Bencici (11-01-2013),gtahalo137 (11-01-2013),Lilarcor (11-01-2013)
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
Bencici (11-01-2013),gtahalo137 (11-01-2013),Lilarcor (11-01-2013)
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
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?normal
superior
exceptional
infamous
preorder
overkill
Last edited by Lilarcor; 11-01-2013 at 03:13 AM.
gtahalo137 (11-01-2013)
You can use it like this :(... but with the correct value) I hope i didn't forget any from the last 2 updates.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
Last edited by Lilarcor; 11-01-2013 at 08:01 AM.
gtahalo137 (11-01-2013)
How do I get the value?
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.
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
Lilarcor (11-02-2013)
What is the value of the bear mask? it's a community item, tried placing 'community', didn't work.
Are the values for Halloween textures 'halloween' as well?
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.
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 )
endlocal 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 )
endlocal 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 )
endand (all?) new interceptor weapon mods :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
I don't know if the best way to add them is Global.blackmarket_manager.inventory.normal.weapon_mods.<mod name> = <desired number>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
or
Global.blackmarket_manager.inventory.community.weapon_mods.<mod name> = <desired number>
Last edited by Lilarcor; 11-02-2013 at 06:32 AM.
Does anyone know the job_id of safehouse nightmare ?
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.
removeitems and additems work with: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
"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
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?