Outro: https://soundcloud.com/sappheirosm. 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.
Oct 9th, 2013
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- Copy&Paste this into Script.lua
- It is the new version, in which it will not crash when you are done with a day.
- -Infinite Saw
- -Invincibility
- -Infinite Sentry Health
- -Infinite Pagers
- -All weapons
- -Infinite Cables
- -No detect ( They will detect you, but will not call police. )
- -Infinite Equipment ( Ammo, Doc bags, Sentries, C4, ECM )
- Payday 2 Hacks-----------------------------------------------------------------------------------------------------
- if managers.hud then
- managers.hud:show_hint( { text = 'Executed script.lua' } )
- -- ammo
- player:inventory():set_ammo( 1.0 )
- if not _fireSaw then
- 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
- end
- --END
- for i=1, 7 do
- end
- -- weapon mods
- for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
- tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
- managers.blackmarket:add_to_inventory('normal', 'weapon_mods', mod_id, false)
- -- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
- function SentryGunWeapon:fire( blanks, expend_ammo )
- local fire_obj = self._effect_align[ self._interleaving_fire ]
- local direction = fire_obj:rotation():y()
- mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
- World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
- World:effect_manager():spawn( self._shell_ejection_effect_table )
- local ray_res = self:_fire_raycast( from_pos, direction, blanks )
- RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
- return ray_res
- -- Sentry god mode
- function SentryGunDamage:damage_bullet( attack_data ) end
- function GroupAIStateBase:on_successful_alarm_pager_bluff() end
- if managers.hud then
- end
- managers.lootdrop:debug_drop( 1000, true, i )
- --END
- if not _rmSpecial then
- end
- function PlayerManager:remove_special( name ) end
- 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:_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 )
- 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
- if managers.hud then
- managers.hud:show_hint( { text = 'Executed script.lua' } )
- for i=1, 7 do
- end
- PlayerDamage.get_real_armor = function(self)
- end
- function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
- 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
- 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
- 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
- managers.money:_add_to_total(666666666) -- money
- -- Message on screen
- managers.hud:show_hint( { text = 'LUA script loaded! Complete the mission to see effect.' } )
- --END
- managers.skilltree:_set_points(1000) -- skill points
- -- Message on screen
- managers.hud:show_hint( { text = 'LUA script loaded! Complete the mission to see effect.' } )
- local wep_arr = {
- 'glock_17',
- 'r870',
- 'amcar',
- 'olympic',
- 'akm',
- 'saiga',
- 'aug',
- 'p90',
- 'deagle',
- 'colt_1911',
- 'serbu',
- 'b92fs',
- 'saw'
- if not managers.upgrades:aquired(name) then
- end
- --Fast Drilling
- function TimerGui:_set_jamming_values() return end
- timer = 0.01
- self:_set_jammed( false )
- end
- if not self._powered then
- return
- return
- if managers.network:session() then
- managers.network:session():send_to_peers_synched( 'start_timer_gui', self._unit, timer )
- end
The [Link] by Atvaark (luckily bookmark this)
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)
Payday 2 Bag Spawner Mod 1.12.2
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):
-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
-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
How to use this cheat table?
Payday 2 Bag Spawner Mod 1.8
Payday 2 Bag Spawner Mod Spawner
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1