PatchedPayday 2 full release LUA hack.

Posts 361–375 of 519 · Page 25 of 35
Quote Originally Posted by Xcelsior View Post
All I know is there are some codes you shouldn't use because it will crash your game after you finish a mission. Happened to me, so I removed those 2-3 codes in my lua and it prevented me from crashing.
Can you post what you're currently using?
[html]if managers.hud then
managers.hud:show_hint( { text = "Executed script.lua" } )
end

if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end

managers.crimenet._debug_mass_spawning = true

-- manager booleans
PlayerManager.remove_equipment = function(self, equipment_id) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerMovement.tased = function(self) return false 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 0.2 end
BaseInteractionExt.can_interact = function(self, player) return true end

-- ammo and health
local player = managers.playerlayer_unit()
if alive(player) then
player:base():replenish()
end

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

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

if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end

function PlayerManager:remove_equipment( equipment_id ) end

function PlayerManager:remove_equipment_possession( peer_id, equipment ) end

if not _rmSpecial then
_rmSpecial = PlayerManager.remove_special
end

function PlayerManager:remove_special( name ) end

if not _fireSaw then
_fireSaw = SawWeaponBase.fire
end

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.playerlayer_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end

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.playerlayer_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end

if not _wDmg then _wDmg = NewRaycastWeaponBase.damage_multiplier end
NewRaycastWeaponBase.damage_multiplier = function(self) return 2000 end

if not _wFireRate then _wFireRate = NewRaycastWeaponBase.fire_rate_multiplier end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end

if not _wReload then _wReload = NewRaycastWeaponBase.reload_speed_multiplier end
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end

if not _wRecoil then _wRecoil = NewRaycastWeaponBase.recoil_multiplier end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end

if not _wSpread then _wSpread = NewRaycastWeaponBase._get_spread end
NewRaycastWeaponBase._get_spread = function(self) return 0 end [/html]

This doesn't make me crash after a mission, but I have no idea if this is the solution for you. I removed some of the codes from the booleans because it was crashing me every time I finished a mission. Tell me if this crashes you. This code doesn't give any experience/skill points/money.


Yes it would be helpful !
Game is crashing when i join my friend's game how can i fix it ? Any ideas?
only activate the script on crime.net offline then once you activate it end the game vuaalalalalalalll hack works like a charm
yeeeeeeeeeeeeeeeeeeeeeeeeeeeeee super thank you, bro.
how do you use this someone please help
in update 3 how unlock all mods weapon?
Jesus chirst, noobs everywhere but hey no offense.

Alright first, USE INSERT that fucking key that is below Print Screen
NOTE : DO NOT USE IT IN ONLINE, IT WOULD MAKE YOU GET BANNED FASTER.
First of all get the Notepad++ first it's easier than normal Notepad.

now, get the .dll file in the payday 2 file by the file named "common" in steamapps

now DELETE EVERYTHING IN THE LUA FILE

paste this shit

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.player: player_unit() ) } )

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

now get in offline and press insert at the start of the mission ( once they let you play the whole map )
and bravo motherfucker

you can change the managers.lootdrop:debug_drop( 1000, true, i ) too by changing the 1000 to 5000 or anything but do not make it go like 10000
How do I only get single materials instead of all of then. For Radioactive, Rainbow, Slime, Bronze and Inferno?

Thanks.
I RECOMMEND YOU TO READ MY POST, because if you got that lua script you can simulate 1000-5000 card drop with only 1 payday.
gold mask and santa mask hacks dont works .......why ??? help me please
Quote Originally Posted by macarena98 View Post
gold mask and santa mask hacks dont works .......why ??? help me please
for the 1000 time,they work only in the beta
Hello
works fine but can you make a experience scripts( experience points )
Posts 361–375 of 519 · Page 25 of 35
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