Payday 2 Bag Spawner Mod

  

Sep 3rd, 2013
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  1. local player = managers.player:player_unit()
  2. -- Steam Achievements
  3. for id,_ inpairs(managers.achievment.achievments)do
  4. end
  5. if player then
  6. end
  7. -- Throwing Distance
  8. 'being',
  9. 'heavy',
  10. 'light',
  11. }
  12. for i, name inipairs(car_arr)do
  13. tweak_data.carry.types[ name ].throw_distance_multiplier =10.0
  14. for i=1,7do
  15. end
  16. -- Weapon Mods
  17. NewRaycastWeaponBase._get_spread =function(self)return0end
  18. NewRaycastWeaponBase.recoil_multiplier =function(self)return0end
  19. NewRaycastWeaponBase.reload_speed_multiplier =function(self)return5000end
  20. NewRaycastWeaponBase.fire_rate_multiplier =function(self)return5000end
  21. PlayerStandard._get_swap_speed_multiplier =function(self)return5000end
  22. NewRaycastWeaponBase.damage_multiplier =function(self)return5000end
  23. BaseInteractionExt._has_required_upgrade =function(self)returntrueend
  24. BaseInteractionExt._has_required_deployable =function(self)returntrueend
  25. BaseInteractionExt._get_timer =function(self)return0end
  26. BaseInteractionExt.can_interact =function(self, player)returntrueend
  27. -- Infinite Ammo Clip
  28. _fireWep = NewRaycastWeaponBase.fire
  29. function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  30. _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  31. if managers.player:player_unit() self._setup.user_unit then
  32. end
  33. RaycastWeaponBase.ammo_info =function(self)
  34. self._ammo_remaining_in_clip =99999
  35. self._ammo_max =99999
  36. return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_max
  37. BlackMarketGui.get_weapon_ammo_info =function(self, weapon_id, comparision_data)
  38. end
  39. -- Money and Level
  40. managers.skilltree:_set_points(9999)
  41. managers.money:_set_offshore(9999)
  42. -- Infinite Saw
  43. _fireSaw = SawWeaponBase.fire
  44. function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  45. _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  46. if managers.player:player_unit() self._setup.user_unit then
  47. end
  48. ifnot _rmSpecial then
  49. end
  50. ifnot _rmEquipment then
  51. end
  52. function PlayerManager:remove_equipment( equipment_id )end
  53. -- Infinite Equipment (Not Host)
  54. function PlayerManager:remove_equipment_possession( peer_id, equipment )end
  55. -- Debug Menu
  56. managers.menu:set_debug_menu_enabled(true)
  57. local wep_arr ={
  58. 'new_m4','glock_17','mp9','r870','glock_18c','amcar','m16','olympic','ak74','akm','akmsu','saiga','ak5','aug','g36','p90','new_m14','deagle','new_mp5','colt_1911','mac10','serbu','huntsman','b92fs','new_raging_bull','saw'
  59. for i, name inipairs(wep_arr)do
  60. managers.upgrades:aquire(name)
  61. end
  62. -- Guards and Camera
  63. function GroupAIStateBase:_clbk_switch_enemies_to_not_cool()end
  64. function PlayerMovement:on_suspicion( observer_unit, status )end
  65. function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status )end
  66. function GroupAIStateBase:criminal_spotted( unit )end
  67. function GroupAIStateBase:report_aggression( unit )end
  68. function PlayerMovement:on_uncovered( enemy_unit )end
  69. function SecurityCamera:_sound_the_alarm( detected_unit )end
  70. function SecurityCamera:_set_suspicion_sound( suspicion_level )end
  71. function CopMovement:anim_clbk_police_called( unit )end
  72. function CopLogicArrest._upd_enemy_detection( data )end
  73. function CopLogicArrest._call_the_police( data, my_data, paniced )end
  74. function CopLogicIdle.on_alert( data, alert_data )end
  75. function CopLogicBase._get_logic_state_from_reaction( data, reaction )
  76. end
  77. function GroupAIStateBase:sync_event( event_id, blame_id )end
  78. function GroupAIStateBase:on_police_called( called_reason )end
  79. function GroupAIStateBase:on_police_weapons_hot( called_reason )end
  80. function GroupAIStateBase:on_gangster_weapons_hot( called_reason )end
  81. function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback )end
  82. function GroupAIStateBase:_clbk_switch_enemies_to_not_cool()end
  83. -- Player Mods
  84. PlayerStandard._get_walk_headbob =function(self)return0end
  85. PlayerStandard._can_stand =function(self)returntrueend
  86. PlayerManager.remove_equipment =function(self, equipment_id)end
  87. PlayerInventory.remove_selection =function(self, selection_index, instant)end
  88. PlayerManager.selected_equipment_deploy_timer =function(self)return0end
  89. PlayerManager.chk_minion_limit_reached =function(self)returnfalseend
  90. PlayerManager.spread_multiplier =function(self)return0end
  91. PlayerMovement.is_stamina_drained =function(self)returnfalseend
  92. PlayerStandard._can_run_directional =function(self)returntrueend
  93. -- Super Jump
  94. PlayerStandard._perform_jump =function(self, jump_vec)
  95. if self._running then
  96. end
  97. end
  98. -- Player Armor
  99. return Application:digest_value(100,false)
  100. managers.blackmarket:_setup_masks()
  101. for mask_id,_ inpairs(tweak_data.blackmarket.masks)do
  102. Global.blackmarket_manager.masks[mask_id].unlocked =true
  103. managers.blackmarket:add_to_inventory('normal','masks', mask_id,false)
  104. local player = managers.player:player_unit()
  105. player:base():replenish()
  106. -- Weapon Accessories, Color Palettes, and Mask Vinyls
  107. managers.lootdrop:debug_drop(1000,true, i )
  108. game_state_machine:change_state_by_name('victoryscreen',{ num_winners =2, personal_win = alive( managers.player:player_unit())})
  109. -- End Mission
  110. game_state_machine:change_state_by_name('victoryscreen',{ num_winners =2, personal_win = alive( managers.player:player_unit())})
  111. -- Teleport Player
  112. function GameState:freeflight_drop_player( pos, rot )
  113. managers.player:warp_to( pos, rot )
  114. end
  115. -- Message On Screen
  116. managers.hud:show_hint({ text ='LUA Hack Loaded!'})
  117. managers.player:player_unit():character_damage():set_invulnerable(false)
  118. if _wSpread then
  119. _wSpread =nil
  120. NewRaycastWeaponBase.recoil_multiplier = _wRecoil
  121. end
  122. if _wReload then
  123. NewRaycastWeaponBase.reload_speed_multiplier = _wReload
  124. end
  125. if _wFireRate then
  126. NewRaycastWeaponBase.fire_rate_multiplier = _wFireRate
  127. end
  128. if _wSwap then
  129. PlayerStandard._get_swap_speed_multiplier = _wSwap
  130. end
  131. if _fireWep then
  132. _fireWep =nil
  133. SawWeaponBase.fire = _fireSaw
  134. end
  135. if _rmSpecial then
  136. _rmSpecial =nil
  137. PlayerManager.remove_equipment = _rmEquipment
  138. end
  139. if _rmEquipmentP then
  140. PlayerManager.remove_equipment_possession = _rmEquipmentP
  141. end
  142. -- Message On Screen
  143. managers.hud:show_hint({ text ='LUA Hack Unloaded!'})
  144. managers.crimenet._debug_mass_spawning =true
  145. managers.crimenet._presets ={}
  146. local t ={}
  147. local difficulty = tweak_data:index_to_difficulty( difficulty_id )
  148. table.insert(t,{ job_id ='ukrainian_job_prof', difficulty_id = difficulty_id, difficulty = difficulty })
  149. local j =0
  150. while(j < tweak_data.gui.crime_net.debug_options.mass_spawn_limit)do
  151. table.insert( managers.crimenet._presets, job_data )
  152. end
  153. -- Jobs ID's (Change Job ID to the Job you want)
  154. 'welcome_to_the_jungle_prof',
  155. 'framing_frame_prof',
  156. 'watchdogs_prof',
  157. 'alex_prof',
  158. 'firestarter_prof',
  159. 'ukrainian_job_prof',
  160. 'jewelry_store_prof',
  161. 'four_stores_prof',
  162. 'nightclub_prof',
  163. 'mallcrasher_prof',
  164. 'branchbank_deposit_prof',
  165. 'branchbank_cash_prof',
  166. 'branchbank_gold_prof',
  167. 'branchbank_prof'
Payday 2 bag spawner mods1.11.2Payday 2 Bag Spawner Mod
Oct 9th, 2013

UnKnoWnCheaTs - Multiplayer Game Hacks and Cheats, leading the game hacking community since 2000. We offer a huge amount of information and content for multiplayer game hacking and game cheats through our game hacking forum, game hack download database and our game hacking tutorial and wiki sections. No, only the more cheat mods can get u banned, like a infinite bag carry or loot spawner. HUD mods and others like it that improve the game without breaking it are perfectly fine. Continue this thread. Payday 2 Bag Spawner By saitipowci1975 Follow Uses BLT (just unzip the contents into your mods folder, located in your Payday 2 directory) Stars won't actually appear on the melee weapons, they were only added, to draw your attention to the items that are normally on other pages, so that it would be easier to understand what this mod does. Other Internal name m134 (player)mini (NPC) Achievement(s) Mod stats The Vulcan Minigun is a weapon added with The OVERKILL Pack DLC. 1 Overview 2 Summary 3 Tips 4 Available modifications 5 Skins 6 Achievements 7 Trivia 8 Gallery The Vulcan Minigun is a special heavy weapon and physically the largest weapon available in the game. The Vulcan Minigun is a very strange weapon to use when first.

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Payday 2 Bag Spawner Mod Curseforge

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Payday 2 Bag Spawner Mod
  1. Copy&Paste this into Script.lua
  2. It is the new version, in which it will not crash when you are done with a day.
  3. -Infinite Saw
  4. -Invincibility
  5. -Infinite Sentry Health
  6. -Infinite Pagers
  7. -All weapons
  8. -Infinite Cables
  9. -No detect ( They will detect you, but will not call police. )
  10. -Infinite Equipment ( Ammo, Doc bags, Sentries, C4, ECM )
  11. Payday 2 Hacks-----------------------------------------------------------------------------------------------------
  12. if managers.hud then
  13. managers.hud:show_hint( { text = 'Executed script.lua' } )
  14. -- ammo
  15. player:inventory():set_ammo( 1.0 )
  16. if not _fireSaw then
  17. end
  18. function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  19. _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  20. if managers.player:player_unit() self._setup.user_unit then
  21. end
  22. --END
  23. for i=1, 7 do
  24. end
  25. -- weapon mods
  26. for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
  27. tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
  28. managers.blackmarket:add_to_inventory('normal', 'weapon_mods', mod_id, false)
  29. -- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
  30. function SentryGunWeapon:fire( blanks, expend_ammo )
  31. local fire_obj = self._effect_align[ self._interleaving_fire ]
  32. local direction = fire_obj:rotation():y()
  33. mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
  34. World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
  35. World:effect_manager():spawn( self._shell_ejection_effect_table )
  36. local ray_res = self:_fire_raycast( from_pos, direction, blanks )
  37. RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
  38. return ray_res
  39. -- Sentry god mode
  40. function SentryGunDamage:damage_bullet( attack_data ) end
  41. function GroupAIStateBase:on_successful_alarm_pager_bluff() end
  42. if managers.hud then
  43. end
  44. managers.lootdrop:debug_drop( 1000, true, i )
  45. --END
  46. if not _rmSpecial then
  47. end
  48. function PlayerManager:remove_special( name ) end
  49. function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
  50. function PlayerMovement:on_suspicion( observer_unit, status ) end
  51. function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
  52. function GroupAIStateBase:criminal_spotted( unit ) end
  53. function GroupAIStateBase:report_aggression( unit ) end
  54. function PlayerMovement:on_uncovered( enemy_unit ) end
  55. function SecurityCamera:_sound_the_alarm( detected_unit ) end
  56. function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
  57. function SecurityCamera:clbk_call_the_police() end
  58. function CopMovement:anim_clbk_police_called( unit ) end
  59. function CopLogicArrest._upd_enemy_detection( data ) end
  60. function CopLogicArrest._call_the_police( data, my_data, paniced ) end
  61. function CopLogicIdle.on_alert( data, alert_data ) end
  62. function CopLogicBase._get_logic_state_from_reaction( data, reaction )
  63. end
  64. function GroupAIStateBase:sync_event( event_id, blame_id ) end
  65. function GroupAIStateBase:on_police_called( called_reason ) end
  66. function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
  67. function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
  68. function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
  69. function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
  70. if managers.hud then
  71. managers.hud:show_hint( { text = 'Executed script.lua' } )
  72. for i=1, 7 do
  73. end
  74. PlayerDamage.get_real_armor = function(self)
  75. end
  76. function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
  77. PlayerStandard._get_walk_headbob = function(self) return 0 end
  78. PlayerStandard._can_stand = function(self) return true end
  79. PlayerManager.remove_equipment = function(self, equipment_id) end
  80. PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
  81. PlayerManager.chk_minion_limit_reached = function(self) return false end
  82. PlayerManager.spread_multiplier = function(self) return 0 end
  83. PlayerMovement.is_stamina_drained = function(self) return false end
  84. PlayerStandard._can_run_directional = function(self) return true end
  85. BaseInteractionExt._has_required_upgrade = function(self) return true end
  86. BaseInteractionExt._has_required_deployable = function(self) return true end
  87. BaseInteractionExt._get_timer = function(self) return 0 end
  88. BaseInteractionExt.can_interact = function(self, player) return true end
  89. managers.money:_add_to_total(666666666) -- money
  90. -- Message on screen
  91. managers.hud:show_hint( { text = 'LUA script loaded! Complete the mission to see effect.' } )
  92. --END
  93. managers.skilltree:_set_points(1000) -- skill points
  94. -- Message on screen
  95. managers.hud:show_hint( { text = 'LUA script loaded! Complete the mission to see effect.' } )
  96. local wep_arr = {
  97. 'glock_17',
  98. 'r870',
  99. 'amcar',
  100. 'olympic',
  101. 'akm',
  102. 'saiga',
  103. 'aug',
  104. 'p90',
  105. 'deagle',
  106. 'colt_1911',
  107. 'serbu',
  108. 'b92fs',
  109. 'saw'
  110. if not managers.upgrades:aquired(name) then
  111. end
  112. --Fast Drilling
  113. function TimerGui:_set_jamming_values() return end
  114. timer = 0.01
  115. self:_set_jammed( false )
  116. end
  117. if not self._powered then
  118. return
  119. return
  120. if managers.network:session() then
  121. managers.network:session():send_to_peers_synched( 'start_timer_gui', self._unit, timer )
  122. end

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