[HELPFUL PREMADE LUA SCRIPTS FOR PEOPLE] / [PLACE TO ASK FOR MORE LUA FROM PEOPLE]
Theys are all the LUA files i use and that all work have fun and hope it helps :o
[ All you do is copy and paste into your LUA files and when you start the game press " Insert on your keyboard " Also some of theys only work if your the host but most work when your not the host
SO HAVE FUN ]
ALSO COMMENT TO ASK QUESTIONS AND OR TO ASK PEOPLE FOR MORE LUA FILES
--
Infinite Equipment
if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
--
Infinite Equipment (Not Host)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
-- Super Jump
PlayerStandard._perform_jump = function(self, jump_vec)
local v = math.UP * 470
if self._running then
v = math.UP * 5000
end
self._unit:mover():set_velocity( v )
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
function FollowUnit()
local new_objective
local valid_criminals = {}
for pl_key, pl_record in pairs( managers.groupai:state():all_player_criminals() ) do
if pl_record.status ~= "dead" then
table.insert( valid_criminals, pl_key )
end
end
if
#valid_criminals > 0 then
local follow_unit = managers.groupai:state():all_player_criminals()[ valid_criminals[ math.random(
#valid_criminals ) ] ].unit -- pick a random player
new_objective = {
type = "follow",
follow_unit = follow_unit,
scan = true,
is_default = true
}
end
return new_objective
end
function SpawnMob()
local spawn_point = managers.network:game():get_next_spawn_point()
local spawn_pos = spawn_point.pos_rot[1]
local spawn_rot = spawn_point.pos_rot[2]
local unit_name = Idstring( "units/payday2/characters/npc_criminals_suit_1/dallas/npc_criminal_suit_dallas" )
local myobjective = FollowUnit()
local spawn_ai = {
init_state = "idle",
objective = myobjective
}
local unit = World:spawn_unit( unit_name, spawn_pos, spawn_rot )
unit:movement():set_character_anim_variables()
unit:brain():set_spawn_ai( spawn_ai )
unit:brain():set_active( true )
managers.network:session():send_to_peers_synched( "set_unit", unit, "random", "", 0 )
end
if Network:is_server() then
SpawnMob()
managers.hud:show_hint( { text = "AI Spawned" } )
end
--
invulnerable
local player = managers.player:player_unit()
player:character_damage():set_invulnerable( true )
--
Fast Drilling
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
timer = 0.01
if self._jammed then
self:_set_jammed( false )
return
end
if not self._powered then
self:_set_powered( true )
return
end
if self._started then
return
end
self:_start( timer )
if managers.network:session() then
managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
end
end
--
Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc)
BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._has_required_deployable = function(self) return true end
BaseInteractionExt.can_interact = function(self, player) return true end
--
Guards and Camera
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
function PlayerMovement:on_suspicion( observer_unit, status ) end
function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovement:on_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:on_police_called( called_reason ) end
function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
--
level
managers.experience:_set_current_level (100)
UPDATE I ADDED A FEW MORE THE MORE I FIND THE MORE I POST OF WORKING ONES ENJOY
-- Instant deploy
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
-- No movement penalty/speed increase
PlayerManager.body_armor_movement_penalty = function(self) return 2 end
-- Weapon spread
NewRaycastWeaponBase._get_spread = function(self) return 0 end
-- Weapon recoil
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
-- Weapon reload speed
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
-- Weapon fire rate
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
-- Weapon swap speed
PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end
-- Infinite cable ties
function PlayerManager:remove_special( name ) end
--steam achievement
if managers.achievment then
for id,_ in pairs(managers.achievment.achievments) do
managers.achievment:award(id)
end
end
---------- Post added at 11:05 PM ---------- Previous post was at 10:46 PM ----------
ILL BE THE FIRST POST UNDER THIS SECTION LOL I NEED A SCRIPT TO SET THE JOB I WANT TO FIND ON .CNET IF YOU HAVE A WORKING ONE AND WOULD LOVE TO GIVE IT TO ME IT WOULD BE GREAT :D