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  1. #1
    dougbenham's Avatar
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    [SCRIPT] How to find new weapons/mods/masks

    So I've seen several requests on how to find the new items that OVERKILL adds to the game. Here is a script with baselines set for the Halloween update (Update 16-FTS), by that I mean.. if you ran this script with the Halloween update, you would see no output because there is nothing new since then. However in the future, you can run this script with new updates and see new weapons/mods/masks in your 'Debug Console' or in iphlpapi.log.

    When I ran this script with my baseline at Update 15, I saw the following:

    So you can see that the weapon 'usp' was added for the Halloween update.

    Enjoy & let me know if you have issues.

    Code:
    function arrayIndexOf(arr, item)
    	for i,v in ipairs(arr) do
    		if v == item then return i end
    	end
    	return nil
    end
    
    -- Run at main menu to show new weapons
    local wep_msg = false
    local wep_arr = { 'usp', '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 k,v in pairs(tweak_data.upgrades.definitions) do
    	if v.category == "weapon" and not arrayIndexOf(wep_arr, k) then
    		if not wep_msg then
    			wep_msg = true
    			io.stderr:write("\nNew weapon(s):\n")
    		end
    		io.stderr:write("weapon_id: " .. v.weapon_id .. ", factory_id: " .. v.factory_id .. "\n")
    	end
    end
    
    -- Run at main menu to show new weapon mods
    local mod_msg = false
    local mod_arr = { 'wpn_fps_pis_usp_body_standard', 'wpn_fps_pis_usp_fl_adapter', 'wpn_fps_smg_mac10_body_ris', 'wpn_fps_upg_fl_ass_smg_sho_peqbox', 'wpn_fps_pis_deagle_o_standard_front_long', 'wpn_upg_ak_s_folding_vanilla', 'wpn_fps_shot_huntsman_s_short', 'wpn_fps_m16_fg_standard', 'wpn_fps_pis_rage_b_comp2', 'wpn_fps_pis_rage_b_standard', 'wpn_fps_upg_o_t1micro', 'wpn_fps_smg_mac10_s_skel', 'wpn_fps_pis_rage_body_smooth', 'wpn_upg_saiga_fg_standard', 'wpn_fps_pis_rage_b_short', 'wpn_fps_pis_g17_m_standard', 'wpn_fps_shot_saiga_b_standard', 'wpn_upg_ak_g_standard', 'wpn_fps_pis_beretta_sl_brigadier', 'wpn_fps_smg_mac10_body_ris_special', 'wpn_upg_o_marksmansight_rear_vanilla', 'wpn_fps_smg_mp5_b_mp5a5', 'wpn_fps_smg_akmsu_b_standard', 'wpn_fps_pis_deagle_fg_rail', 'wpn_upg_saiga_m_20rnd', 'wpn_fps_pis_usp_m_standard', 'wpn_fps_upg_vg_ass_smg_verticalgrip', 'wpn_fps_smg_mac10_m_short', 'wpn_fps_upg_ns_ass_smg_small', 'wpn_upg_ak_fg_combo1', 'wpn_fps_saw_b_normal', 'wpn_fps_m4_uupg_o_flipup', 'wpn_fps_pis_g18c_m_mag_33rnd', 'wpn_fps_smg_olympic_fg_railed', 'wpn_fps_pis_beretta_body_rail', 'wpn_fps_smg_mp9_m_extended', 'wpn_fps_smg_p90_b_long', 'wpn_fps_pis_g18c_co_comp_2', 'wpn_fps_pis_1911_b_standard', 'wpn_fps_shot_saiga_m_5rnd', 'wpn_fps_smg_akmsu_fg_rail', 'wpn_fps_ass_ak5_body_rail', 'wpn_fps_smg_mac10_s_fold', 'wpn_fps_m4_upper_reciever_edge', 'wpn_fps_shot_shorty_s_solid_short', 'wpn_fps_upg_ns_ass_smg_medium', 'wpn_fps_ass_m14_body_ebr', 'wpn_fps_shot_shorty_m_extended_short', 'wpn_fps_m16_s_solid_vanilla', 'wpn_fps_ass_g36_body_standard', 'wpn_fps_upg_m4_m_straight_vanilla', 'wpn_fps_m4_uupg_m_std', 'wpn_fps_smg_olympic_s_short', 'wpn_fps_pis_1911_m_extended', 'wpn_fps_pis_1911_body_standard', 'wpn_fps_smg_p90_m_std', 'wpn_upg_ak_fg_combo3', 'wpn_fps_pis_deagle_co_long', 'wpn_fps_m4_uupg_s_fold', 'wpn_fps_upg_fl_pis_laser', 'wpn_fps_pis_beretta_b_std', 'wpn_fps_ass_ak5_fg_ak5a', 'wpn_fps_smg_p90_body_p90', 'wpn_fps_ass_ak_body_lowerreceiver', 'wpn_fps_ass_ak5_fg_fnc', 'wpn_fps_shot_r870_fg_railed', 'wpn_fps_pis_rage_b_comp1', 'wpn_fps_aug_m_pmag', 'wpn_fps_ass_g36_m_standard', 'wpn_fps_shot_r870_body_rack', 'wpn_fps_pis_deagle_g_standard', 'wpn_fps_shot_r870_gadget_rail', 'wpn_fps_upg_m4_m_drum', 'wpn_fps_pis_deagle_m_standard', 'wpn_fps_m16_fg_vietnam', 'wpn_fps_upg_ns_pis_medium', 'wpn_fps_ass_74_body_upperreceiver', 'wpn_fps_ass_g36_fg_ksk', 'wpn_fps_aug_fg_a3', 'wpn_fps_smg_mp5_b_m5k', 'wpn_fps_pis_g17_body_standard', 'wpn_fps_upg_m4_g_standard', 'wpn_fps_smg_mp5_body_rail', 'wpn_fps_smg_akmsu_body_lowerreceiver', 'wpn_fps_shot_r870_s_m4', 'wpn_fps_upg_ns_pis_large', 'wpn_fps_aug_b_long', 'wpn_upg_ak_s_folding', 'wpn_fps_ak_extra_ris', 'wpn_upg_saiga_fg_lowerrail', 'wpn_fps_m4_lower_reciever', 'wpn_fps_pis_deagle_body_standard', 'wpn_fps_upg_ns_shot_shark', 'wpn_fps_upg_fl_pis_tlr1', 'wpn_fps_aug_b_short', 'wpn_fps_pis_1911_b_vented', 'wpn_upg_ak_fg_combo2', 'wpn_fps_amcar_uupg_body_upperreciever', 'wpn_fps_m4_uupg_b_medium_vanilla', 'wpn_fps_shot_r870_s_nostock', 'wpn_fps_upg_m4_m_straight', 'wpn_fps_ass_74_m_standard', 'wpn_fps_smg_olympic_fg_olympic', 'wpn_fps_m4_uupg_b_short', 'wpn_fps_smg_mp5_m_drum', 'wpn_fps_smg_p90_b_short', 'wpn_fps_ass_m14_m_standard', 'wpn_fps_pis_beretta_g_ergo', 'wpn_upg_ak_s_skfoldable', 'wpn_fps_upg_ns_ass_smg_stubby', 'wpn_fps_pis_deagle_b_standard', 'wpn_fps_shot_r870_fg_wood', 'wpn_fps_upg_m4_g_standard_vanilla', 'wpn_fps_upg_fl_ass_smg_sho_surefire', 'wpn_fps_m4_uupg_fg_rail', 'wpn_fps_shot_r870_b_short', 'wpn_fps_shot_r870_s_folding', 'wpn_fps_ass_ak5_s_ak5c', 'wpn_upg_ak_s_skfoldable_vanilla', 'wpn_fps_ass_ak5_fg_ak5c', 'wpn_fps_shot_r870_m_extended', 'wpn_fps_ass_akm_b_standard', 'wpn_fps_shot_r870_s_solid', 'wpn_fps_upg_m4_s_standard', 'wpn_fps_pis_beretta_o_std', 'wpn_fps_ass_ak5_s_ak5b', 'wpn_fps_upg_ns_pis_small', 'wpn_fps_smg_mac10_ris_dummy', 'wpn_fps_ass_g36_body_sl8', 'wpn_fps_m4_uupg_fg_lr300', 'wpn_fps_m4_uupg_m_std_vanilla', 'wpn_fps_ass_m14_b_standard', 'wpn_fps_upg_ns_ass_smg_tank', 'wpn_fps_pis_usp_b_tactical', 'wpn_fps_shot_r870_b_long', 'wpn_fps_smg_mp9_s_fold', 'wpn_fps_pis_g18c_co_1', 'wpn_fps_ass_g36_fg_c', 'wpn_fps_ass_ak5_s_ak5a', 'wpn_fps_m4_uupg_b_short_vanilla', 'wpn_fps_pis_g18c_s_stock', 'wpn_fps_smg_mp5_s_ring', 'wpn_fps_m4_uupg_b_long', 'wpn_fps_pis_deagle_g_bling', 'wpn_fps_pis_1911_co_1', 'wpn_fps_upg_vg_ass_smg_verticalgrip_vanilla', 'wpn_fps_pis_g18c_g_ergo', 'wpn_upg_ak_fg_standard', 'wpn_fps_pis_rage_g_ergo', 'wpn_fps_ass_ak5_b_std', 'wpn_fps_pis_1911_b_long', 'wpn_fps_ass_g36_s_kv', 'wpn_fps_ass_g36_b_long', 'wpn_upg_ak_fg_combo4', 'wpn_fps_upg_m4_g_ergo', 'wpn_fps_shot_r870_s_nostock_big', 'wpn_fps_pis_g18c_b_standard', 'wpn_fps_m16_s_solid', 'wpn_upg_ak_m_drum', 'wpn_fps_pis_beretta_g_std', 'wpn_fps_upg_ns_ass_smg_firepig', 'wpn_fps_pis_deagle_co_short', 'wpn_fps_smg_akmsu_fg_standard', 'wpn_upg_o_marksmansight_front', 'wpn_fps_m4_upper_reciever_round_vanilla', 'wpn_fps_addon_ris', 'wpn_upg_ak_s_psl', 'wpn_fps_upg_m4_s_adapter', 'wpn_fps_pis_beretta_co_co1', 'wpn_fps_shot_r870_fg_big', 'wpn_fps_upg_ns_shot_thick', 'wpn_fps_pis_beretta_body_beretta', 'wpn_fps_aug_ris_special', 'wpn_fps_pis_usp_b_expert', 'wpn_fps_pis_usp_m_extended', 'wpn_fps_upg_o_eotech', 'wpn_fps_ass_74_b_standard', 'wpn_upg_ak_s_adapter', 'wpn_fps_pis_deagle_g_ergo', 'wpn_fps_pis_1911_co_2', 'wpn_fps_pis_rage_g_standard', 'wpn_fps_smg_mp5_b_mp5a4', 'wpn_fps_pis_g18c_m_mag_17rnd', 'wpn_fps_smg_mp5_body_mp5', 'wpn_fps_pis_beretta_sl_std', 'wpn_fps_pis_beretta_m_std', 'wpn_fps_pis_deagle_o_standard_front', 'wpn_fps_smg_olympic_s_adjust', 'wpn_fps_aug_body_aug', 'wpn_fps_ass_m16_o_handle_sight', 'wpn_fps_smg_mp5_fg_mp5a5', 'wpn_fps_pis_beretta_co_co2', 'wpn_fps_smg_mp5_fg_mp5sd', 'wpn_fps_ass_ak5_body_ak5', 'wpn_fps_shot_shorty_s_nostock_short', 'wpn_fps_pis_usp_b_match', 'wpn_fps_pis_g18c_body_frame', 'wpn_fps_smg_mp5_s_adjust', 'wpn_fps_pis_1911_o_long', 'wpn_fps_smg_mp5_fg_m5k', 'wpn_fps_smg_mp9_m_short', 'wpn_fps_pis_g17_b_standard', 'wpn_fps_ass_m16_os_frontsight', 'wpn_fps_smg_mp5_s_solid', 'wpn_fps_upg_m4_s_standard_vanilla', 'wpn_fps_pis_rage_b_long', 'wpn_fps_m16_fg_railed', 'wpn_fps_pis_1911_g_bling', 'wpn_fps_pis_1911_g_ergo', 'wpn_fps_m4_uupg_draghandle_vanilla', 'wpn_fps_pis_1911_m_standard', 'wpn_fps_smg_mp9_b_dummy', 'wpn_fps_pis_1911_o_standard', 'wpn_fps_ass_m14_body_lower', 'wpn_upg_ak_m_akm', 'wpn_fps_m4_uupg_fg_rail_ext', 'wpn_fps_upg_vg_ass_smg_afg', 'wpn_fps_upg_m4_g_sniper', 'wpn_fps_pis_1911_g_standard', 'wpn_fps_ass_g36_g_standard', 'wpn_upg_o_marksmansight_rear', 'wpn_fps_pis_rage_body_standard', 'wpn_fps_shot_huntsman_b_long', 'wpn_fps_shot_r870_s_nostock_vanilla', 'wpn_fps_aug_b_medium', 'wpn_fps_smg_mac10_body_mac10', 'wpn_fps_smg_mp5_m_std', 'wpn_fps_pis_deagle_m_extended', 'wpn_fps_smg_mac10_b_dummy', 'wpn_fps_smg_mac10_m_extended', 'wpn_fps_shot_huntsman_s_long', 'wpn_fps_shot_r870_s_solid_single', 'wpn_fps_shot_r870_body_standard', 'wpn_fps_ass_g36_s_sl8', 'wpn_fps_shot_r870_s_nostock_single', 'wpn_fps_shot_r870_fg_small', 'wpn_fps_pis_deagle_b_long', 'wpn_fps_ass_m14_body_jae', 'wpn_fps_shot_huntsman_b_short', 'wpn_fps_ass_akm_body_upperreceiver_vanilla', 'wpn_fps_upg_ns_ass_smg_large', 'wpn_fps_smg_mp9_s_skel', 'wpn_fps_ass_m14_body_dmr', 'wpn_fps_ass_m14_body_upper', 'wpn_fps_upg_m4_m_pmag', 'wpn_fps_shot_r870_fg_railed_vanilla', 'wpn_fps_upg_o_specter', 'wpn_fps_ass_akm_body_upperreceiver', 'wpn_fps_m4_uupg_draghandle', 'wpn_fps_upg_m4_s_pts', 'wpn_fps_pis_deagle_o_standard_rear', 'wpn_fps_shot_r870_s_solid_big', 'wpn_fps_smg_mp9_body_mp9', 'wpn_upg_o_marksmansight_front_vanilla', 'wpn_fps_smg_mp5_fg_mp5a4', 'wpn_fps_smg_mp5_b_mp5sd', 'wpn_fps_ass_g36_b_short', 'wpn_fps_shot_r870_ris_special', 'wpn_fps_amcar_uupg_fg_amcar', 'wpn_fps_upg_o_aimpoint_2', 'wpn_fps_upg_vg_ass_smg_stubby', 'wpn_fps_pis_beretta_m_extended', 'wpn_fps_shot_r870_s_solid_vanilla', 'wpn_fps_ass_g36_fg_k', 'wpn_fps_m4_uupg_b_medium', 'wpn_fps_m4_upper_reciever_round', 'wpn_fps_upg_o_docter', 'wpn_fps_ass_g36_s_standard', 'wpn_fps_shot_huntsman_body_standard', 'wpn_fps_upg_o_aimpoint', 'wpn_fps_saw_body_standard', 'wpn_fps_saw_m_blade', 'wpn_fps_m4_uupg_b_sd' }
    for k,v in pairs(tweak_data.blackmarket.weapon_mods) do
    	if not arrayIndexOf(mod_arr, k) then
    		if not mod_msg then
    			mod_msg = true
    			io.stderr:write("\nNew weapon mod(s):\n")
    		end
    		io.stderr:write("id: " .. k .. ", desc_id: " .. tostring(v.desc_id) .. ", name_id: " .. tostring(v.name_id) .. "\n")
    	end
    end
    
    -- Run at main menu to show new masks
    local mask_msg = false
    local mask_arr = { 'gagball', 'mummy', 'mr_sinister', 'cthulhu', 'hog', 'skull', 'scarecrow', 'bullet', 'rubber_male', 'clown_56', 'alienware', 'baby_happy', 'baby_cry', 'baby_angry', 'dripper', 'dallas_clean', 'oni', 'anonymous', 'kawaii', 'clowncry', 'outlandish_a', 'jaw', 'dallas', 'venomorph', 'chains_clean', 'grin', 'pumpkin_king', 'tounge', 'rubber_female', 'shogun', 'irondoom', 'brazil_baby', 'day_of_the_dead', 'outlandish_c', 'demon', 'hockey', 'biglips', 'troll', 'buha', 'vampire', 'character_locked', 'chains', 'demonictender', 'zombie', 'dillinger_death_mask', 'brainiack', 'shrunken', 'stonekisses', 'bear', 'babyrhino', 'greek_tragedy', 'monkeybiss', 'wolf', 'wolf_clean', 'dawn_of_the_dead', 'hoxton_clean', 'witch', 'zipper', 'frank', 'outlandish_b', 'hoxton' }
    managers.blackmarket:_setup_masks()
    for k,v in pairs(tweak_data.blackmarket.masks) do
    	if not arrayIndexOf(mask_arr, k) then
    		if not mask_msg then
    			mask_msg = true
    			io.stderr:write("\nNew mask(s):\n")
    		end
    		io.stderr:write("id: " .. k .. ", desc_id: " .. tostring(v.desc_id) .. ", name_id: " .. tostring(v.name_id) .. ", unit: " .. tostring(v.unit) .. "\n")
    	end
    end

  2. The Following 3 Users Say Thank You to dougbenham For This Useful Post:

    Bencici (11-01-2013),gtahalo137 (11-01-2013),Lilarcor (11-01-2013)

  3. #2
    gtahalo137's Avatar
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    What about patterns? I know there's quite a few number of new patterns such as Doomweaver, stitches and hanniballistic which told to be included in the Halloween server. After spending half an hour in Offshore Payday, i got a "Stitches" and "Webbed" which is Halloween items

  4. #3
    Lilarcor's Avatar
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    Fine! I made a list by hand for all masks, colors and patterns to get each item with the correct "value"

    normal
    superior
    exceptional
    infamous
    preorder
    overkill
    Do you know the right ones for the bear mask and the other masks from the Halloween update?
    Last edited by Lilarcor; 11-01-2013 at 03:13 AM.

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

    gtahalo137 (11-01-2013)

  6. #4
    gtahalo137's Avatar
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    Quote Originally Posted by Lilarcor View Post
    Fine! I made a list by hand for all masks, colors and patterns to get each item with the correct "value"



    Do you know the right ones for the bear mask and the other masks from the Halloween update?
    How do i use them? Sorry, I am new in this.

  7. #5
    Lilarcor's Avatar
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    You can use it like this :
    local masks = {}

    masks["bear"] = 'value'
    masks["pumpkin_king"] = 'value'
    masks["frank"] = 'value'
    masks["venomorph"] = 'value'
    masks["witch"] = 'value'
    masks["baby_happy"] = 'value'
    masks["baby_cry"] = 'value'
    masks["baby_angry"] = 'value'
    masks["brazil_baby"] = 'value'

    managers.blackmarket:_setup_masks()
    for name,quality in pairs(masks) do
    Global.blackmarket_manager.masks[ name ].unlocked = true
    managers.blackmarket:add_to_inventory( quality, "masks", name, false )
    end
    (... but with the correct value) I hope i didn't forget any from the last 2 updates.
    Last edited by Lilarcor; 11-01-2013 at 08:01 AM.

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

    gtahalo137 (11-01-2013)

  9. #6
    gtahalo137's Avatar
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    How do I get the value?

  10. #7
    Lilarcor's Avatar
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    I don't know the right value but you can try replacing value by normal or infamous and it will work. Other values like overkill must make the game crash.

  11. #8
    ArsenicCupcakes's Avatar
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    the correct value for the halloween masks is "halloween", unsurprisingly. i.e:

    Code:
    local masks = {}
    
    masks["venomorph"] = 'halloween'
    
    managers.blackmarket:_setup_masks()
    for name,quality in pairs(masks) do
    Global.blackmarket_manager.masks[ name ].unlocked = true
    managers.blackmarket:add_to_inventory( quality, "masks", name, false )
    end

  12. The Following User Says Thank You to ArsenicCupcakes For This Useful Post:

    Lilarcor (11-02-2013)

  13. #9
    ynghkr's Avatar
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    What is the value of the bear mask? it's a community item, tried placing 'community', didn't work.

  14. #10
    Aaron's Avatar
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    Are the values for Halloween textures 'halloween' as well?

  15. #11
    matrix7625's Avatar
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    i merge 2 scripts for mask and patterns (i tested this and this is working)

    local textures = {}
    textures["doomweaver"] = 'halloween'
    textures["stitches"] = 'halloween'
    textures["hannibalistic"] = 'halloween'
    textures["webbed"] = 'halloween'
    textures["shout"] = 'halloween'
    textures["pumpgrin"] = 'halloween'

    local masks = {}

    masks["bear"] = 'halloween'
    masks["pumpkin_king"] = 'halloween'
    masks["frank"] = 'halloween'
    masks["venomorph"] = 'halloween'
    masks["witch"] = 'halloween'
    masks["baby_happy"] = 'halloween'
    masks["baby_cry"] = 'halloween'
    masks["baby_angry"] = 'halloween'
    masks["brazil_baby"] = 'halloween'

    managers.blackmarket:_setup_masks()
    for name,quality in pairs(masks) do
    Global.blackmarket_manager.masks[ name ].unlocked = true
    managers.blackmarket:add_to_inventory( quality, "masks", name, false )


    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
    end
    Last edited by matrix7625; 11-02-2013 at 01:51 AM.

  16. #12
    Lilarcor's Avatar
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    Ok, to sum up masks, textures, materials and colors :

    local masks = {}

    masks["skull"] = 'preorder'
    masks["wolf_clean"] = 'infamous'
    masks["hoxton_clean"] = 'infamous'
    masks["dallas_clean"] = 'infamous'
    masks["chains_clean"] = 'infamous'
    masks["dallas"] = 'infamous'
    masks["hoxton"] = 'infamous'
    masks["chains"] = 'infamous'
    masks["wolf"] = 'infamous'
    masks["cthulhu"] = 'infamous'
    masks["grin"] = 'infamous'
    masks["dillinger_death_mask"] = 'infamous'
    masks["anonymous"] = 'infamous'

    masks["alienware"] = 'normal'
    masks["greek_tragedy"] = 'normal'
    masks["jaw"] = 'normal'
    masks["hockey"] = 'normal'
    masks["troll"] = 'normal'
    masks["gagball"] = 'normal'
    masks["tounge"] = 'normal'
    masks["zipper"] = 'normal'
    masks["biglips"] = 'normal'
    masks["clowncry"] = 'normal'
    masks["mr_sinister"] = 'normal'
    masks["clown_56"] = 'normal'
    masks["dripper"] = 'normal'
    masks["buha"] = 'normal'
    masks["shogun"] = 'normal'
    masks["oni"] = 'normal'
    masks["monkeybiss"] = 'normal'
    masks["babyrhino"] = 'normal'
    masks["hog"] = 'normal'
    masks["outlandish_a"] = 'normal'
    masks["outlandish_b"] = 'normal'
    masks["outlandish_c"] = 'normal'
    masks["bullet"] = 'normal'
    masks["shrunken"] = 'normal'
    masks["brainiack"] = 'normal'
    masks["zombie"] = 'normal'
    masks["scarecrow"] = 'normal'
    masks["mummy"] = 'normal'
    masks["vampire"] = 'normal'
    masks["day_of_the_dead"] = 'normal'
    masks["dawn_of_the_dead"] = 'normal'
    masks["demon"] = 'normal'
    masks["stonekisses"] = 'normal'
    masks["demonictender"] = 'normal'
    masks["rubber_male"] = 'normal'
    masks["rubber_female"] = 'normal'
    masks["irondoom"] = 'normal'
    masks["kawaii"] = 'normal'

    masks["bear"] = '????'
    masks["pumpkin_king"] = 'halloween'
    masks["frank"] = 'halloween'
    masks["venomorph"] = 'halloween'
    masks["witch"] = 'halloween'
    masks["baby_happy"] = 'halloween'
    masks["baby_cry"] = 'halloween'
    masks["baby_angry"] = 'halloween'
    masks["brazil_baby"] = 'halloween'


    managers.blackmarket:_setup_masks()
    for name,quality in pairs(masks) do
    Global.blackmarket_manager.masks[ name ].unlocked = true
    managers.blackmarket:add_to_inventory( quality, "masks", name, false )
    end
    local materials = {}

    materials["deep_bronze"] = 'infamous'
    materials["gold_clean"] = 'infamous'
    materials["pianoblack"] = 'infamous'
    materials["radioactive"] = 'infamous'
    materials["rainbow"] = 'infamous'
    materials["slime"] = 'infamous'
    materials["scales"] = 'infamous'
    materials["titanium"] = 'infamous'

    materials["greygloss"] = 'normal'
    materials["whiterock"] = 'normal'
    materials["skin"] = 'normal'
    materials["cracks1"] = 'normal'
    materials["metal1"] = 'normal'
    materials["concrete1"] = 'normal'
    materials["finewood"] = 'normal'
    materials["bark3"] = 'normal'
    materials["alligator"] = 'normal'
    materials["rock1"] = 'normal'
    materials["wicker1"] = 'normal'
    materials["twoblue"] = 'normal'
    materials["magma"] = 'normal'
    materials["carbon"] = 'normal'
    materials["oldbronze"] = 'normal'
    materials["bark2"] = 'normal'
    materials["denim"] = 'normal'
    materials["bloodred"] = 'normal'
    materials["bismuth"] = 'normal'
    materials["plastic"] = 'normal'
    materials["oxide_bronze"] = 'normal'
    materials["mercury"] = 'normal'
    materials["matteblack"] = 'normal'
    materials["waterblue"] = 'normal'
    materials["leather"] = 'normal'
    materials["rock3"] = 'normal'
    materials["bark1"] = 'normal'
    materials["rock2"] = 'normal'
    materials["hot_cold"] = 'normal'
    materials["chrome_purple"] = 'normal'
    materials["candy"] = 'normal'
    materials["orchish"] = 'normal'


    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
    local textures = {}

    textures["fan"] = 'preorder'
    textures["spawn"] = 'infamous'
    textures["electric"] = 'infamous'
    textures["fingerprint"] = 'infamous'
    textures["overkill"] = 'infamous'
    textures["solidfirst"] = 'infamous'
    textures["solidsecond"] = 'infamous'
    textures["ultimaterobber"] = 'infamous'
    textures["ace"] = 'infamous'
    textures["cobrakai"] = 'infamous'
    textures["cat"] = 'infamous'
    textures["dragon_full"] = 'infamous'
    textures["fleur2"] = 'infamous'

    textures["daniel"] = 'normal'
    textures["pd2"] = 'normal'
    textures["sidestripe"] = 'normal'
    textures["grayson"] = 'normal'
    textures["clown"] = 'normal'
    textures["normal"] = 'normal'
    textures["maskedfalcon"] = 'normal'
    textures["tf2"] = 'normal'
    textures["bloodsucker"] = 'normal'
    textures["emblem1"] = 'normal'
    textures["wtf"] = 'normal'
    textures["mantis"] = 'normal'
    textures["beast"] = 'normal'
    textures["cogs"] = 'normal'
    textures["puzzle"] = 'normal'
    textures["cake"] = 'normal'
    textures["companioncube"] = 'normal'
    textures["ouro"] = 'normal'
    textures["reaper"] = 'normal'
    textures["rorschach"] = 'normal'
    textures["compass"] = 'normal'
    textures["aperture"] = 'normal'
    textures["portal"] = 'normal'
    textures["swe_camo"] = 'normal'
    textures["biohazard"] = 'normal'
    textures["pirate"] = 'normal'
    textures["nuclear"] = 'normal'
    textures["star"] = 'normal'
    textures["tribal2"] = 'normal'
    textures["gearhead"] = 'normal'
    textures["emblem2"] = 'normal'
    textures["marv"] = 'normal'
    textures["zebra"] = 'normal'
    textures["fleur"] = 'normal'
    textures["whiner"] = 'normal'
    textures["ouroboros"] = 'normal'
    textures["striped"] = 'normal'
    textures["shazam"] = 'normal'
    textures["celtic2"] = 'normal'
    textures["no_color_full_material"] = 'normal'
    textures["starbreeze"] = 'normal'
    textures["celtic1"] = 'normal'
    textures["zipper"] = 'normal'
    textures["flames"] = 'normal'
    textures["paint1"] = 'normal'
    textures["diamond"] = 'normal'
    textures["swirl"] = 'normal'
    textures["spikes"] = 'normal'
    textures["hand"] = 'normal'
    textures["luchador"] = 'normal'
    textures["japan"] = 'normal'
    textures["emblem4"] = 'normal'
    textures["bite"] = 'normal'
    textures["daft_heart"] = 'normal'
    textures["skull"] = 'normal'
    textures["scars"] = 'normal'
    textures["yinyang"] = 'normal'
    textures["emblem3"] = 'normal'
    textures["molecule"] = 'normal'
    textures["trekronor"] = 'normal'
    textures["anarchy"] = 'normal'
    textures["usa"] = 'normal'
    textures["raster"] = 'normal'
    textures["hypnotic"] = 'normal'
    textures["girlsandboys"] = 'normal'
    textures["flag"] = 'normal'
    textures["eightball"] = 'normal'
    textures["dragon_split"] = 'normal'
    textures["barbarian"] = 'normal'
    textures["messatsu"] = 'normal'
    textures["no_color_no_material"] = 'normal'
    textures["chains"] = 'normal'
    textures["circuit"] = 'normal'
    textures["foot"] = 'normal'
    textures["magnet"] = 'normal'
    textures["arrow"] = 'normal'
    textures["hexagon"] = 'normal'
    textures["hawk"] = 'normal'
    textures["loverboy"] = 'normal'
    textures["headshot"] = 'normal'
    textures["unionjack"] = 'normal'
    textures["two"] = 'normal'
    textures["target"] = 'normal'
    textures["paint"] = 'normal'
    textures["atom"] = 'normal'
    textures["spider"] = 'normal'
    textures["tribal"] = 'normal'
    textures["horizon_circle"] = 'normal'
    textures["big_skull"] = 'normal'
    textures["kabuki1"] = 'normal'
    textures["gradient"] = 'normal'
    textures["illuminati"] = 'normal'
    textures["vertical"] = 'normal'
    textures["hearts"] = 'normal'
    textures["yggdrasil"] = 'normal'
    textures["poison"] = 'normal'
    textures["hellish"] = 'normal'
    textures["cracker"] = 'normal'

    textures["doomweaver"] = 'halloween'
    textures["stitches"] = 'halloween'
    textures["hannibalistic"] = 'halloween'
    textures["webbed"] = 'halloween'
    textures["shout"] = 'halloween'
    textures["pumpgrin"] = 'halloween'


    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
    local colors = {}

    colors["red_black"] = 'preorder'
    colors["magenta_solid"] = 'infamous'
    colors["dark_gray_solid"] = 'infamous'
    colors["blood_red_white"] = 'infamous'
    colors["black_white"] = 'infamous'
    colors["black_solid"] = 'infamous'
    colors["navy_blue_solid"] = 'infamous'

    colors["white_solid"] = 'normal'
    colors["red_solid"] = 'normal'
    colors["blue_solid"] = 'normal'
    colors["green_solid"] = 'normal'
    colors["cyan_solid"] = 'normal'
    colors["yellow_solid"] = 'normal'
    colors["light_gray_solid"] = 'normal'
    colors["gray_solid"] = 'normal'
    colors["pink_solid"] = 'normal'
    colors["purple_solid"] = 'normal'
    colors["blood_red_solid"] = 'normal'
    colors["orange_solid"] = 'normal'
    colors["light_brown_solid"] = 'normal'
    colors["brown_solid"] = 'normal'
    colors["light_blue_solid"] = 'normal'
    colors["leaf_green_solid"] = 'normal'
    colors["warm_yellow_solid"] = 'normal'
    colors["dark_red_solid"] = 'normal'
    colors["dark_green_solid"] = 'normal'
    colors["nothing"] = 'normal'
    colors["yellow_blue"] = 'normal'
    colors["red_blue"] = 'normal'
    colors["light_gray_dark_gray"] = 'normal'
    colors["magenta_cyan"] = 'normal'
    colors["green_red"] = 'normal'
    colors["orange_blue"] = 'normal'
    colors["green_olive"] = 'normal'
    colors["yellow_orange"] = 'normal'
    colors["light_brown_matte_blue"] = 'normal'
    colors["turquoise_purple"] = 'normal'
    colors["orange_gray_blue"] = 'normal'
    colors["coral_red_matte_blue"] = 'normal'
    colors["toxic_green_dark_green"] = 'normal'
    colors["warm_yellow_matte_purple"] = 'normal'
    colors["bright_yellow_brown"] = 'normal'
    colors["coral_red_lime_green"] = 'normal'
    colors["white_matte_blue"] = 'normal'
    colors["red_dark_red"] = 'normal'
    colors["bone_white_magenta"] = 'normal'
    colors["cobalt_blue_navy_blue"] = 'normal'
    colors["toxic_green_leaf_green"] = 'normal'
    colors["light_brown_brown"] = 'normal'
    colors["bright_yellow_turquoise"] = 'normal'
    colors["light_blue_gray_blue"] = 'normal'
    colors["pink_matte_purple"] = 'normal'
    colors["bone_white_purple"] = 'normal'
    colors["light_blue_cobalt_blue"] = 'normal'
    colors["coral_red_gray_blue"] = 'normal'
    colors["leaf_green_blood_red"] = 'normal'
    colors["cobalt_blue_pink"] = 'normal'
    colors["bright_yellow_olive_green"] = 'normal'
    colors["bone_white_light_blue"] = 'normal'
    colors["coral_red_dark_red"] = 'normal'
    colors["turquoise_pink"] = 'normal'
    colors["white_brown"] = 'normal'
    colors["blue_light_blue"] = 'normal'
    colors["toxic_green_matte_purple"] = 'normal'
    colors["orange_matte_blue"] = 'normal'
    colors["warm_yellow_navy_blue"] = 'normal'
    colors["bright_yellow_dark_gray"] = 'normal'
    colors["white_magenta"] = 'normal'
    colors["cyan_purple"] = 'normal'
    colors["white_black"] = 'normal'
    colors["light_gray_blood_red"] = 'normal'
    colors["bone_white_navy_blue"] = 'normal'
    colors["warm_yellow_olive_green"] = 'normal'
    colors["cyan_orange"] = 'normal'
    colors["dark_gray_orange"] = 'normal'
    colors["light_brown_navy_blue"] = 'normal'
    colors["orange_purple"] = 'normal'
    colors["light_blue_brown"] = 'normal'
    colors["green_blood_red"] = 'normal'
    colors["cyan_blue"] = 'normal'
    colors["yellow_orange"] = 'normal'
    colors["light_gray_dark_gray"] = 'normal'
    colors["gray_black"] = 'normal'
    colors["white_dark_gray"] = 'normal'
    colors["white_brown"] = 'normal'
    colors["white_navy_blue"] = 'normal'
    colors["white_purple"] = 'normal'
    colors["black_coral_red"] = 'normal'
    colors["black_orange"] = 'normal'
    colors["black_cobalt_blue"] = 'normal'
    colors["black_leaf_green"] = 'normal'
    colors["red_white"] = 'normal'
    colors["leaf_green_white"] = 'normal'
    colors["orange_white"] = 'normal'
    colors["cobalt_blue_white"] = 'normal'
    colors["warm_yellow_white"] = 'normal'
    colors["black_bright_yellow"] = 'normal'
    colors["warm_yellow_bright_yellow"] = 'normal'
    colors["black_magenta"] = 'normal'
    colors["navy_blue_light_blue"] = 'normal'
    colors["dark_red_orange"] = 'normal'

    managers.blackmarket:_setup_masks()
    for name,quality in pairs( colors ) do
    managers.blackmarket:get_inventory_category( "colors" )
    managers.blackmarket:add_to_inventory( quality, "colors", name, true )
    end
    and (all?) new interceptor weapon mods :

    magazine:
    wpn_fps_pis_usp_m_standard
    wpn_fps_pis_usp_m_extended


    gadget:
    wpn_fps_pis_usp_fl_adapter

    stock? :
    wpn_fps_pis_usp_body_standard

    slide:
    wpn_fps_pis_usp_b_tactical
    wpn_fps_pis_usp_b_expert
    wpn_fps_pis_usp_b_match
    I don't know if the best way to add them is Global.blackmarket_manager.inventory.normal.weapon_mods.<mod name> = <desired number>

    or

    Global.blackmarket_manager.inventory.community.weapon_mods.<mod name> = <desired number>
    Last edited by Lilarcor; 11-02-2013 at 06:32 AM.

  17. #13
    konstantinxy's Avatar
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    Does anyone know the job_id of safehouse nightmare ?

  18. #14
    TechnoJacker's Avatar
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    Here you go folks, some code I wrote to give yourself items and such. They work with the latest Halloween update. It will also set the items to their correct category. So normal masks how as normal, infamous masks show as infamous and the Halloween masks will show up as Halloween and so on.

    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"} }
        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)
        local types = {"weapon_mods", "masks", "materials", "textures", "colors"}
        local skip = { masks = {"character_locked"}, materials = {"plastic"}, colors = {"nothing"} }
        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 not in_table(skip[type], mat_id) and mat_id == item 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
                          for i=1, times do managers.blackmarket:add_to_inventory(global_value, type, mat_id, false) end
                          return
                      end
                  end
        end
    end
    removeitems and additems work with:
    "all", "weapon_mods", "masks", "materials", "textures", "colors"
    They will remove or give you the items specified, all will give you everything. Times is optional and is the number of items you want to get or remove at one time.

    I suggest removing everything from your inventory before use in the case you gave your self items before with the wrong category to prevent problems and duplications of non-legit items. To do so, use this:
    removeitems( "all" )

    Now to give youself everything, do:
    giveitems("all")
    You can also do something like:
    giveitems("all", 20)
    To give yourself 20 of everything. Of course you can do just masks like:
    giveitems("masks", 20)

    Now the third function is give item which lets you give yourself a certain item in the game instead of everything. It will categorize them correctly as well. To use that function, use "giveitem", similar to the one above but without the "s" at the end.
    So you can do:
    giveitem("alienware", 1) -- Alienware Mask
    giveitem("bear", 1) -- Bear Mask
    giveitem("scarecrow", 1) -- Scarecrow Mask
    giveitem("dark_gray_orange", 1) -- Dark Gray Orange Color
    giveitem("slime", 1) -- Slime material


    Well, enjoy folks

  19. The Following 2 Users Say Thank You to TechnoJacker For This Useful Post:

    Lilarcor (11-02-2013),rauuh (11-27-2013)

  20. #15
    OldMop's Avatar
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    The script allows you to find new inventory items, what if you want to find new missions as well so you can put them in the job spawner?

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