The text made my eyes hurt, fixed it up a little if you wanna use this in original post, go ahead.
Infinite Equipment
Code:
-- Infinite Equipment if not _rmEquipment then _rmEquipment = PlayerManager.remove_equipment end function PlayerManager:remove_equipment( equipment_id ) end
Infinite Equipment (Not Host)
Code:
-- Infinite Equipment (Not Host) function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
Super Jump ( edit value '470' for desired jump height )
Code:
-- 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
Code:
-- 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
Code:
-- 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
Spawn A.I ( Must not have full team )
Code:
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 Summoned- be weary, he's got a taste for flesh" } )
end
God mode
Code:
-- invulnerable local player = managers.player:player_unit() player:character_damage():set_invulnerable( true )
Super Drill
Code:
--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)
Code:
-- 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
Inablity to get caught or obtain suspicion
Code:
-- 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
Set level (1-100)
Code:
-- level managers.experience:_set_current_level (25)
Instant deploy
Code:
-- Instant deploy PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
No movement penalties
Code:
-- No movement penalty/speed increase PlayerManager.body_armor_movement_penalty = function(self) return 2 en
Weapon spread ( bullets don't stray from your Cross-hair )
Code:
-- Weapon spread NewRaycastWeaponBase._get_spread = function(self) return 0 end
Weapon recoil
Code:
-- Weapon recoil NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
Instant reload, change value '2000' for speed of reload
Code:
-- Weapon reload speed NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
Weapon fire rate ( edit value '10' for speed of bullets to be fired )
Code:
-- Weapon fire rate NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
Speed of swapping between weapons ( edit value '2000' for desired speed )
Code:
-- Weapon swap speed PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end
Unlimited cable ties
Code:
-- Infinite cable ties function PlayerManager:remove_special( name ) end
Steam Achievement
Code:
--steam achievement if managers.achievment then for id,_ in pairs(managers.achievment.achievments) do managers.achievment:award(id) end end

