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  1. #16
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    I'm quite new to using scripts and can't seem to actually find a decent tutorial on how to actually use them. I mean, I get that the html text or whatever is the script, but how do I actually make it so I can use it?

  2. #17
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    Infinite equipment in other peoples games dont work

    EDIT: Nevermind got it to work
    Last edited by NyskLin3; 08-19-2013 at 03:26 AM.

  3. #18
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    Hey dude, awesome scripts.
    Is it possible to give a mission item?
    Like money bags or paintings?

  4. #19
    New Member heistman69's Avatar
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    any instruction guys. help. how do i use it ?

  5. #20
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    Anybody know a script to take off the limit of dominated guards? I would like to dominate more than one guard.

  6. #21
    New Member gshockz's Avatar
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    Where can i find the instant drilling and instant lockpick especially doing the bank heist mission..

  7. #22
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    Quick tutorial.

    http://www.mpgh.net/forum/754-payday...-lua-hack.html
    Download the .lua + .dll files within that .rar folder.

    Place the script.lua and the .dll within it into the root directory of your Payday 2 folder.
    Open script.lua with the notepad and put in some of these scripts. Just delete everything within and place in the scripts from this topic.

    An example of mine.

    ( God mode may need to be activated separate from the others, to do so, delete everything but the invulnerable script )
    You can edit files within the game, no need to close it down and it may crash after a game finishes and saves.


    Code:
    -- invulnerable
    local player = managers.player:player_unit()
    player:character_damage():set_invulnerable( true )
    
    -- Throwing Distance
    local car_arr = {
    	'being', 
    	'mega_heavy', 
    	'heavy', 
    	'medium',
    	'light',
    	'coke_light'
    }
    
    for i, name in ipairs(car_arr) do
    	tweak_data.carry.types[ name ].throw_distance_multiplier = 4.0
    end
    
    -- Weapon Mods
    NewRaycastWeaponBase._get_spread = function(self) return 0 end
    NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
    NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end
    PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
    NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
    
    BaseInteractionExt._has_required_upgrade = function(self) return true end
    BaseInteractionExt._has_required_deployable = function(self) return true end
    BaseInteractionExt._get_timer = function(self) return 0 end
    BaseInteractionExt.can_interact = function(self, player) return true end
    
    -- Infinite Ammo Clip
    if not _fireWep then
       _fireWep = NewRaycastWeaponBase.fire
    end
    function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
       _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
       
       if managers.player:player_unit() == self._setup.user_unit then
          self.set_ammo(self, 1.0)
       end
    end
    
    -- Infinite Saw
    if not _fireSaw then
       _fireSaw = SawWeaponBase.fire
    end
    function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
       _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
    
       if managers.player:player_unit() == self._setup.user_unit then
          self.set_ammo(self, 1.0)
       end
    end
    
    -- Infinite Cable Ties
    if not _rmSpecial then
       _rmSpecial = PlayerManager.remove_special
    end
    function PlayerManager:remove_special( name ) end
    
    -- Infinite Equipment (Not Host)
    function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
    
    PlayerStandard._get_walk_headbob = function(self) return 0 end
    PlayerStandard._can_stand = function(self) return true end
    PlayerManager.remove_equipment = function(self, equipment_id) end
    PlayerInventory.remove_selection = function(self, selection_index, instant) end
    PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
    PlayerManager.chk_minion_limit_reached = function(self) return false end
    PlayerManager.spread_multiplier = function(self) return 0 end
    PlayerMovement.is_stamina_drained = function(self) return false end
    PlayerStandard._can_run_directional = function(self) return true end
     
    BaseInteractionExt._has_required_upgrade = function(self) return true end
    BaseInteractionExt._has_required_deployable = function(self) return true end
    BaseInteractionExt._get_timer = function(self) return 0 end
    BaseInteractionExt.can_interact = function(self, player) return true end
    
    -- Super Jump
    PlayerStandard._perform_jump = function(self, jump_vec)
    local v = math.UP * 470
    if self._running then
    v = math.UP * 2000
    end
    self._unit:mover():set_velocity( v )
    end
    
    
    -- Message On Screen
    if managers.hud then
       managers.hud:show_hint( { text = "^6 Set hax0rz!" } )
    end
    Banned keys: ~100
    In use keys: ~ 50

  8. The Following 2 Users Say Thank You to iBulle For This Useful Post:

    heistman69 (08-19-2013), joelgsmst (08-19-2013)

  9. #23
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    function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
    function PlayerMovementn_suspicion( observer_unit, status ) end
    function GroupAIStateBasen_criminal_suspicion_progress( u_suspect, u_observer, status ) end
    function GroupAIStateBase:criminal_spotted( unit ) end
    function GroupAIStateBase:report_aggression( unit ) end
    function PlayerMovementn_uncovered( enemy_unit ) end
    function SecurityCamera:_upd_suspicion( t ) end
    function SecurityCamera:_sound_the_alarm( detected_unit ) end
    function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
    function SecurityCamera:clbk_call_the_police() end
    function CopMovement:anim_clbk_police_called( unit ) end
    function CopLogicArrest._upd_enemy_detection( data ) end
    function CopLogicArrest._call_the_police( data, my_data, paniced ) end
    function CopLogicIdle.on_alert( data, alert_data ) end
    function CopLogicBase._get_logic_state_from_reaction( data, reaction )
    return "idle"
    end
    function GroupAIStateBase:sync_event( event_id, blame_id ) end
    function GroupAIStateBasen_police_called( called_reason ) end
    function GroupAIStateBasen_police_weapons_hot( called_reason ) end
    function GroupAIStateBasen_gangster_weapons_hot( called_reason ) end
    function GroupAIStateBasen_enemy_weapons_hot( is_delayed_callback ) end
    function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end

    -- Player Mods
    PlayerStandard._get_walk_headbob = function(self) return 0 end
    PlayerStandard._can_stand = function(self) return true end
    PlayerManager.remove_equipment = function(self, equipment_id) end
    PlayerInventory.remove_selection = function(self, selection_index, instant) end
    PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
    PlayerManager.chk_minion_limit_reached = function(self) return false end
    PlayerManager.spread_multiplier = function(self) return 0 end
    PlayerMovement.is_stamina_drained = function(self) return false end
    PlayerStandard._can_run_directional = function(self) return true end

    Can't quite get this to work... Is this the stealth script, if it's not can anyone give me one?

  10. #24
    New Member lilvaratep's Avatar
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    Quote Originally Posted by iiPhoenix View Post
    Can't quite get this to work... Is this the stealth script, if it's not can anyone give me one?
    only works in offline mode for me.

  11. #25
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    Random question.
    Is there a way to increase the xp reward after heist?

  12. #26
    New Member heistman69's Avatar
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    thanks for the tutorial. got it to work. everything works fine so far.

  13. #27
    New Member MasterMind79's Avatar
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    Im totaly new to LUA so can someone pls explane after puting the script and dll into game folder how did i get it to work ingame ?
    is it bound to a key ? or did it run automaticly ?
    and how can i run parts of the script like ending a mission instantly ?

  14. #28
    New Member mjbmitch's Avatar
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    I'm trying to figure out how to add the Cthulhu mask to my inventory. The OP had this code:
    Code:
    managers.blackmarket:_setup_masks()
    for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
    Global.blackmarket_manager.masks[mask_id].unlocked = true
    managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
    end
    In BlackMarketTweakData.lua from the Large Lua-Script Pack in the other thread, I found this code concerning the Cthulhu mask:
    Code:
    self.masks.cthulhu = {}
    self.masks.cthulhu.unit = "units/payday2/masks/msk_cthulhu/msk_cthulhu"
    self.masks.cthulhu.name_id = "bm_msk_cthulhu"
    self.masks.cthulhu.pc = 100
    self.masks.cthulhu.infamous = true
    self.masks.cthulhu.value = 8
    I figured that I could just use the Cthulhu mask ID instead of the mask_id array in the first piece of code. I tried this script by itself but it did not yield me the mask:
    Code:
    managers.blackmarket:_setup_masks()
    Global.blackmarket_manager.masks["bm_msk_cthulhu"].unlocked = true
    managers.blackmarket:add_to_inventory("normal", "masks", "bm_msk_cthulhu", false)
    end
    Can someone help me out here?

  15. #29
    New Member Ghost2505's Avatar
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    Hi everyone !
    This script can give me all masks please ? And is that the script can still walk with the really game ?
    Thanks for your reply guys !

  16. #30
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    How do I use this:
    for i=1, 7 do
    managers.lootdrop:debug_drop( 1000, true, i )
    end
    game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.playerlayer_unit() ) } )

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