Lua Isnt Working For Me

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Lua Isnt Working For Me
Hi All,
Since Yesterday My Lua Isnt Working Anyone.
I Placed The Lua Hook In My Payday 2 Dictory, Placed A Script.
But Whenever I Press Insert It Doesnt Do Anything?

It Did Work On Patch 10 So It Cant Be The Patch.
Any Help?

Thanks!
Same issue here, mentioned in another thread but re installing doesn't fix it - if I fix it I'll post in here ^^
Quote Originally Posted by Half-a-leg View Post
Same issue here, mentioned in another thread but re installing doesn't fix it - if I fix it I'll post in here ^^
Quote Originally Posted by Frosty' View Post
Thanks But I Already Tried That One.
Ill See If I Can Fix It.
I'm using this, w/ old .dll
Code:
-- Free job purchase
function MoneyManager:get_cost_of_premium_contract(job_id, difficulty) return 0 end

-- Spawning Jobs 
-- job_id: "branchbank_cash_prof", etc
-- difficulty: "easy" *Easy*, "normal" *Normal*, "hard" *Hard*, "overkill" *Very Hard*, "overkill_145" *Overkill*
function add_job(job_id, difficulty)
	local difficulty_id = tweak_data:difficulty_to_index( difficulty )
	table.insert( managers.crimenet._presets, { job_id = job_id, difficulty_id = difficulty_id, difficulty = difficulty, chance = 1 } )
	managers.crimenet._MAX_ACTIVE_JOBS = managers.crimenet._MAX_ACTIVE_JOBS + 1
end

-- _NEW_JOB_MIN_TIME/_NEW_JOB_MAX_TIME are a better alternative to managers.crimenet._debug_mass_spawning
managers.crimenet._NEW_JOB_MIN_TIME = 0
managers.crimenet._NEW_JOB_MAX_TIME = 0
managers.crimenet._presets = { }
managers.crimenet._active_jobs = { }
managers.crimenet._MAX_ACTIVE_JOBS = 0
add_job("welcome_to_the_jungle_prof", "overkill_145")
add_job("framing_frame_prof", "overkill_145")
add_job("branchbank_prof", "overkill_145")
add_job("ukrainian_job_prof", "overkill_145")
add_job("watchdogs_prof", "overkill_145")
add_job("alex_prof", "overkill_145")
add_job("firestarter_prof", "overkill_145")
add_job("nightclub_prof", "overkill_145")

-- Allow restart on pro jobs
if not _oldIsProfessional then _oldIsProfessional = JobManager.is_current_job_professional end
if not _newIsProfessional then _newIsProfessional = function(self) return false end end
if not _lobbyStateEnter then _lobbyStateEnter = IngameLobbyMenuState.at_enter end
function IngameLobbyMenuState:at_enter()
    JobManager.is_current_job_professional = _newIsProfessional
    _lobbyStateEnter(self)
    JobManager.is_current_job_professional = _oldIsProfessional
end
if not _lobbyContinue then _lobbyContinue = GameOverState.continue end
function GameOverState:continue()
    JobManager.is_current_job_professional = _newIsProfessional
    _lobbyContinue(self)
    JobManager.is_current_job_professional = _oldIsProfessional
end
if not _lobbyShutDownNetwork then _lobbyShutDownNetwork = GameOverState._shut_down_network end
function GameOverState:_shut_down_network( ... )
    JobManager.is_current_job_professional = _newIsProfessional
    _lobbyShutDownNetwork(self, ...)
    JobManager.is_current_job_professional = _oldIsProfessional
end
if not _lobbyLoadStartMenu then _lobbyLoadStartMenu = GameOverState._load_start_menu end
function GameOverState:_load_start_menu( ... )
    JobManager.is_current_job_professional = _newIsProfessional
    _lobbyLoadStartMenu(self, ...)
    JobManager.is_current_job_professional = _oldIsProfessional
end
if not _lobbySetBtnText then _lobbySetBtnText = GameOverState._set_continue_button_text end
function GameOverState:_set_continue_button_text()
    JobManager.is_current_job_professional = _newIsProfessional
    _lobbySetBtnText(self)
    JobManager.is_current_job_professional = _oldIsProfessional
end
function MenuCallbackHandler:singleplayer_restart() return true end

local player = managers.player:player_unit()

if managers.hud then
	managers.hud:show_hint( { text = "Fap fap fap fap fap." } )
end

-- Long timer for defusing C4 on Rats Day 3
tweak_data.interaction.c4_diffusible.timer = 1000

-- Stops civs from reporting you
function CivilianLogicFlee.clbk_chk_call_the_police( ignore_this, data ) end

-- Prevents panic buttons
if not _actionRequest then _actionRequest = CopMovement.action_request end
function CopMovement:action_request( action_desc )
    -- action_desc.variant == "cmf_so_press_alarm_wall": civilian in Bank Heist pressing panic button, etc
    -- action_desc.variant == "cmf_so_press_alarm_table": tellers in Bank Heist pressing panic button, etc
    -- action_desc.variant == "cmf_so_call_police": civilians calling the police
    
    return _actionRequest(self, action_desc)
end

NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 3.5 end
NewRaycastWeaponBase._get_spread = function(self) return .2 end
PlayerManager.spread_multiplier = function(self) return .2 end
PlayerStandard._can_run_directional = function(self) return true end
PlayerStandard._can_stand = function(self) return true end
PlayerMovement.is_stamina_drained = function(self) return false end
function PlayerMovement:_change_stamina( value ) end
PlayerStandard._get_swap_speed_multiplier = function(self) return 6 end
function PlayerManager:carry_blocked_by_cooldown() return false end
PlayerManager.body_armor_movement_penalty = function(self) return 1 end

function PlayerManager:has_category_upgrade( category, upgrade) return true end
PlayerManager.chk_minion_limit_reached = function(self) return false end

-- MASTERRRRR INTIMIDATOR
if not _has_category_upgrade then _has_category_upgrade =
PlayerManager.has_category_upgrade end
function PlayerManager:has_category_upgrade( category, upgrade)
   if category == "player" and upgrade == "convert_enemies" then
	return true
   elseif category == "player" and upgrade == "convert_enemies_max_minions" then
      return 5
   elseif category == "player" and upgrade == "convert_enemies_health_multiplier" then   
      return 0.25
   elseif category == "player" and upgrade == "convert_enemies_damage_multiplier" then
	  return 4.5
   else
	return _has_category_upgrade(self, category, upgrade)
   end
end

if not _on_intimidated then _on_intimidated = CopLogicIdle.on_intimidated end
function CopLogicIdle.on_intimidated( data, amount, aggressor_unit )
   if not managers.groupai:state():is_enemy_special( data.unit ) and managers.groupai:state():police_hostage_count() < 1 and aggressor_unit:base().is_local_player then
      CopLogicIdle._surrender( data, amount )
      return true
   end
   return _on_intimidated( data, amount, aggressor_unit )
end
CopLogicAttack.on_intimidated = CopLogicIdle.on_intimidated
CopLogicArrest.on_intimidated = CopLogicIdle.on_intimidated
-- MASTERRRRRR INTIMIDATOR END


BaseInteractionExt._get_timer = function(self) return 0 end
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

-- Carry mods (throwing distance, movement speed, jumping, running)
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
    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

-- Instant deploy
PlayerManager.selected_equipment_deploy_timer = function(self) return 0.1 end

if not _getTimer then _getTimer = BaseInteractionExt._get_timer end
function BaseInteractionExt:_get_timer()
   if self.tweak_data == "corpse_alarm_pager" then
	return 0.1 -- if pagers don't work properly (eg. when you're a client in multiplayer) use 'return _getTimer(self)' instead.
   end
   return 0
end

-- Perfect Pagers
function GroupAIStateBase:on_successful_alarm_pager_bluff() end

-- PLAYER BUFFS
if not _upgradeValue then _upgradeValue =
PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
   if category == "player" and upgrade == "health_multiplier" then
	return 5
   elseif category == "player" and upgrade == "armor_multiplier" then
	return 3
   elseif category == "player" and upgrade == "passive_damage_multiplier" then
	return 4
   else
	return _upgradeValue(self, category, upgrade, default)
   end
end
managers.player:player_unit():character_damage():replenish()

-- 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
function PlayerManager:remove_special( name ) end

-- Infinite Equipment
if not _rmEquipment then
   _rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end

if not _rmSpecial then
   _rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end

-- INF equiptment Host/non-host below
PlayerManager.remove_equipment = function(self, equipment_id) end
function PlayerManager:clear_equipment() end
function PlayerManager:from_server_equipment_place_result( selected_index, unit ) end
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
function HUDManager:remove_special_equipment( equipment ) end

MoneyManager.get_civilian_deduction = function(self) return 0 end

-- Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc)
function BaseInteractionExt:_has_required_upgrade() return true end
function BaseInteractionExt:_has_required_deployable() return true end
function BaseInteractionExt:can_interact(player) return true end
function PlayerManager:has_category_upgrade( category, upgrade) return true end -- Other upgrades (eg. Joker)
function PlayerManager:carry_blocked_by_cooldown() return false end -- Remove cooldown between picking up bags

-- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
function SentryGunWeapon:fire( blanks, expend_ammo )
    local fire_obj = self._effect_align[ self._interleaving_fire ]
    local from_pos = fire_obj:position()
    local direction = fire_obj:rotation():y()
    mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
    World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
    if self._use_shell_ejection_effect then
        World:effect_manager():spawn( self._shell_ejection_effect_table ) 
    end
    local ray_res = self:_fire_raycast( from_pos, direction, blanks )
    if self._alert_events and ray_res.rays then
        RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
    end
    return ray_res
end

-- Sentry god mode
function SentryGunDamage:damage_bullet( attack_data ) end
putting jobs first also made it start working for me (thx random poster somewhere on here - so tired ;( )
I still use the really, really, really old BETA iphlpapi, so there's possibly a bug in the newer versions as I don't have this problem.
really weird but, once i hit 100, my scripts stopped working (whole thing, nothing loads) even backup scripts. Really strange. its a sign to go legit lol ?
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