4 New Masks/Materials/Patterns dump from Update 11 Hotfix

Posts 115 of 19 · Page 1 of 2
4 New Masks/Materials/Patterns dump from Update 11 Hotfix
Masks:
Code:
rubber_male (Mr. Mannequin):
  desc_id: bm_msk_rubber_male_desc
  value: 3
  name_id: bm_msk_rubber_male
  unit: units/payday2/masks/msk_rubber_male/msk_rubber_male

rubber_female (Mrs. Mannequin):
  desc_id: bm_msk_rubber_female_desc
  value: 3
  name_id: bm_msk_rubber_female
  unit: units/payday2/masks/msk_rubber_female/msk_rubber_female

irondoom (Doctor Crime):
  desc_id: bm_msk_irondoom_desc
  value: 3
  name_id: bm_msk_irondoom
  unit: units/payday2/masks/msk_irondoom/msk_irondoom

kawaii (Kawaii):
  desc_id: bm_msk_kawaii_desc
  value: 3
  name_id: bm_msk_kawaii
  unit: units/payday2/masks/msk_kawaii/msk_kawaii
Materials:
Code:
hot_cold (Hot and Cold):
  value: 5
  texture: units/payday2/matcaps/matcap_hot_cold_df
  name_id: bm_mtl_hot_cold

chrome_purple (Chrome Purple):
  value: 5
  texture: units/payday2/matcaps/matcap_chrome_purple_df
  name_id: bm_mtl_chrome_purple

candy (Candy):
  value: 5
  texture: units/payday2/matcaps/matcap_candy_df
  name_id: bm_mtl_candy

orchish (Orcish):
  value: 5
  texture: units/payday2/matcaps/matcap_orcish_df
  name_id: bm_mtl_orchish
Patterns:
Code:
yggdrasil (Yggdrasil):
  value: 4
  texture: units/payday2/masks/shared_textures/patterns/pattern_yggdrasil_df
  name_id: bm_txt_yggdrasil

poison (Poison):
  value: 4
  texture: units/payday2/masks/shared_textures/patterns/pattern_poison_df
  name_id: bm_txt_poison

hellish (Hellish):
  value: 4
  texture: units/payday2/masks/shared_textures/patterns/pattern_hellish_df
  name_id: bm_txt_hellish

cracker (Cracker):
  value: 4
  texture: units/payday2/masks/shared_textures/patterns/pattern_cracker_df
  name_id: bm_txt_cracker
Edit: Added names for each mask/material/pattern.
Weird, my script works fine but when I put all of these at the end of the script it doesn't work anymore. Any suggestions?
Quote Originally Posted by cliquee View Post
Weird, my script works fine but when I put all of these at the end of the script it doesn't work anymore. Any suggestions?
What do you mean you just added them to the end of your script? You just copy/pasted the dumps??
Quote Originally Posted by dougbenham View Post
What do you mean you just added them to the end of your script? You just copy/pasted the dumps??
Hahahaha yup.. that's exactly what I did lol
Quote Originally Posted by cliquee View Post
Hahahaha yup.. that's exactly what I did lol
:| Hmmmmmm...

Lol well then what should I do sir?
Right, I looked and put the code in for "give items" but I am not sure where to place the code for specific masks, material, and color
Quote Originally Posted by cliquee View Post
Right, I looked and put the code in for "give items" but I am not sure where to place the code for specific masks, material, and color
The code that I have in my main thread will unlock ALL available masks, materials, colors, etc. You don't need to put in the specifics. This thread is simply a dump of the new masks/materials/patterns. The average user does not need to pay attention to this thread at all..

Added names for each mask/material/pattern.
local masks = {}
masks["rubber_male"] = 'infamous'
masks["irondoom"] = 'infamous'
masks["rubber_female"] = 'infamous'
managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
Global.blackmarket_manager.masks[ name ].unlocked = true
managers.blackmarket:add_to_inventory( quality, "masks", name, false )

end


This works perfectly for me.
Quote Originally Posted by Wrathlifelol View Post
local masks = {}
masks["rubber_male"] = 'infamous'
masks["irondoom"] = 'infamous'
masks["rubber_female"] = 'infamous'
managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
Global.blackmarket_manager.masks[ name ].unlocked = true
managers.blackmarket:add_to_inventory( quality, "masks", name, false )

end


This works perfectly for me.
are they actually infamous? nice code, but wanna use correct "type" before I make them :P U can get DLC Skull mask w/o DLC this way too, just name the mask type as Infamous instead of DLC
Doug why dont you copy and paste the code to get all the new stuff? Like copying and pasteing the code that you gave right into notepadd ++ and trying to turn them does not work so can you write it out and put it up if you can?
I don´t know too how to unlock this xD

I did that:
Code:
local masks = {}

masks["kawaii"] = 'infamous'

managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
	Global.blackmarket_manager.masks[ name ].unlocked = true
	managers.blackmarket:add_to_inventory( quality, "masks", name, false )
end
But doesn´t work
Quote Originally Posted by Zhero View Post
I don´t know too how to unlock this xD

I did that:
Code:
local masks = {}

masks["kawaii"] = 'infamous'

managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
	Global.blackmarket_manager.masks[ name ].unlocked = true
	managers.blackmarket:add_to_inventory( quality, "masks", name, false )
end
But doesn´t work
Give this a try:
Code:
local masks = {["kawaii"]='normal'}

managers.blackmarket:_setup_masks()
for k,v in pairs(masks) do
	Global.blackmarket_manager.masks[k].unlocked = true
	managers.blackmarket:add_to_inventory( v, "masks", k, false )
end
Quote Originally Posted by Chuevo View Post
Give this a try:
Code:
local masks = {["kawaii"]='normal'}

managers.blackmarket:_setup_masks()
for k,v in pairs(masks) do
	Global.blackmarket_manager.masks[k].unlocked = true
	managers.blackmarket:add_to_inventory( v, "masks", k, false )
end
Doensn´t work
Posts 115 of 19 · Page 1 of 2
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