I'm quite new to using scripts and can't seem to actually find a decent tutorial on how to actually use them. I mean, I get that the html text or whatever is the script, but how do I actually make it so I can use it?
Payday 2 Lua Scripts
Infinite equipment in other peoples games dont work
EDIT: Nevermind got it to work
EDIT: Nevermind got it to work
Hey dude, awesome scripts.
Is it possible to give a mission item?
Like money bags or paintings?
Is it possible to give a mission item?
Like money bags or paintings?
any instruction guys. help. how do i use it ?
Anybody know a script to take off the limit of dominated guards? I would like to dominate more than one guard.
Where can i find the instant drilling and instant lockpick especially doing the bank heist mission..
Quick tutorial.
http://www.mpgh.net/forum/754-payday...-lua-hack.html
Download the .lua + .dll files within that .rar folder.
Place the script.lua and the .dll within it into the root directory of your Payday 2 folder.
Open script.lua with the notepad and put in some of these scripts. Just delete everything within and place in the scripts from this topic.
An example of mine.
( God mode may need to be activated separate from the others, to do so, delete everything but the invulnerable script )
You can edit files within the game, no need to close it down and it may crash after a game finishes and saves.
http://www.mpgh.net/forum/754-payday...-lua-hack.html
Download the .lua + .dll files within that .rar folder.
Place the script.lua and the .dll within it into the root directory of your Payday 2 folder.
Open script.lua with the notepad and put in some of these scripts. Just delete everything within and place in the scripts from this topic.
An example of mine.
( God mode may need to be activated separate from the others, to do so, delete everything but the invulnerable script )
You can edit files within the game, no need to close it down and it may crash after a game finishes and saves.
Code:
-- invulnerable
local player = managers.player:player_unit()
player:character_damage():set_invulnerable( true )
-- Throwing Distance
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 = 4.0
end
-- Weapon Mods
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end
PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 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
-- Infinite Ammo Clip
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.player:player_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
-- Infinite Saw
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.player:player_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
-- Infinite Cable Ties
if not _rmSpecial then
_rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end
-- Infinite Equipment (Not Host)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) 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
-- Message On Screen
if managers.hud then
managers.hud:show_hint( { text = "^6 Set hax0rz!" } )
end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
function PlayerMovement
n_suspicion( observer_unit, status ) end
function GroupAIStateBase
n_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovement
n_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 GroupAIStateBase
n_police_called( called_reason ) end
function GroupAIStateBase
n_police_weapons_hot( called_reason ) end
function GroupAIStateBase
n_gangster_weapons_hot( called_reason ) end
function GroupAIStateBase
n_enemy_weapons_hot( is_delayed_callback ) end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
-- Player Mods
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
function PlayerMovement
n_suspicion( observer_unit, status ) endfunction GroupAIStateBase
n_criminal_suspicion_progress( u_suspect, u_observer, status ) endfunction GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovement
n_uncovered( enemy_unit ) endfunction 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 GroupAIStateBase
n_police_called( called_reason ) endfunction GroupAIStateBase
n_police_weapons_hot( called_reason ) endfunction GroupAIStateBase
n_gangster_weapons_hot( called_reason ) endfunction GroupAIStateBase
n_enemy_weapons_hot( is_delayed_callback ) endfunction GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
-- Player Mods
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
Can't quite get this to work... Is this the stealth script, if it's not can anyone give me one?
Random question.
Is there a way to increase the xp reward after heist?
Is there a way to increase the xp reward after heist?
thanks for the tutorial. got it to work. everything works fine so far. 

Im totaly new to LUA so can someone pls explane after puting the script and dll into game folder how did i get it to work ingame ?
is it bound to a key ? or did it run automaticly ?
and how can i run parts of the script like ending a mission instantly ?
is it bound to a key ? or did it run automaticly ?
and how can i run parts of the script like ending a mission instantly ?
I'm trying to figure out how to add the Cthulhu mask to my inventory. The OP had this code:
In BlackMarketTweakData.lua from the Large Lua-Script Pack in the other thread, I found this code concerning the Cthulhu mask:
I figured that I could just use the Cthulhu mask ID instead of the mask_id array in the first piece of code. I tried this script by itself but it did not yield me the mask:
Can someone help me out here?
Code:
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
Code:
self.masks.cthulhu = {}
self.masks.cthulhu.unit = "units/payday2/masks/msk_cthulhu/msk_cthulhu"
self.masks.cthulhu.name_id = "bm_msk_cthulhu"
self.masks.cthulhu.pc = 100
self.masks.cthulhu.infamous = true
self.masks.cthulhu.value = 8
Code:
managers.blackmarket:_setup_masks()
Global.blackmarket_manager.masks["bm_msk_cthulhu"].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", "bm_msk_cthulhu", false)
end
Hi everyone !
This script can give me all masks please ? And is that the script can still walk with the really game ?
Thanks for your reply guys !
This script can give me all masks please ? And is that the script can still walk with the really game ?
Thanks for your reply guys !
How do I use this:
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
layer_unit() ) } )
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
layer_unit() ) } )Similar Threads
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