstar taking a stricter stance on mods in recent years, HELIX could provide a safe, sanctioned alternative for RP communities. If successful, it may redefine multiplayer modding not just for GTA, but for other open-world games as well.
- 1.1 What is HELIX?
HELIX is a next-generation multiplayer framework built to empower GTA RP communities with enhanced stability, deeper customization, and improved performance. Designed as a FiveM alternative, HELIX promises:
✔ Better optimization – Reduced server lag and smoother gameplay
✔ Advanced modding tools – More flexibility for server owners and developers
✔ Built-in anti-cheat – Stronger security to combat exploits and hackers
✔ Cross-platform support – Potential compatibility beyond just GTA V
Hypersonic Labs, the innovative studio behind some of GTA Online’s most popular modding tools, has officially unveiled HELIX—a groundbreaking new platform designed as the spiritual successor to FiveM, the leading Grand Theft Auto V roleplay (RP) modification.
What is HELIX?
HELIX is a next-generation multiplayer framework built to empower GTA RP communities with enhanced stability, deeper customization, and improved performance. Designed as a FiveM alternative, HELIX promises:
✔ Better optimization – Reduced server lag and smoother gameplay
✔ Advanced modding tools – More flexibility for server owners and developers
✔ Built-in anti-cheat – Stronger security to combat exploits and hackers
✔ Cross-platform support – Potential compatibility beyond just GTA V
Why It Matters for GTA RP Fans
FiveM has long dominated the GTA roleplay scene, but HELIX aims to push boundaries further with:
Improved server scalability (supporting larger player counts)
Next-level scripting capabilities (enabling more complex RP scenarios)
Seamless mod integration (easier installation for custom assets)
Hypersonic Labs has also hinted at future-proofing HELIX for GTA 6, suggesting the platform could evolve alongside Rockstar’s next title.
Release Date & Early Access
While no official launch date has been confirmed, closed alpha testing is expected in late 2024. Server hosts and modders can already sign up for early access via Hypersonic Labs’ official website.
The Future of GTA Modding
With Rockstar taking a stricter stance on mods in recent years, HELIX could provide a safe, sanctioned alternative for RP communities. If successful, it may redefine multiplayer modding not just for GTA, but for other open-world games as well.
#include "byte_patch_manager.hpp"
#include "backend/commands/weapons/no_sway.hpp"
#include "gta/net_array.hpp"
#include "memory/byte_patch.hpp"
#include "pointers.hpp"
#include "util/explosion_anti_cheat_bypass.hpp"
#include "util/vehicle.hpp"
#include "util/world_model.hpp"
extern "C" void sound_overload_detour();
uint64_t g_sound_overload_ret_addr;
namespace big
{
static void init()
{
// Patch World Model Spawn Bypass
std::array<uint8_t, 24> world_spawn_patch;
std::fill(world_spawn_patch.begin(), world_spawn_patch.end(), 0x90);
world_model_bypass::m_world_model_spawn_bypass =
memory::byte_patch::make(g_pointers->m_gta.m_world_model_spawn_bypass, world_spawn_patch).get();
// Patch blocked explosions
explosion_anti_cheat_bypass::m_can_blame_others =
memory::byte_patch::make(g_pointers->m_gta.m_blame_explode.as<uint16_t*>(), 0xE990).get();
explosion_anti_cheat_bypass::m_can_use_blocked_explosions =
memory::byte_patch::make(g_pointers->m_gta.m_explosion_patch.sub(12).as<uint16_t*>(), 0x9090).get();
// Skip matchmaking session validity checks
memory::byte_patch::make(g_pointers->m_gta.m_is_matchmaking_session_valid.as<void*>(), std::to_array({0xB0, 0x01, 0xC3}))
->apply(); // has no observable side effects
// Bypass netarray buffer cache when enabled
broadcast_net_array::m_patch =
memory::byte_patch::make(g_pointers->m_gta.m_broadcast_patch.as<uint8_t*>(), 0xEB).get();
// Disable cheat activated netevent when creator warping
memory::byte_patch::make(g_pointers->m_gta.m_creator_warp_cheat_triggered_patch.as<uint8_t*>(), 0xEB)->apply();
// Disable collision when enabled
vehicle::disable_collisions::m_patch =
memory::byte_patch::make(g_pointers->m_gta.m_disable_collision.sub(2).as<uint8_t*>(), 0xEB).get();
// Crash Trigger
memory::byte_patch::make(g_pointers->m_gta.m_crash_trigger.add(4).as<uint8_t*>(), 0x00)->apply();
// Script VM patches
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_1.add(2).as<uint32_t*>(), 0xc9310272)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_1.add(6).as<uint16_t*>(), 0x9090)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_2.add(2).as<uint32_t*>(), 0xc9310272)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_2.add(6).as<uint16_t*>(), 0x9090)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_3.add(2).as<uint32_t*>(), 0xd2310272)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_3.add(6).as<uint16_t*>(), 0x9090)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_4.add(2).as<uint32_t*>(), 0xd2310272)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_4.add(6).as<uint16_t*>(), 0x9090)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_5.add(2).as<uint32_t*>(), 0xd2310272)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_5.add(6).as<uint16_t*>(), 0x9090)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_6.add(2).as<uint32_t*>(), 0xd2310272)->apply();
memory::byte_patch::make(g_pointers->m_gta.m_script_vm_patch_6.add(6).as<uint16_t*>(), 0x9090)->apply();
// Patch script network check
memory::byte_patch::make(g_pointers->m_gta.m_model_spawn_bypass, std::vector{0x90, 0x90})->apply(); // this is no longer integrity checked
// Increase Start Get Presence Attributes limit from 32 to 100
memory::byte_patch::make(g_pointers->m_sc.m_num_handles_patch, std::vector{0x64})->apply();
// Prevent the attribute task from failing
memory::byte_patch::make(g_pointers->m_sc.m_read_attribute_patch, std::vector{0x90, 0x90})->apply();
memory::byte_patch::make(g_pointers->m_sc.m_read_attribute_patch_2, std::vector{0xB0, 0x01})->apply();
// Prevent the game from crashing when flooded with outgoing events
memory::byte_patch::make(g_pointers->m_gta.m_free_event_error, std::vector{0x90, 0x90, 0x90, 0x90, 0x90})->apply();
// Always send the special ability event
memory::byte_patch::make(g_pointers->m_gta.m_activate_special_ability_patch, std::to_array({0xB0, 0x01, 0xC3}))->apply();
weapons::m_no_sway_patch = memory::byte_patch::make(g_pointers->m_gta.m_scope_sway_function, std::vector{0xEB}).get();
memory::byte_patch::make(g_pointers->m_gta.m_report_myself_sender, std::vector{0xC3})->apply();
// Patch BattlEye network bail
memory::byte_patch::make(g_pointers->m_gta.m_be_network_bail_patch, std::to_array({0xC3}))->apply();
}
byte_patch_manager::byte_patch_manager()
{
init();
g_byte_patch_manager = this;
}
byte_patch_manager::~byte_patch_manager()
{
memory::byte_patch::restore_all();
g_byte_patch_manager = nullptr;
}
}
#ifndef COMMON_INC
#define COMMON_INC
// clang-format off
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#include <nlohmann/json.hpp>
#include "logger/logger.hpp"
#include "core/settings.hpp"
#include "ped/CPed.hpp"
#include "services/notifications/notification_service.hpp"
#include "services/translation_service/translation_service.hpp"
#include "lua/sol_include.hpp"
#include