PatchedPayday 2 full release LUA hack.

Posts 46–60 of 519 · Page 4 of 35
Quote Originally Posted by Azunyanx View Post
Any Idea on if this would be detecable for bans?
Why should they care about bans? You dont ruin other games. If you dont play it anymore because you have all items its not the problem of others.
Neither there is a detection for such things. The savegame is save locally not serverside,like the heist. In Beta you was still able to use cheat engine.
Quote Originally Posted by Xiras View Post
Why should they care about bans? You dont ruin other games. If you dont play it anymore because you have all items its not the problem of others.
Neither there is a detection for such things. The savegame is save locally not serverside,like the heist. In Beta you was still able to use cheat engine.
Overkill are massive cunts when it comes to even looking at the files. They took down a screenshot that replaced civilians with cloakers for "violating the TOS" and stated that they will gameban you if they detect you cheating or talking about cheats and "report you to valve" to attempt to steamban you.

OVERKILL's stance on cheating and cheaters - Steam Users' Forums
Does anyone know if this would work online?
how to remove the lua correctly, heard your savegame can blow up
Quote Originally Posted by xBear Grylls View Post
Just an alert for everyone

Payday 2 just updated

Thanks =3
Idk if it contains a patch for it or something but thanks for saying anyways =D
Alright I tried copying the Script Example.lua, and pasted it in the script.lua.

Started playing Offline, started a random heist. Pressed Insert, nothing happened. I quit the game to see if it maybe worked. And it didn't. Placed it in steam/common/payday 2. What am I doing wrong?

Want to change my level, have all masks/weapons and weapon mods unlocked. So what should I add to the script.lua, and what am I doing wrong?

EDIT: I copied certain sections that I wanted also into the original script.lua. Nothing happened.. Help!
Quote Originally Posted by Aqua1234 View Post
Here is my current Script.lua

 
Useless mumbo-jumbo
xoxo - Atari

-- player instance
local player = managers.playerlayer_unit()

--Print message on screen
if managers.hud then
managers.hud:show_hint( { text = "Atari - thank me later" } )
end

-- money and level
managers.experience:_set_current_level (67)
managers.skilltree:_set_points(9999)
managers.money:_add_to_total(99999999999)

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

-- weapon accessories, colour palettes, mask vinyls
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.playerlayer_unit() ) } )

-- exp
managers.experience:debug_add_points( 2500, false )

-- end mission
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.playerlayer_unit() ) } )

-- give money (around 1,000,000)
managers.money:debug_job_completed( 3 )

-- add weapon
local player = managers.playerlayer_unit()
if player then
player:inventory():add_unit_by_name( Idstring("units/weapons/mp5/mp5"), false )
player:inventory():add_unit_by_name( Idstring("units/weapons/r870_shotgun/r870_shotgun"), false )
end

--steam achievement
if managers.achievment then
for id,_ in pairs(managers.achievment.achievments) do
managers.achievment:award(id)
end
end

-- unlock all weapons
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

-- add c4
managers.player:add_special( { name = "c4" } )

-- teleport player
function GameState:freeflight_drop_player( pos, rot )
if( managers.player ) then
managers.player:warp_to( pos, rot )
end
end

-- invulnerable
local player = managers.playerlayer_unit()
player:character_damage():set_invulnerable( true )

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

-- ammo
local player = managers.playerlayer_unit()
player:inventory():set_ammo( 1.0 )

-- gold and santa mask
managers.network.account._masks["santa"] = true
managers.network.account._masks["gold"] = true

-- unlock all masks
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

-- manager booleans
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 99999999 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 99999999 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
PlayerInventory.remove_selection = function(self, selection_index, instant) 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

-- super jump
PlayerStandard._perform_jump = function(self, jump_vec)
local v = math.UP * 470
if self._running then
v = math.UP * 2000
end
self._unit:mover():set_velocity( v )
end

-- everything but weapons
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end

-- weapon mods
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

-- player armour
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end


It's the exact one included in the example. I would like to have all weapon mods/masks for me. So what should I add to this and where?

woah there cowboy, delete ALL of that, all of it! and simply put these lines.



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.playerlayer_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

---------- Post added at 07:22 PM ---------- Previous post was at 07:19 PM ----------

Quote Originally Posted by xCyberxx View Post
Thanks =3
Idk if it contains a patch for it or something but thanks for saying anyways =D
haha works just fine!
Quote Originally Posted by Atari1337 View Post
woah there cowboy, delete ALL of that, all of it! and simply put these lines.



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.playerlayer_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

---------- Post added at 07:22 PM ---------- Previous post was at 07:19 PM ----------



haha works just fine!
Yes! Yes! It worked! Thank you very much, using that I unlocked all weapon mods/masks. Now can you tell me what to write just to change my level?

Appreciate this a lot!
So only thing i need is like +1.000.000$ ( i can use a funktion more often right?) after i got enough money how to remove the lua? pls halp
If there is any way for increasing xp reward at the end of a job? Dont wanna set on level 100,just wanna increase a lil bit the speed x)
is this hack worked on cracked version of flt? i play it on tunggle
Can someone please add me on skype and help me i could give you an origin account as a reward my skype : polpol152
So I suck at following directions. To much code being tossed around.

What files do I need in the Payday folder?

My script code

 
Code
for i=1, 7 do
managers.lootdrop:debug_drop( 99999, true, i )
end
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.playerlayer_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

managers.skilltree:_set_points(9999)
end


What should it say? And I tossed the script examples so thats not in there. Only the .dll and lua.
can someone change the insert kesy to f11 or some "normal" key i cant use the script but spawning ai works fine :-/
Posts 46–60 of 519 · Page 4 of 35
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