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Payday 2 Bag Spawner Mod

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  • Bun venit pe GTA5-Mods.com. Mshark308 » PAYDAY 2 Dallas Mask. Aaaaaaaaaaaaaaaaaaaaaa i need a medic bag.
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Sep 3rd, 2013
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A pattern is an item for customizing masks in PAYDAY 2. If a pattern is used on a single mask, then it will be removed from the inventory. A pattern that is not part of a promotional bonus or achievement can only be obtained from card drops. Items without cost will be returned to your stash upon selling or storing the mask they've been used on. Dark gray is the primary color. Light gray is the.

  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'
-- Player Instance local player = managers.player:player_unit() -- Steam Achievements if managers.achievment then for id,_ in pairs(managers.achievment.achievments) do managers.achievment:award(id) end end -- God Mode if player then player:character_damage():set_invulnerable( true ) end -- Throwing Distance 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 = 10.0 end -- Everything But Weapons for i=1, 7 do managers.lootdrop:debug_drop( 1000, true, i ) end -- Weapon Mods NewRaycastWeaponBase._get_spread = function(self) return 0 end NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 5000 end PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end BaseInteractionExt._has_required_upgrade = function(self) return true end BaseInteractionExt._has_required_deployable = function(self) return true end BaseInteractionExt._get_timer = function(self) return 0 end BaseInteractionExt.can_interact = function(self, player) return true end -- 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 Ammo and No Reload RaycastWeaponBase.ammo_info = function(self) self._ammo_max_per_clip = 99999 self._ammo_remaining_in_clip = 99999 self._ammo_total = 99999 self._ammo_max = 99999 return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_max end BlackMarketGui.get_weapon_ammo_info = function(self, weapon_id, comparision_data) return 100, 100 end -- Money and Level managers.experience:_set_current_level (9999) managers.skilltree:_set_points(9999) managers.money:_add_to_total(9999) managers.money:_set_offshore(9999) -- 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 if not _rmSpecial then _rmSpecial = PlayerManager.remove_special end function PlayerManager:remove_special( name ) end -- Infinite Equipment if not _rmEquipment then _rmEquipment = PlayerManager.remove_equipment end function PlayerManager:remove_equipment( equipment_id ) end -- Infinite Equipment (Not Host) function PlayerManager:remove_equipment_possession( peer_id, equipment ) end -- Debug Menu if managers.menu then managers.menu:set_debug_menu_enabled(true) end -- All Weapons Unlocked local wep_arr = { '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' } for i, name in ipairs(wep_arr) do if not managers.upgrades:aquired(name) then managers.upgrades:aquire(name) end end -- 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 -- Player Mods PlayerStandard._get_walk_headbob = function(self) return 0 end PlayerStandard._can_stand = function(self) return true end PlayerManager.remove_equipment = function(self, equipment_id) end PlayerInventory.remove_selection = function(self, selection_index, instant) end PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end PlayerManager.chk_minion_limit_reached = function(self) return false end PlayerManager.spread_multiplier = function(self) return 0 end PlayerMovement.is_stamina_drained = function(self) return false end PlayerStandard._can_run_directional = function(self) return true end -- Super Jump PlayerStandard._perform_jump = function(self, jump_vec) local v = math.UP * 470 if self._running then v = math.UP * 2000 end self._unit:mover():set_velocity( v ) end -- Player Armor PlayerDamage.get_real_armor = function(self) return Application:digest_value( 100, false ) end -- Unlock All Masks managers.blackmarket:_setup_masks() for mask_id,_ in pairs(tweak_data.blackmarket.masks) do Global.blackmarket_manager.masks[mask_id].unlocked = true managers.blackmarket:add_to_inventory('normal', 'masks', mask_id, false) end -- Ammo and Health local player = managers.player:player_unit() if alive(player) then player:base():replenish() end -- Weapon Accessories, Color Palettes, and Mask Vinyls for i=1, 7 do managers.lootdrop:debug_drop( 1000, true, i ) end game_state_machine:change_state_by_name( 'victoryscreen', { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } ) -- End Mission game_state_machine:change_state_by_name( 'victoryscreen', { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } ) -- Teleport Player function GameState:freeflight_drop_player( pos, rot ) if( managers.player ) then managers.player:warp_to( pos, rot ) end end -- Message On Screen if managers.hud then managers.hud:show_hint( { text = 'LUA Hack Loaded!' } ) end -- Unload Some Scripts managers.player:player_unit():character_damage():set_invulnerable( false ) if _wSpread then NewRaycastWeaponBase._get_spread = _wSpread _wSpread = nil end if _wRecoil then NewRaycastWeaponBase.recoil_multiplier = _wRecoil _wRecoil = nil end if _wReload then NewRaycastWeaponBase.reload_speed_multiplier = _wReload _wReload = nil end if _wFireRate then NewRaycastWeaponBase.fire_rate_multiplier = _wFireRate _wFireRate = nil end if _wSwap then PlayerStandard._get_swap_speed_multiplier = _wSwap _wSwap = nil end if _fireWep then NewRaycastWeaponBase.fire = _fireWep _fireWep = nil end if _fireSaw then SawWeaponBase.fire = _fireSaw _fireSaw = nil end if _rmSpecial then PlayerManager.remove_special = _rmSpecial _rmSpecial = nil end if _rmEquipment then PlayerManager.remove_equipment = _rmEquipment _rmEquipment = nil end if _rmEquipmentP then PlayerManager.remove_equipment_possession = _rmEquipmentP _rmEquipmentP = nil end -- Message On Screen if managers.hud then managers.hud:show_hint( { text = 'LUA Hack Unloaded!' } ) end -- Spawning Jobs managers.crimenet._debug_mass_spawning = true managers.crimenet._active_jobs = {} managers.crimenet._presets = {} local t = {} local difficulty_id = (5) local difficulty = tweak_data:index_to_difficulty( difficulty_id ) table.insert(t, { job_id = 'ukrainian_job_prof', difficulty_id = difficulty_id, difficulty = difficulty } ) local j = 0 while(j < tweak_data.gui.crime_net.debug_options.mass_spawn_limit) do local job_data = t[1] table.insert( managers.crimenet._presets, job_data ) j = j+1 end -- Jobs ID's (Change Job ID to the Job you want) 'welcome_to_the_jungle', (Big Oil) 'welcome_to_the_jungle_prof', 'framing_frame', 'framing_frame_prof', 'watchdogs', 'watchdogs_prof', 'alex', (Rats) 'alex_prof', 'firestarter', 'firestarter_prof', 'ukrainian_job', 'ukrainian_job_prof', 'jewelry_store', 'jewelry_store_prof', 'four_stores', 'four_stores_prof', 'nightclub', 'nightclub_prof', 'mallcrasher', 'mallcrasher_prof', 'branchbank_deposit', 'branchbank_deposit_prof', 'branchbank_cash', 'branchbank_cash_prof', 'branchbank_gold', 'branchbank_gold_prof', 'branchbank', 'branchbank_prof'Atvaark at github made this, And I give a little editing
The
Payday
[Link] by Atvaark (luckily bookmark this)

Payday 2 Bag Spawner Mod Spawner


Payday 2 Bag Spawner Mod 1.8

Payday 2 bag spawner mod minecraft
The [Link] of some cheats by me. (part 2 coming up, maybe)
this table can be used to:
1. add effect (spell missile, Movesets, and action speed) to your attacks by the help of pointers
2. customize your currently equipped weapons and armor ( stance, damage, durability, block percentage, effects)
3. Edit your enemy (ex: make it stagger everytime you hit it), your move speed, jump height, etc
4. Modify inventory (Change Item, add item, etc)
5. added effect and movesets can be applied to a script (still don't know how to, but Atvaark already make Heihachi movesets for fist weapon)
6. A lot of tweaking scripts (Ghost mode, no stagger, immune to all debuff, etc)
7. Resurrect a NPC (This never works for me, maybe I was doing it wrong, back up your save before killing an NPC)
Updated 04/05/2020 (sorry, just checked the GitHub page):Changelog
Payday 2 bag spawner mod 1.11.2
[Link] by Atvaark (luckily bookmark this)

Payday 2 Bag Spawner Mod Spawner


Payday 2 Bag Spawner Mod 1.8

The [Link] of some cheats by me. (part 2 coming up, maybe)
this table can be used to:
1. add effect (spell missile, Movesets, and action speed) to your attacks by the help of pointers
2. customize your currently equipped weapons and armor ( stance, damage, durability, block percentage, effects)
3. Edit your enemy (ex: make it stagger everytime you hit it), your move speed, jump height, etc
4. Modify inventory (Change Item, add item, etc)
5. added effect and movesets can be applied to a script (still don't know how to, but Atvaark already make Heihachi movesets for fist weapon)
6. A lot of tweaking scripts (Ghost mode, no stagger, immune to all debuff, etc)
7. Resurrect a NPC (This never works for me, maybe I was doing it wrong, back up your save before killing an NPC)
Updated 04/05/2020 (sorry, just checked the GitHub page):Changelog
-Added HP Min Offset
-Added 'Replenishment [Phantom Color]' from previous tables versions (not made by me)
-Mapped some offsets for easier reading
-Added offset +74 (Parry Multiplier) under [Equipped Weapon]
-Added WeaponTypeParam Helper
-Added ChrNetworkPhantom Helper

Payday 2 Body Bags Mod

How to use this cheat table?

Payday 2 Bag Spawner Mod Curseforge

  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1




broken image