GoldenHeart

Payday 2 LUA Hack

Aug 29th, 2013
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  1. Download - http://www.mediafire.com/?7707c2tmgsdw0sv
  2.  
  3.  
  4.  
  5. if managers.hud then
  6. managers.hud:show_hint( { text = "Executed script.lua" } )
  7. end
  8.  
  9.  
  10. -- Message on screen
  11. if managers.hud then
  12. managers.hud:show_hint( { text = "LUA Hack loaded!" } )
  13. end
  14.  
  15.  
  16.  
  17. managers.experience:_set_current_level(100) -- level
  18.  
  19. -- Message on screen
  20. if managers.hud then
  21. managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
  22. end
  23. --END
  24.  
  25. managers.money:_add_to_total(0) -- money
  26.  
  27. -- Message on screen
  28. if managers.hud then
  29. managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
  30. end
  31. --END
  32.  
  33. managers.skilltree:_set_points(1000) -- skill points
  34.  
  35. -- Message on screen
  36. if managers.hud then
  37. managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
  38. end
  39. --END
  40.  
  41. -- Infinite Cable Ties
  42. if not _rmSpecial then
  43. _rmSpecial = PlayerManager.remove_special
  44. end
  45. function PlayerManager:remove_special( name ) end
  46.  
  47. -- Infinite Equipment (Not Host)
  48. function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
  49.  
  50. PlayerStandard._get_walk_headbob = function(self) return 0 end
  51. PlayerStandard._can_stand = function(self) return true end
  52. PlayerManager.remove_equipment = function(self, equipment_id) end
  53. PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
  54. PlayerManager.chk_minion_limit_reached = function(self) return false end
  55. PlayerManager.spread_multiplier = function(self) return 0 end
  56. PlayerMovement.is_stamina_drained = function(self) return false end
  57. PlayerStandard._can_run_directional = function(self) return true end
  58.  
  59. BaseInteractionExt._has_required_upgrade = function(self) return true end
  60. BaseInteractionExt._has_required_deployable = function(self) return true end
  61. BaseInteractionExt._get_timer = function(self) return 0 end
  62. BaseInteractionExt.can_interact = function(self, player) return true end
  63. --END
  64.  
  65. -- Infinite Saw
  66. if not _fireSaw then
  67. _fireSaw = SawWeaponBase.fire
  68. end
  69. function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  70. _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  71.  
  72. if managers.player:player_unit() == self._setup.user_unit then
  73. self.set_ammo(self, 1.0)
  74. end
  75. end
  76. --END
  77.  
  78. -- Infinite Ammo Clip
  79. if not _fireWep then
  80. _fireWep = NewRaycastWeaponBase.fire
  81. end
  82. function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  83. _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  84.  
  85. if managers.player:player_unit() == self._setup.user_unit then
  86. self.set_ammo(self, 1.0)
  87. end
  88. end
  89. --END
  90.  
  91. -- Weapon Mods
  92. NewRaycastWeaponBase._get_spread = function(self) return 0 end
  93. NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
  94. NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end
  95. PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
  96. NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
  97.  
  98. BaseInteractionExt._has_required_upgrade = function(self) return true end
  99. BaseInteractionExt._has_required_deployable = function(self) return true end
  100. BaseInteractionExt._get_timer = function(self) return 0 end
  101. BaseInteractionExt.can_interact = function(self, player) return true end
  102. --END
  103.  
  104. -- Throwing Distance
  105. local car_arr = {
  106. 'being',
  107. 'mega_heavy',
  108. 'heavy',
  109. 'medium',
  110. 'light',
  111. 'coke_light'
  112. }
  113.  
  114. for i, name in ipairs(car_arr) do
  115. tweak_data.carry.types[ name ].throw_distance_multiplier = 4.0
  116. end
  117. --END
  118.  
  119. -- invulnerable
  120. local player = managers.player:player_unit()
  121. player:character_damage():set_invulnerable( true )
  122. --END
  123.  
  124. -- Player Mods
  125. PlayerStandard._get_walk_headbob = function(self) return 0 end
  126. PlayerStandard._can_stand = function(self) return true end
  127. PlayerManager.remove_equipment = function(self, equipment_id) end
  128.  
  129. PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
  130. PlayerManager.chk_minion_limit_reached = function(self) return false end
  131. PlayerManager.spread_multiplier = function(self) return 0 end
  132. PlayerMovement.is_stamina_drained = function(self) return false end
  133. PlayerStandard._can_run_directional = function(self) return true end
  134. --END
  135.  
  136.  
  137. --Fast Drilling
  138. function TimerGui:_set_jamming_values() return end
  139. function TimerGui:start( timer )
  140. timer = 0.01
  141. if self._jammed then
  142. self:_set_jammed( false )
  143. return
  144. end
  145.  
  146. if not self._powered then
  147. self:_set_powered( true )
  148. return
  149. end
  150.  
  151. if self._started then
  152. return
  153. end
  154.  
  155. self:_start( timer )
  156. if managers.network:session() then
  157. managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
  158. end
  159. end
  160. --END
  161.  
  162. --DEAD CIVI NONE
  163. MoneyManager.get_civilian_deduction = function(self) return 0 end
  164. --END
  165.  
  166. -- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
  167. function SentryGunWeapon:fire( blanks, expend_ammo )
  168. local fire_obj = self._effect_align[ self._interleaving_fire ]
  169. local from_pos = fire_obj:position()
  170. local direction = fire_obj:rotation():y()
  171. mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
  172. World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
  173. if self._use_shell_ejection_effect then
  174. World:effect_manager():spawn( self._shell_ejection_effect_table )
  175. end
  176. local ray_res = self:_fire_raycast( from_pos, direction, blanks )
  177. if self._alert_events and ray_res.rays then
  178. RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
  179. end
  180. return ray_res
  181. end
  182.  
  183. -- Sentry god mode
  184. function SentryGunDamage:damage_bullet( attack_data ) end
  185.  
  186. -- Mark enemies
  187. function mark_enemies()
  188. local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
  189. for i,unit in ipairs( units ) do
  190. -- Check if we are undetected still
  191. --if managers.groupai:state():whisper_mode() then
  192. -- Check if unit is not a civ
  193. if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
  194. managers.game_play_central:add_enemy_contour( unit, false )
  195. managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
  196. end
  197. --end
  198. end
  199. end
  200.  
  201. if managers.hud then -- Check if in-game, otherwise, GameSetup class isn't prepared yet and code fails
  202. if not _gameUpdate then _gameUpdate = GameSetup.update end
  203. do
  204. local _gameUpdateLastMark
  205. function GameSetup:update( t, dt )
  206. _gameUpdate(self, t, dt);
  207.  
  208. if not _gameUpdateLastMark or t - _gameUpdateLastMark > 9 then
  209. _gameUpdateLastMark = t
  210. mark_enemies()
  211. end
  212. end
  213. end
  214. end
  215. --END
  216.  
  217. -- Allow infinite pagers
  218. function GroupAIStateBase:on_successful_alarm_pager_bluff() end
  219. --END
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