page 21 post number #313
PatchedPayday 2 full release LUA hack.
hey how do i cahnge the bags wight i got the whole thing script but it donst make the bags ligther shoud i put in cookelight in the name or?
-- Things -----------------
self.gold = {}
self.gold.type = "coke_light"
self.gold.name_id = "hud_carry_gold"
self.gold.bag_value = "gold"
self.gold.AI_carry = {
SO_category = "enemies"
}
self.money = {}
self.money.type = "coke_light"
self.money.name_id = "hud_carry_money"
self.money.bag_value = "money"
self.money.dye = true
self.money.AI_carry = {
SO_category = "enemies"
}
self.diamonds = {}
self.diamonds.type = "coke_light"
self.diamonds.name_id = "hud_carry_diamonds"
self.diamonds.bag_value = "diamonds"
self.diamonds.AI_carry = {
SO_category = "enemies"
}
self.painting = {}
self.painting.type = "coke_light"
self.painting.name_id = "hud_carry_painting"
self.painting.visual_object = "g_canvas_bag"
self.painting.unit = "units/payday2/pickups/gen_pku_canvasbag/gen_pku_canvasbag"
self.painting.AI_carry = {
SO_category = "enemies"
}
self.coke = {}
self.coke.type = "coke_light"
self.coke.name_id = "hud_carry_coke"
self.coke.bag_value = "coke"
self.coke.AI_carry = {
SO_category = "enemies"
}
self.meth = {}
self.meth.type = "coke_light"
self.meth.name_id = "hud_carry_meth"
self.meth.bag_value = "meth"
self.meth.AI_carry = {
SO_category = "enemies"
}
self.lance_bag = {}
self.lance_bag.type = "coke_light"
self.lance_bag.name_id = "hud_carry_lance_bag"
self.lance_bag.skip_exit_secure = true
self.lance_bag.visual_object = "g_toolsbag"
self.lance_bag.unit = "units/payday2/pickups/gen_pku_toolbag/gen_pku_toolbag"
self.lance_bag.AI_carry = {
SO_category = "enemies"
}
self.weapon = {}
self.weapon.type = "coke_light"
self.weapon.name_id = "hud_carry_weapon"
self.weapon.bag_value = "weapons"
self.weapons = {}
self.weapons.type = "coke_light"
self.weapons.bag_value = "weapons"
self.weapons.name_id = "hud_carry_weapons"
self.person = {}
self.person.type = "coke_light"
self.person.name_id = "hud_carry_person"
self.person.unit = "units/payday2/pickups/gen_pku_bodybag/gen_pku_bodybag"
self.person.visual_object = "g_body_bag" -- Name of object on husk player unit to show when carried
self.person.default_value = 1
self.person.is_unique_loot = true
self.person.skip_exit_secure = true
self.special_person = {}
self.special_person.type = "coke_light"
self.special_person.name_id = "hud_carry_special_person"
self.special_person.unit = "units/payday2/pickups/gen_pku_bodybag/gen_pku_bodybag"
self.special_person.default_value = 1
self.special_person.is_unique_loot = true
self.special_person.skip_exit_secure = true
----------------------------------------------------------------------------------------------------------------------
maybe?
Code:
function CarryTweakData:init( tweak_data )
self.types.being.move_speed_modifier = 0.5
self.types.mega_heavy.move_speed_modifier = 0.25
self.types.heavy = {}
self.types.heavy.move_speed_modifier = 0.5
self.types.medium.move_speed_modifier = 0.75
self.types.light.move_speed_modifier = 1
self.types.coke_light.move_speed_modifier = self.types.light.move_speed_modifier
but got nothing.
Code:
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 = 1.5
tweak_data.carry.types[ name ].move_speed_modifier = 1
tweak_data.carry.types[ name ].jump_modifier = 1
tweak_data.carry.types[ name ].can_run = true
end
i keep crashing after the mission ends
any fix
any fixHi, with the cracked version of the script works great but with the official version, it also works without being banned?
Unless you cheat obviously (unlimited ammo godmode etc) in publci maches you won'T get banned. In singleplayer never and in multiplayer only if people film you/take screenshots how (for example) you have god mode and 20 sentrys in front of you. but people should know that by now, atleast people that read threads.
How to get unlimited Items and fast item spawn?
AFTER ALL GAME THE GAME CRASH...WHY ??? HELP ME PLEASE !!!
This thread is closed for replies.

layer_unit() == self._setup.user_unit then