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  1. #1
    kevi3434's Avatar
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    Useful LUA Scripts

    This a compilation of the known scripts and if you want to use them in the game just copy paste what ever script you want into a Notepad document then save it as script.lua (Make sure file extention is .lua or it will just be a regular .txt). Copy your script.lua into your Payday 2 directory along with the iphlpapia.dll file. Run the game and press Insert in-game and your hacks will load. It's as simple as that.

    Message Display

    Code:
    if managers.hud then
       managers.hud:show_hint( { text = "Put message here." } )
    end
    Infinite Cable Ties

    Code:
    if not _rmSpecial then
       _rmSpecial = PlayerManager.remove_special
    end
    function PlayerManager:remove_special( name ) end
    Infinite Equipment

    Code:
    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
    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
    Infinite Saw

    Code:
    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 Ammo Clip

    Code:
    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
    Throwing Distance

    Code:
    QUOTE]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
    God Mode

    Code:
    local player = managers.player:player_unit()
    player:character_damage():set_invulnerable( true )
    Player Modifications

    Code:
    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
     
    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
    Fast Drilling

    Code:
    function TimerGui:_set_jamming_values() return end
    function TimerGui:start( timer )
            timer = 0.01
            if self._jammed then
                    self:_set_jammed( false )
                    return
            end
           
            if not self._powered then
                    self:_set_powered( true )
                    return
            end
           
            if self._started then
                    return
            end
           
            self:_start( timer )
            if managers.network:session() then
                    managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
            end
    end
    No Dead Civilians

    Code:
    MoneyManager.get_civilian_deduction = function(self) return 0 end
    Infinite Sentry Ammo + No Recoil

    Code:
    function SentryGunWeapon:fire( blanks, expend_ammo )
       local fire_obj = self._effect_align[ self._interleaving_fire ]
       local from_pos = fire_obj:position()
       local direction = fire_obj:rotation():y()
       mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
       World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
       if self._use_shell_ejection_effect then
          World:effect_manager():spawn( self._shell_ejection_effect_table )
       end
       local ray_res = self:_fire_raycast( from_pos, direction, blanks )
       if self._alert_events and ray_res.rays then
          RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
       end
       return ray_res
    end
    Sentry God Mode

    Code:
    function SentryGunDamage:damage_bullet( attack_data ) end
    Mark All Enemies

    Code:
    function mark_enemies()
       local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
       for i,unit in ipairs( units ) do
          -- Check if we are undetected still
          --if managers.groupai:state():whisper_mode() then
             -- Check if unit is not a civ
             if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
                managers.game_play_central:add_enemy_contour( unit, false )
                managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
             end
          --end
       end
    end
     
    if managers.hud then -- Check if in-game, otherwise, GameSetup class isn't prepared yet and code fails
       if not _gameUpdate then _gameUpdate = GameSetup.update end
       do
          local _gameUpdateLastMark
          function GameSetup:update( t, dt )
             _gameUpdate(self, t, dt);
           
             if not _gameUpdateLastMark or t - _gameUpdateLastMark > 9 then
                _gameUpdateLastMark = t
                mark_enemies()
             end
          end
       end
    end
    Infinite Pagers

    Code:
    function GroupAIStateBase:on_successful_alarm_pager_bluff() end
    Demi-God Mode (2x Health, Armour, Damage)

    Code:
    if not _upgradeValue then _upgradeValue = PlayerManager.upgrade_value end 
    function PlayerManager:upgrade_value( category, upgrade, default ) 
       if category == "player" and upgrade == "health_multiplier" then 
          return 2 
       elseif category == "player" and upgrade == "armor_multiplier" then 
          return 2 
       elseif category == "player" and upgrade == "passive_damage_multiplier" then 
          return 2 
       else 
          return _upgradeValue(self, category, upgrade, default) 
       end 
    end 
    managers.player:player_unit():character_damage():replenish()
    Infinite Stamina

    Code:
    PlayerMovement.is_stamina_drained = function(self) return false end
    No Movement Penalty

    Code:
    PlayerManager.body_armor_movement_penalty = function(self) return 2 end
    No Weapon Spread

    Code:
    NewRaycastWeaponBase._get_spread = function(self) return 0 end
    No Weapon Recoil

    Code:
    NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
    Increased Weapon Reload Speed

    Code:
    NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
    Increased Weapon Fire Rate

    Code:
    NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
    Increased Weapon Swap Speed

    Code:
    PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end
    Allow Interaction With Any Equipment

    Code:
    BaseInteractionExt._has_required_upgrade = function(self) return true end 
    BaseInteractionExt._has_required_deployable = function(self) return true end 
    BaseInteractionExt.can_interact = function(self, player) return true end
    Instant Interaction

    Code:
    if not _getTimer then _getTimer = BaseInteractionExt._get_timer end 
    function BaseInteractionExt:_get_timer() 
       if self.tweak_data == "corpse_alarm_pager" then 
          return _getTimer(self) 
       end 
       return 0 
    end
    Instant Deploy

    Code:
    PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
    Money + Skillpoints + Level

    Code:
    managers.experience:_set_current_level(50) -- level 
    managers.skilltree:_set_points(750) -- skill points 
    managers.money:_add_to_total(175000000) -- money
    All Weapons Unlocked

    Code:
    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
    All Weapon Mods Unlocked

    Code:
    for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do 
            tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true 
            managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, false) 
    end
    All Masks Unlocked

    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
    No Alarm + Security Camera Alerts

    Code:
    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 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 
    if not _setWhisper then _setWhisper = GroupAIStateBase.set_whisper_mode end 
    function GroupAIStateBase:set_whisper_mode( enabled ) _setWhisper(self, true) end 
    function CivilianBrain:on_cool_state_changed( state ) end 
    function CivilianLogicSurrender._do_initial_act( data, amount, aggressor_unit, initial_act ) end 
    function CopMovement:set_stance( new_stance_name ) end 
    function CopMovement:set_stance_by_code( new_stance_code ) end 
    function HuskPlayerMovement:_upd_stance( t ) end 
    function HuskPlayerMovement:_change_stance( stance_code, delayed_shot ) end 
    function CivilianLogicFlee._upd_detection( data ) end 
    function CivilianLogicFlee.on_alert( data, alert_data ) end 
    function CivilianLogicFlee._run_away_from_alert( data, alert_data ) end 
    function CivilianLogicFlee.post_react_alert_clbk( shait, params ) end 
    function CivilianLogicFlee.on_intimidated( data, amount, aggressor_unit ) end 
    function CivilianLogicFlee._find_hide_cover( data ) end 
    function CivilianLogicFlee._start_moving_to_cover( data, my_data ) end 
    function CivilianLogicFlee.clbk_chk_call_the_police( ignore_this, data ) end 
    function CopMovement:set_cool( state, giveaway ) end 
    function CopLogicBase.add_delayed_clbk( internal_data, id, clbk, exec_t ) end 
    function CopMovement:set_allow_fire( state ) end 
    function CopMovement:on_suppressed( state ) 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:set_attention( attention ) end 
    if not _actionRequest then _actionRequest = CopMovement.action_request end 
    function CopMovement:action_request( action_desc ) 
       if action_desc.type == "hurt" then 
          _actionRequest(self, action_desc) 
       end 
    end
    Force Win

    Code:
    if managers.platform:presence() == "Playing" then 
       local num_winners = managers.network:game():amount_of_alive_players() 
       managers.network:session():send_to_peers( "mission_ended", true, num_winners ) 
       game_state_machine:change_state_by_name( "victoryscreen", { num_winners = num_winners, personal_win = true } ) 
    end
    Force Loss

    Code:
    if managers.platform:presence() == "Playing" then 
       managers.network:session():send_to_peers( "mission_ended", false, 0 ) 
       game_state_machine:change_state_by_name( "gameoverscreen" ) 
    end
    Last edited by kevi3434; 08-25-2013 at 04:45 PM.

  2. The Following 4 Users Say Thank You to kevi3434 For This Useful Post:

    Frosty' (08-25-2013),Bencici (10-28-2013),ll_DARK_ll (03-28-2018),Prime75 (08-25-2013)

  3. #2
    A15JWG's Avatar
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    the allow interaction with anything crashes me when i try to use any other equipments

  4. #3
    kevi3434's Avatar
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    Quote Originally Posted by A15JWG View Post
    the allow interaction with anything crashes me when i try to use any other equipments
    Okay I will have a look at that one. Just don't use it for now.
    Last edited by kevi3434; 08-25-2013 at 07:53 AM.

  5. #4
    Yakuzaku's Avatar
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    Is there a specific weapon mod unlock script?

  6. #5
    kevi3434's Avatar
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    Quote Originally Posted by Yakuzaku View Post
    Is there a specific weapon mod unlock script?
    I'm not too sure about that. I don't think there is. The script for this one pretty much just unlocks everything and gives you 2 of each attachment.

  7. #6
    jimmybe29's Avatar
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    I love u dude .

  8. #7
    OTC's Avatar
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    I've been looking around, but without much success. Is there a LUA script for adding Mask Colors/Patterns/Materials? Not the actual masks themselves, I'm aware that script is floating around everywhere.

  9. #8
    wolfgangab3's Avatar
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    Quote Originally Posted by OTC View Post
    I've been looking around, but without much success. Is there a LUA script for adding Mask Colors/Patterns/Materials? Not the actual masks themselves, I'm aware that script is floating around everywhere.
    I think the one used in the Moon Trainer unlocks everything for the masks.

  10. #9
    doodoo21's Avatar
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    what does the no alarm do? does it mean that i can run around and if a guard sees me he still wont set of the alarm?

  11. #10
    youawindowshopper's Avatar
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    Quote Originally Posted by OTC View Post
    I've been looking around, but without much success. Is there a LUA script for adding Mask Colors/Patterns/Materials? Not the actual masks themselves, I'm aware that script is floating around everywhere.
    Try these scripts of mine on for size, they're better than the existing "unlock everything" script that everyone uses.

  12. #11
    kevi3434's Avatar
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    Quote Originally Posted by doodoo21 View Post
    what does the no alarm do? does it mean that i can run around and if a guard sees me he still wont set of the alarm?
    It basically stops you from triggering any kind of alarms and allows you to stealth through the whole mission.

  13. #12
    dricao's Avatar
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    Guys, Infinite Pagers NOT WORKING

  14. #13
    Rampant_uterus's Avatar
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    i heard all weapon mods gives you an unremovable (!) from inventory? Also how does this method differ from the normal payday card choosing, when do I activate it? (if it won't look legit if OK Scans us or w/e) I won't use it, probably the only script I'll use because I don't wanna buy the game again.

  15. #14
    OTC's Avatar
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    Quote Originally Posted by youawindowshopper View Post
    Try these scripts of mine on for size, they're better than the existing "unlock everything" script that everyone uses.
    Thanks alot, this is exactly what I'm looking for. Haven't had a chance to test yet, but appreciate the effort regardless. Cheers.

  16. #15
    dougbenham's Avatar
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    Giving some credits to me (TranscendPerfection at CE Forums) would be nice since all except 1 of these scripts is taken directly from my post.

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