is there a way to add/remove cummunity flash light?
thanks in advance
If you get a chance, add me on Steam. Also my script is still compatible for the new stuff. The armored_transport global value is located in the DLC field of the blackmarket items which my script takes into account.
Code:function in_table(table, value) if table ~= nil then for i,x in pairs(table) do if x == value then return true end end end return false end function giveitems( type, times ) local types = {"weapon_mods", "masks", "materials", "textures", "colors"} local skip = { masks = {"character_locked"}, materials = {"plastic"}, colors = {"nothing"}, textures = {"no_color_full_material","no_color_no_material"} } if not times then times = 5 end if type == "all" then for i = 1, #types do giveitems(types[i], times) end return elseif not in_table(types, type) then return end for i=1, times do for mat_id,_ in pairs(tweak_data.blackmarket[type]) do if not in_table(skip[type], mat_id) then local global_value = "normal" if _.global_value then global_value = _.global_value elseif _.infamous then global_value = "infamous" elseif _.dlcs or _.dlc then local dlcs = _.dlcs or {} if _.dlc then table.insert( dlcs, _.dlc ) end global_value = dlcs[ math.random( #dlcs ) ] end managers.blackmarket:add_to_inventory(global_value, type, mat_id, false) end end end end function removeitems( type, times ) local types = {"weapon_mods", "masks", "materials", "textures", "colors"} if not times then times = 100 end if type == "all" then for i = 1, #types do removeitems(types[i], times) end return elseif not in_table(types, type) then return end for i=1, times do for mat_id,_ in pairs(tweak_data.blackmarket[type]) do managers.blackmarket:remove_item("normal", type, mat_id, false) managers.blackmarket:remove_item("infamous", type, mat_id, false) if _.global_value then managers.blackmarket:remove_item(_.global_value, type, mat_id, false) elseif _.dlcs or _.dlc then local dlcs = _.dlcs or {} if _.dlc then table.insert( dlcs, _.dlc ) end for i = 1, #dlcs do local global_value = dlcs[i] managers.blackmarket:remove_item(global_value, type, mat_id, false) end end end end end function giveitem(item, times, global_value) local types = {"weapon_mods", "masks", "materials", "textures", "colors"} if not times then times = 5 end for t = 1, #types do local type = types[t] for mat_id,_ in pairs(tweak_data.blackmarket[type]) do if mat_id == item then if not global_value then local global_value = "normal" if _.global_value then global_value = _.global_value elseif _.infamous then global_value = "infamous" elseif _.dlcs or _.dlc then local dlcs = _.dlcs or {} if _.dlc then table.insert( dlcs, _.dlc ) end global_value = dlcs[ math.random( #dlcs ) ] end end for i=1, times do managers.blackmarket:add_to_inventory(global_value, type, mat_id, false) end return end end end end function clearnewitems( type ) local types = {"weapon_mods", "masks", "materials", "textures", "colors", "armors"} if type == "all" then for i = 1, #types do clearnewitems(types[i]) end return elseif not in_table(types, type) then return end for mat_id,_ in pairs(tweak_data.blackmarket[type]) do local global_value = { "normal" } if _.global_value then global_value = { _.global_value } elseif _.infamous then global_value = { "infamous" } elseif _.dlcs or _.dlc then local dlcs = _.dlcs or {} if _.dlc then table.insert( dlcs, _.dlc ) end global_value = dlcs end for i = 1, #global_value do if managers.blackmarket:got_new_drop( global_value[i], type, mat_id ) then managers.blackmarket:remove_new_drop( global_value[i], type, mat_id ) end end end end -------------------------------------------------------------- if managers and managers.menu_component then managers.menu_component:post_event("menu_enter") end -------------------------------------------------------------- removeitems( "all" ) giveitems("all", 20)
is there a way to add/remove cummunity flash light?
thanks in advance
Someone have the name of the new patterns / materials ? (I have no idea how to use the dougbenham script :/ )
Is this for PAYDAY the heist or PAYDAY 2?
thanks! Wow I feel kinda stupid now
Nobody have the name of the new patterns / materials plz ?
does anyone have the script names of the new AT weapon mods? would be nice
Swedish K:
Grease Barrel
Swedish Barrel
Extended Mag
Ergo Grip
Bling Grip
Swedish Body
Commando 553:
Enhanced Foregrip
Railed Foregrip
Enhanced Grip
Enhanced Stock
Heat Treated Body
Gruber Kurz:
Laser Grip
Long Slide
Sights:
See More Sight
Here it is :
wpn_fps_smg_m45_m_mag
wpn_fps_upg_m4_s_mk46
wpn_fps_ass_s552_s_standard
wpn_fps_upg_ns_pis_large_kac
wpn_fps_ass_s552_o_flipup
wpn_fps_upg_ak_g_pgrip
wpn_fps_upg_m4_g_mgrip
wpn_fps_smg_m45_body_green
wpn_fps_pis_ppk_g_standard
wpn_fps_upg_o_cmore
wpn_fps_upg_ns_pis_medium_gem
wpn_fps_smg_m45_s_folded
wpn_fps_upg_ak_g_hgrip
wpn_fps_smg_m45_g_bling
wpn_fps_upg_o_eotech_xps
wpn_fps_upg_m4_g_hgrip
wpn_fps_smg_m45_body_standard
wpn_fps_upg_ak_g_wgrip
wpn_fps_upg_o_rx01
wpn_fps_ass_s552_b_standard
wpn_fps_smg_m45_b_green
wpn_fps_ass_s552_b_long
wpn_fps_ass_s552_fg_railed
wpn_fps_pis_ppk_g_laser
wpn_fps_pis_ppk_b_long
wpn_fps_smg_m45_g_standard
wpn_fps_ass_s552_fg_standard
wpn_fps_pis_ppk_m_standard
wpn_fps_upg_m4_s_crane
wpn_fps_ass_s552_body_standard
wpn_fps_pis_ppk_fl_mount
wpn_fps_ass_s552_m_standard
wpn_fps_ass_s552_g_standard
wpn_fps_ass_s552_g_standard_green
wpn_fps_smg_m45_s_standard
wpn_fps_ass_s552_s_m4
wpn_fps_ass_s552_s_standard_green
wpn_fps_smg_m45_b_small
wpn_fps_upg_o_rx30
wpn_fps_upg_o_reflex
wpn_fps_pis_ppk_b_standard
wpn_fps_ass_s552_fg_standard_green
wpn_fps_smg_m45_m_extended
wpn_fps_smg_m45_b_standard
wpn_fps_smg_m45_g_ergo
wpn_fps_ass_s552_body_standard_black
wpn_fps_pis_ppk_body_standard
and for reference : https://www.mpgh.net/forum/754-payday...ons-masks.htmlCommando 553 = "wpn_fps_ass_s552"
Swedish K = "wpn_fps_smg_m45"
Gruber Kurz = "wpn_fps_pis_ppk"
for example :"_g" = grip , "_o" = sight ... "_m" = magazine
Credits to electronvolts who had patience to sort out everything.
and Pirate Captain to add it :
for normal weapons, use "normal" instead of "armored_transport"local weaponModIDList = {
"wpn_fps_smg_m45_m_mag",
"wpn_fps_upg_m4_s_mk46",
"wpn_fps_ass_s552_s_standard",
"wpn_fps_upg_ns_pis_large_kac",
"wpn_fps_ass_s552_o_flipup",
"wpn_fps_upg_ak_g_pgrip",
"wpn_fps_upg_m4_g_mgrip",
"wpn_fps_smg_m45_body_green",
"wpn_fps_pis_ppk_g_standard",
"wpn_fps_upg_o_cmore",
"wpn_fps_upg_ns_pis_medium_gem",
"wpn_fps_smg_m45_s_folded",
"wpn_fps_upg_ak_g_hgrip",
"wpn_fps_smg_m45_g_bling",
"wpn_fps_upg_o_eotech_xps",
"wpn_fps_upg_m4_g_hgrip",
"wpn_fps_smg_m45_body_standard",
"wpn_fps_upg_ak_g_wgrip",
"wpn_fps_upg_o_rx01",
"wpn_fps_ass_s552_b_standard",
"wpn_fps_smg_m45_b_green",
"wpn_fps_ass_s552_b_long",
"wpn_fps_ass_s552_fg_railed",
"wpn_fps_pis_ppk_g_laser",
"wpn_fps_pis_ppk_b_long",
"wpn_fps_smg_m45_g_standard",
"wpn_fps_ass_s552_fg_standard",
"wpn_fps_pis_ppk_m_standard",
"wpn_fps_upg_m4_s_crane",
"wpn_fps_ass_s552_body_standard",
"wpn_fps_pis_ppk_fl_mount",
"wpn_fps_ass_s552_m_standard",
"wpn_fps_ass_s552_g_standard",
"wpn_fps_ass_s552_g_standard_green",
"wpn_fps_smg_m45_s_standard",
"wpn_fps_ass_s552_s_m4",
"wpn_fps_ass_s552_s_standard_green",
"wpn_fps_smg_m45_b_small",
"wpn_fps_upg_o_rx30",
"wpn_fps_upg_o_reflex",
"wpn_fps_pis_ppk_b_standard",
"wpn_fps_ass_s552_fg_standard_green",
"wpn_fps_smg_m45_m_extended",
"wpn_fps_smg_m45_b_standard",
"wpn_fps_smg_m45_g_ergo",
"wpn_fps_ass_s552_body_standard_black",
"wpn_fps_pis_ppk_body_standard"
}
for i, name in ipairs(weaponModIDList) do
tweak_data.blackmarket.weapon_mods[name].unlocked = true
managers.blackmarket:add_to_inventory('armored_tra nsport',
'weapon_mods', name, false)
end
Lilarcor
thank you for the lists, do you happen to know the managers.blackmarket:_setup for weapon mods?
reference: here
(the same type of script syntax you used with masks and its components)
ps: as i see there are still many non-drop debug/placeholder items in your list example: "wpn_fps_ass_s552_m_standard"
Name for the new patterns / materials plz ?
Plz, I really need the Name for the new patterns / materials
I didn't have much time to do it, so it's a bit late but here it is :
Patterns :
local textures = {}
materials["racestripes"] = 'armored_transport'
materials["forestcamo"] = 'armored_transport'
materials["americaneagle"] = 'armored_transport'
materials["stars"] = 'armored_transport'
managers.blackmarket:_setup_masks()
for name,quality in pairs( textures ) do
managers.blackmarket:get_inventory_category( "textures" )
managers.blackmarket:add_to_inventory( quality, "textures", name, true )
end
Materials :
I tried adapting the script reference but it didn't work for some reason... I need to try it again, I'll inform you when I manage to make it work.local materials = {}
textures["marble"] = 'armored_transport'
textures["redwhiteblue"] = 'armored_transport'
textures["jade"] = 'armored_transport'
textures["cash"] = 'armored_transport'
managers.blackmarket:_setup_masks()
for name,quality in pairs( materials ) do
managers.blackmarket:get_inventory_category( "materials" )
managers.blackmarket:add_to_inventory( quality, "materials", name, true )
end
How about updating you materials/patterns mask list ?
ps : And yes with the placeholders it's messy!
Last edited by Lilarcor; 12-04-2013 at 03:07 AM.
rauuh (12-04-2013)