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  1. #1
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    MixNova's Avatar
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    Payday 2 Lua Scripts

    HTML Code:
    -- Player Instance
    local player = managers.player:player_unit()
    
    -- Steam Achievements 
    if managers.achievment then
    	for id,_ in pairs(managers.achievment.achievments) do
    		managers.achievment:award(id)
    	end
    end
    
    -- God Mode
    if player then
       player:character_damage():set_invulnerable( true )
    end
    
    -- 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 = 10.0
    end
    
    -- Everything But Weapons
    for i=1, 7 do
            managers.lootdrop:debug_drop( 1000, true, i )
    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
    NewRaycastWeaponBase.fire_rate_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 Ammo and No Reload
    RaycastWeaponBase.ammo_info = function(self)
    self._ammo_max_per_clip = 99999
    self._ammo_remaining_in_clip = 99999
    self._ammo_total = 99999
    self._ammo_max = 99999
    return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_max
    end
    BlackMarketGui.get_weapon_ammo_info = function(self, weapon_id, comparision_data)
    return 100, 100
    end
    
    -- Money and Level
    managers.experience:_set_current_level (9999)
    managers.skilltree:_set_points(9999)
    managers.money:_add_to_total(9999)
    managers.money:_set_offshore(9999)
    
    -- 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
    if not _rmEquipment then
       _rmEquipment = PlayerManager.remove_equipment
    end
    function PlayerManager:remove_equipment( equipment_id ) end
    
    -- Infinite Equipment (Not Host)
    function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
    
    -- Debug Menu
    if managers.menu then
    managers.menu:set_debug_menu_enabled(true)
    end
    
    -- All Weapons Unlocked
    local wep_arr = {
       'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull',  'saw'
    }
    for i, name in ipairs(wep_arr) do
       if not managers.upgrades:aquired(name) then
          managers.upgrades:aquire(name)
       end
    end 
    
    -- Guards and Camera
    function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
    function PlayerMovement:on_suspicion( observer_unit, status ) end
    function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
    function GroupAIStateBase:criminal_spotted( unit ) end
    function GroupAIStateBase:report_aggression( unit ) end
    function PlayerMovement:on_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 GroupAIStateBase:on_police_called( called_reason ) end
    function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
    function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
    function GroupAIStateBase:on_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
    
    -- 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
    
    -- Player Armor
    PlayerDamage.get_real_armor = function(self)
    return Application:digest_value( 100, false )
    end 
    
    -- Unlock All Masks
    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
    
    -- Ammo and Health
    local player = managers.player:player_unit()
    if alive(player) then
    player:base():replenish()
    end
    
    -- Weapon Accessories, Color Palettes, and Mask Vinyls
    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.player:player_unit() ) } )
    
    -- End Mission
    game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )
    
    -- Teleport Player
    function GameState:freeflight_drop_player( pos, rot )
            if( managers.player ) then
                    managers.player:warp_to( pos, rot )
            end
    end
    
    -- Message On Screen
    if managers.hud then
       managers.hud:show_hint( { text = "LUA Hack Loaded!" } )
    end
    HTML Code:
    -- Unload Some Scripts
    managers.player:player_unit():character_damage():set_invulnerable( false )
    
    if _wSpread then
       NewRaycastWeaponBase._get_spread = _wSpread
       _wSpread = nil
    end
    
    if _wRecoil then
       NewRaycastWeaponBase.recoil_multiplier = _wRecoil
       _wRecoil = nil
    end
    
    if _wReload then
       NewRaycastWeaponBase.reload_speed_multiplier = _wReload
       _wReload = nil
    end
    
    if _wFireRate then
       NewRaycastWeaponBase.fire_rate_multiplier = _wFireRate
       _wFireRate = nil
    end
    
    if _wSwap then
       PlayerStandard._get_swap_speed_multiplier = _wSwap
       _wSwap = nil
    end
    
    if _fireWep then
       NewRaycastWeaponBase.fire = _fireWep
       _fireWep = nil
    end
    
    if _fireSaw then
       SawWeaponBase.fire = _fireSaw
       _fireSaw = nil
    end
    
    if _rmSpecial then
       PlayerManager.remove_special = _rmSpecial
       _rmSpecial = nil
    end
    
    if _rmEquipment then
       PlayerManager.remove_equipment = _rmEquipment
       _rmEquipment = nil
    end
    
    if _rmEquipmentP then
       PlayerManager.remove_equipment_possession = _rmEquipmentP
       _rmEquipmentP = nil
    end
    
    -- Message On Screen
    if managers.hud then
       managers.hud:show_hint( { text = "LUA Hack Unloaded!" } )
    end

    HTML Code:
    -- Spawning Jobs 
    managers.crimenet._debug_mass_spawning = true
    managers.crimenet._active_jobs = {}
    managers.crimenet._presets = {}
    
    local t = {}
    local difficulty_id = (5)
    local difficulty = tweak_data:index_to_difficulty( difficulty_id )
    table.insert(t, { job_id = "ukrainian_job_prof", difficulty_id = difficulty_id, difficulty = difficulty } )
    
    local j = 0
    while(j < tweak_data.gui.crime_net.debug_options.mass_spawn_limit) do
    	local job_data = t[1]
    	table.insert( managers.crimenet._presets, job_data )
    	j = j+1
    end
    
    -- Jobs ID's (Change Job ID to the Job you want)
    "welcome_to_the_jungle", (Big Oil)
    "welcome_to_the_jungle_prof",
    "framing_frame",
    "framing_frame_prof",
    "watchdogs",
    "watchdogs_prof",
    "alex", (Rats)
    "alex_prof",
    "firestarter",
    "firestarter_prof",
    "ukrainian_job",
    "ukrainian_job_prof",
    "jewelry_store",
    "jewelry_store_prof",
    "four_stores",
    "four_stores_prof",
    "nightclub",
    "nightclub_prof",
    "mallcrasher",
    "mallcrasher_prof",
    "branchbank_deposit",
    "branchbank_deposit_prof",
    "branchbank_cash",
    "branchbank_cash_prof",
    "branchbank_gold",
    "branchbank_gold_prof",
    "branchbank",
    "branchbank_prof"
    I do not take any credit for these.

    I've put them all in a notepad so you can download it without going back to the thread.

    -- Note
    Some scripts only work as host.
    There will be some scripts that aren't on the notepad as it updates.

    -- Virus Scan
    Lua Scripts.rar - Jotti's malware scan
    https://www.virustotal.com/en/file/d...is/1376811774/
    <b>Downloadable Files</b> Downloadable Files
    Last edited by MixNova; 08-18-2013 at 04:49 PM.

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  3. #2
    New Member Metholatium's Avatar
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    can you tell me or link me that gives me a tutorial on how to use this. Thanks

    Edit, did some further searching and found what i needed
    Last edited by Metholatium; 08-18-2013 at 02:33 AM.

  4. #3
    New Member Azotik's Avatar
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    Nice work dude

  5. #4
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    I'll add all the scripts into script.lua and update it when more come out or if some get patched.
    Last edited by MixNova; 08-18-2013 at 04:51 PM.

  6. #5
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    Quote Originally Posted by MixNova View Post
    I'm trying to find out instant drill
    You can simply use the lin trainer posted here,it works witout any issues
    Edit:I can't get the job spawner to work.something may be missing can someone tell me how to set it up?
    Last edited by thewhitenigga; 08-18-2013 at 06:27 AM.

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    yy9ui1 (08-18-2013)

  8. #6
    New Member LeRaz0r's Avatar
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    Is there anyway to directly SET your current $ Value? Or increase the offshore?

  9. #7
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    They set amount has been patched, but you can add cash and it also adds to your offshore.
    managers.money:_add_to_total(9999) or managers.money:_set_offshore(9999)
    Quote Originally Posted by LeRaz0r View Post
    Is there anyway to directly SET your current $ Value? Or increase the offshore?
    Last edited by MixNova; 08-18-2013 at 04:49 PM.

  10. #8
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    Approved!!!!



     

    Skype : BACKD00R-MPGH

     

    • Contributor: October, 31th 2011
    • CA BR Minion: January, 03th 2012
    • CF AL Minion: April, 07th 2012
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  11. #9
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    Awesome job compiling all these! Do you have a recent LUA dump of the game?

  12. #10
    New Member ogR1sH's Avatar
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    I made a function you can use to add as many of all specific items you want (Because "-- Everything But Weapons" spams loot cards which gets you alot of maybe unwanted money or attachments). Enjoy!

    HTML Code:
    -------------------------------------------------------------------------
    -- GiVE iTEMS ("masks", "materials", "textures", "colors", "weapon_mods")
    -- example: giveitems( 50, "masks")
    -------------------------------------------------------------------------
    function giveitems( times, type )
        for i=1, times do
    		for mat_id,_ in pairs(tweak_data.blackmarket[type]) do	
    			if _.infamous then
    					managers.blackmarket:add_to_inventory("infamous", type, mat_id, false)
    			elseif _.dlc then
    					managers.blackmarket:add_to_inventory("preorder", type, mat_id, false)
    			else
    					managers.blackmarket:add_to_inventory("normal", type, mat_id, false)
    			end
            end
    		managers.blackmarket:remove_item("normal", "materials", "plastic", false)
    		managers.blackmarket:remove_item("normal", "colors", "nothing", false)
        end
    end
    
    giveitems( 2, "weapon_mods" )
    giveitems( 5, "masks" )
    giveitems( 5, "materials" )
    giveitems( 5, "textures" )
    giveitems( 5, "colors" )

  13. The Following 6 Users Say Thank You to ogR1sH For This Useful Post:

    DeathXReapar (08-20-2013), lee_terry_jr (08-20-2013), leonardoreal (08-19-2013), SeekerWolf (08-18-2013), SheepyJr (07-03-2014), swarnob93 (12-26-2013)

  14. #11
    New Member SeekerWolf's Avatar
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    Quote Originally Posted by ogR1sH View Post
    I made a function you can use to add as many of all specific items you want (Because "-- Everything But Weapons" spams loot cards which gets you alot of maybe unwanted money or attachments). Enjoy!
    Is there away to get rid of weapon mods?
    (like lets say i accidentally gave myself to many mods is there any way to make it 0?)
    Thank you!

  15. #12
    New Member ogR1sH's Avatar
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    Quote Originally Posted by SeekerWolf View Post
    Is there away to get rid of weapon mods?
    (like lets say i accidentally gave myself to many mods is there any way to make it 0?)
    Thank you!
    HTML Code:
    for mat_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do	
    managers.blackmarket:remove_item("normal", "weapon_mods", mat_id, false)
    managers.blackmarket:remove_item("preorder", "weapon_mods", mat_id, false)
    end
    Not tested, but should remove one instance of every mod when executed.
    Last edited by ogR1sH; 08-18-2013 at 08:55 PM.

  16. The Following User Says Thank You to ogR1sH For This Useful Post:

    SeekerWolf (08-18-2013)

  17. #13
    New Member SeekerWolf's Avatar
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    Quote Originally Posted by ogR1sH View Post
    HTML Code:
    for mat_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do	
    managers.blackmarket:remove_item("normal", "weapon_mods", mat_id, false)
    end
    Not tested, but should remove one instance of every mod when executed.
    It worked thank you, only mod that didnt go down was the pre-order military red dot sight

  18. #14
    New Member ogR1sH's Avatar
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    Quote Originally Posted by SeekerWolf View Post
    It worked thank you, only mod that didnt go down was the pre-order military red dot sight
    Try the updated code or just change "normal" to "preorder" in the "remove_item" line!

  19. The Following User Says Thank You to ogR1sH For This Useful Post:

    SeekerWolf (08-18-2013)

  20. #15
    New Member SeekerWolf's Avatar
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    Quote Originally Posted by ogR1sH View Post
    Try the updated code or just change "normal" to "preorder" in the "remove_item" line!
    Thank you very much it worked :]

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