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  1. #31
    TechnoJacker's Avatar
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    Quote Originally Posted by Lilarcor View Post
    OK, thanks to dougbenham's script, this is what i found for new DLC update :



    I have to new weapons too but it's to long to copy by hand, i can neither do copy & paste from the log file, nor from the debug console.

    (Before i found the right quality, I tried it with "pd2_dlc1" and "dlc1" quality making my game crash. I think a modification to find it direclty with the script would be useful)
    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)

  2. #32
    Yokujin's Avatar
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    is there a way to add/remove cummunity flash light?
    thanks in advance

  3. #33
    rauuh's Avatar
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    Someone have the name of the new patterns / materials ? (I have no idea how to use the dougbenham script :/ )

  4. #34
    AegisMystic's Avatar
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    Is this for PAYDAY the heist or PAYDAY 2?

  5. #35
    ojsimpson's Avatar
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    Quote Originally Posted by AegisMystic View Post
    Is this for PAYDAY the heist or PAYDAY 2?
    it's for PAYDAY 2. As this is the Payday 2 forum.

  6. #36
    AegisMystic's Avatar
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    thanks! Wow I feel kinda stupid now

  7. #37
    rauuh's Avatar
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    Nobody have the name of the new patterns / materials plz ?

  8. #38
    Yokujin's Avatar
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    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

  9. #39
    Lilarcor's Avatar
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    Quote Originally Posted by Yokujin View Post
    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


    Commando 553 = "wpn_fps_ass_s552"
    Swedish K = "wpn_fps_smg_m45"
    Gruber Kurz = "wpn_fps_pis_ppk"
    and for reference : https://www.mpgh.net/forum/754-payday...ons-masks.html

    for example :"_g" = grip , "_o" = sight ... "_m" = magazine

    Credits to electronvolts who had patience to sort out everything.

    and Pirate Captain to add it :

    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
    for normal weapons, use "normal" instead of "armored_transport"

  10. #40
    Yokujin's Avatar
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    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"

  11. #41
    rauuh's Avatar
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    Name for the new patterns / materials plz ?

  12. #42
    rauuh's Avatar
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    Bump....
    /10char

  13. #43
    rauuh's Avatar
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    Plz, I really need the Name for the new patterns / materials

  14. #44
    Lilarcor's Avatar
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    Quote Originally Posted by rauuh View Post
    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 :

    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
    Quote Originally Posted by Yokujin View Post
    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"
    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.
    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.

  15. The Following User Says Thank You to Lilarcor For This Useful Post:

    rauuh (12-04-2013)

  16. #45
    Tychovk's Avatar
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    Quote Originally Posted by Lilarcor View Post
    I didn't have much time to do it, so it's a bit late but here it is :

    Patterns :




    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.
    How about updating you materials/patterns mask list ?

    ps : And yes with the placeholders it's messy!
    how about weapons??

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