Infinite equipment in other peoples games dont work
EDIT: Nevermind got it to work
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?
Infinite equipment in other peoples games dont work
EDIT: Nevermind got it to work
Last edited by NyskLin3; 08-19-2013 at 02:26 AM.
Hey dude, awesome scripts.
Is it possible to give a mission item?
Like money bags or paintings?
any instruction guys. help. how do i use it ?
Anybody know a script to take off the limit of dominated guards? I would like to dominate more than one guard.
Where can i find the instant drilling and instant lockpick especially doing the bank heist mission..
Quick tutorial.
https://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
heistman69 (08-19-2013),joelgsmst (08-19-2013)
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?
Random question.
Is there a way to increase the xp reward after heist?
thanks for the tutorial. got it to work. everything works fine so far.
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 ?
I'm trying to figure out how to add the Cthulhu mask to my inventory. The OP had this code:
In BlackMarketTweakData.lua from the Large Lua-Script Pack in the other thread, I found this code concerning the Cthulhu mask: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
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: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
Can someone help me out here?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
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 !
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() ) } )