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Payday 2 LUA Hack

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Aug 23rd, 2013
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  1.  
  2. if managers.hud then
  3. managers.hud:show_hint( { text = "Executed script.lua" } )
  4. end
  5.  
  6.  
  7. -- Message on screen
  8. if managers.hud then
  9. managers.hud:show_hint( { text = "LUA Hack loaded!" } )
  10. end
  11.  
  12.  
  13.  
  14. managers.experience:_set_current_level(100) -- level
  15.  
  16. -- Message on screen
  17. if managers.hud then
  18. managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
  19. end
  20. --END
  21.  
  22. managers.money:_add_to_total(0) -- money
  23.  
  24. -- Message on screen
  25. if managers.hud then
  26. managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
  27. end
  28. --END
  29.  
  30. managers.skilltree:_set_points(1000) -- skill points
  31.  
  32. -- Message on screen
  33. if managers.hud then
  34. managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
  35. end
  36. --END
  37.  
  38. -- Infinite Cable Ties
  39. if not _rmSpecial then
  40. _rmSpecial = PlayerManager.remove_special
  41. end
  42. function PlayerManager:remove_special( name ) end
  43.  
  44. -- Infinite Equipment (Not Host)
  45. function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
  46.  
  47. PlayerStandard._get_walk_headbob = function(self) return 0 end
  48. PlayerStandard._can_stand = function(self) return true end
  49. PlayerManager.remove_equipment = function(self, equipment_id) end
  50. PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
  51. PlayerManager.chk_minion_limit_reached = function(self) return false end
  52. PlayerManager.spread_multiplier = function(self) return 0 end
  53. PlayerMovement.is_stamina_drained = function(self) return false end
  54. PlayerStandard._can_run_directional = function(self) return true end
  55.  
  56. BaseInteractionExt._has_required_upgrade = function(self) return true end
  57. BaseInteractionExt._has_required_deployable = function(self) return true end
  58. BaseInteractionExt._get_timer = function(self) return 0 end
  59. BaseInteractionExt.can_interact = function(self, player) return true end
  60. --END
  61.  
  62. -- Infinite Saw
  63. if not _fireSaw then
  64. _fireSaw = SawWeaponBase.fire
  65. end
  66. function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  67. _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  68.  
  69. if managers.player:player_unit() == self._setup.user_unit then
  70. self.set_ammo(self, 1.0)
  71. end
  72. end
  73. --END
  74.  
  75. -- Infinite Ammo Clip
  76. if not _fireWep then
  77. _fireWep = NewRaycastWeaponBase.fire
  78. end
  79. function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  80. _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  81.  
  82. if managers.player:player_unit() == self._setup.user_unit then
  83. self.set_ammo(self, 1.0)
  84. end
  85. end
  86. --END
  87.  
  88. -- Weapon Mods
  89. NewRaycastWeaponBase._get_spread = function(self) return 0 end
  90. NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
  91. NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end
  92. PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
  93. NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
  94.  
  95. BaseInteractionExt._has_required_upgrade = function(self) return true end
  96. BaseInteractionExt._has_required_deployable = function(self) return true end
  97. BaseInteractionExt._get_timer = function(self) return 0 end
  98. BaseInteractionExt.can_interact = function(self, player) return true end
  99. --END
  100.  
  101. -- Throwing Distance
  102. local car_arr = {
  103. 'being',
  104. 'mega_heavy',
  105. 'heavy',
  106. 'medium',
  107. 'light',
  108. 'coke_light'
  109. }
  110.  
  111. for i, name in ipairs(car_arr) do
  112. tweak_data.carry.types[ name ].throw_distance_multiplier = 4.0
  113. end
  114. --END
  115.  
  116. -- invulnerable
  117. local player = managers.player:player_unit()
  118. player:character_damage():set_invulnerable( true )
  119. --END
  120.  
  121. -- Player Mods
  122. PlayerStandard._get_walk_headbob = function(self) return 0 end
  123. PlayerStandard._can_stand = function(self) return true end
  124. PlayerManager.remove_equipment = function(self, equipment_id) end
  125.  
  126. PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
  127. PlayerManager.chk_minion_limit_reached = function(self) return false end
  128. PlayerManager.spread_multiplier = function(self) return 0 end
  129. PlayerMovement.is_stamina_drained = function(self) return false end
  130. PlayerStandard._can_run_directional = function(self) return true end
  131. --END
  132.  
  133.  
  134. --Fast Drilling
  135. function TimerGui:_set_jamming_values() return end
  136. function TimerGui:start( timer )
  137. timer = 0.01
  138. if self._jammed then
  139. self:_set_jammed( false )
  140. return
  141. end
  142.  
  143. if not self._powered then
  144. self:_set_powered( true )
  145. return
  146. end
  147.  
  148. if self._started then
  149. return
  150. end
  151.  
  152. self:_start( timer )
  153. if managers.network:session() then
  154. managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
  155. end
  156. end
  157. --END
  158.  
  159. --DEAD CIVI NONE
  160. MoneyManager.get_civilian_deduction = function(self) return 0 end
  161. --END
  162.  
  163. -- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
  164. function SentryGunWeapon:fire( blanks, expend_ammo )
  165. local fire_obj = self._effect_align[ self._interleaving_fire ]
  166. local from_pos = fire_obj:position()
  167. local direction = fire_obj:rotation():y()
  168. mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
  169. World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
  170. if self._use_shell_ejection_effect then
  171. World:effect_manager():spawn( self._shell_ejection_effect_table )
  172. end
  173. local ray_res = self:_fire_raycast( from_pos, direction, blanks )
  174. if self._alert_events and ray_res.rays then
  175. RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
  176. end
  177. return ray_res
  178. end
  179.  
  180. -- Sentry god mode
  181. function SentryGunDamage:damage_bullet( attack_data ) end
  182.  
  183. -- Mark enemies
  184. function mark_enemies()
  185. local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
  186. for i,unit in ipairs( units ) do
  187. -- Check if we are undetected still
  188. --if managers.groupai:state():whisper_mode() then
  189. -- Check if unit is not a civ
  190. if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
  191. managers.game_play_central:add_enemy_contour( unit, false )
  192. managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
  193. end
  194. --end
  195. end
  196. end
  197.  
  198. if managers.hud then -- Check if in-game, otherwise, GameSetup class isn't prepared yet and code fails
  199. if not _gameUpdate then _gameUpdate = GameSetup.update end
  200. do
  201. local _gameUpdateLastMark
  202. function GameSetup:update( t, dt )
  203. _gameUpdate(self, t, dt);
  204.  
  205. if not _gameUpdateLastMark or t - _gameUpdateLastMark > 9 then
  206. _gameUpdateLastMark = t
  207. mark_enemies()
  208. end
  209. end
  210. end
  211. end
  212. --END
  213.  
  214. -- Allow infinite pagers
  215. function GroupAIStateBase:on_successful_alarm_pager_bluff() end
  216. --END
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