Payday 2 Hacking FAQ

Posts 31–45 of 135 · Page 3 of 9
Quote Originally Posted by b60494651b236325 View Post
Thanks man!

Edit: After inserting in Lua, i dont see any Spooks around, does it only spawn in Overkill?
Did you try activating the hack with a key?

If not, the code probably doesn't work.
Quote Originally Posted by fapdarklord View Post


Did you try activating the hack with a key?

If not, the code probably doesn't work.
Yeah i did, sort of... im quite new in this thing

so i copy paste the code in the notepad by naming it script.lua, and downloaded the iphlpapi.dll into the payday folder

When in-game bank heist overkill, i hit F1 or thats what it said 0x70 in the console mean F1

Not sure if i did anything wrong
Quote Originally Posted by b60494651b236325 View Post
Yeah i did, sort of... im quite new in this thing

so i copy paste the code in the notepad by naming it script.lua, and downloaded the iphlpapi.dll into the payday folder

When in-game bank heist overkill, i hit F1 or thats what it said 0x70 in the console mean F1

Not sure if i did anything wrong
It was probably missing just one line at the end:
SpawnMob()
Quote Originally Posted by dougbenham View Post
It was probably missing just one line at the end:
SpawnMob()
you mean... the script.lua? Well the code is given by Fapdarklord, so all i do was copy paste, here is the 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/ene_spook_1/ene_spook_1" )
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()


end




Im not sure if there is any missing cause im really clueless in this thing
Quote Originally Posted by b60494651b236325 View Post
you mean... the script.lua? Well the code is given by Fapdarklord, so all i do was copy paste, here is the 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/ene_spook_1/ene_spook_1" )
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()


end




Im not sure if there is any missing cause im really clueless in this thing
Yes, now add a line at the end:
SpawnMob()
ok ok i will test it, thanks!


Edit: hmm still not work,

But somehow i used the code that spawn spook right after you kill civilian, it works xD

Edit2: After searching google for days for tutorial, still cant manage spawn Clockers together with other cops when wave D:
Quote Originally Posted by b60494651b236325 View Post
ok ok i will test it, thanks!


Edit: hmm still not work,

But somehow i used the code that spawn spook right after you kill civilian, it works xD

Edit2: After searching google for days for tutorial, still cant manage spawn Clockers together with other cops when wave D:
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/ene_spook_1/ene_spook_1" )
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()

SpawnMob()
end
Quote Originally Posted by fapdarklord View Post


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/ene_spook_1/ene_spook_1" )
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()

SpawnMob()
end
Don't put SpawnMob() within the SpawnMob function lol
put it after the 'end'.
Quote Originally Posted by dougbenham View Post
Don't put SpawnMob() within the SpawnMob function lol
put it after the 'end'.
Thanks! Now whenever I press the Insert key it spawns an enemy cloaker.
Quote Originally Posted by dougbenham View Post
Don't put SpawnMob() within the SpawnMob function lol
put it after the 'end'.
LOL okok thanks man! Rep+
Quote Originally Posted by dougbenham View Post
Don't put SpawnMob() within the SpawnMob function lol
put it after the 'end'.
Ah, silly me :P

Cheers for the fix.
Thanks! Now I have 580 skillpoints
About the spawning cloaker,shields and others. is strange that when you go to spawn a cloaker or shiled they stay on spawn van there..and moving just littl bit. but the bulldozer is very good..him moving automatically to you free..there is a solution to make cloaker and other soecial enemies with free moving like bulldozer?
There is a guy I have seen that changes the enemy skins to cloakers or bulldozers. For example, instead of facing the gansters on nightclub, they would now be cloakers. Does anybody know how to do this?
Uh, Anyone else having the game crash when Ipaphi is in payday 2. Not sure why it's happening even without a script.


Also Insert doesn't seem to do anything, not sure how to get things working again. Did they do another patch?
Posts 31–45 of 135 · Page 3 of 9

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