Payday 2 Bag Spawner Mod

Sep 3rd, 2013
  1. Payday 2 Bag Spawner Mod
  2. Payday 2 Texture Mods
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Payday 2 Bag Spawner Mod

Payday 2 Bag Spawner ModSpawner minecraft mod 1.7.10

Payday 2 Texture Mods

  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'
ModMod

Outfits Armour Civilians Enemies Gloves Payday Gang Special Units. 1532 mod(s) Interface. Subcategories Menu Fonts HUD Game Intro Ad Section. 874 mod(s) Masks. Subcategories Add-On Masks Materials Patterns. 477 mod(s) Miscellaneous 48 mod(s) Mod Packs 78 mod(s). No more mods were found Load More. This blt mod removes the restrictions on setting up a keybind so you can setup both your walking and driving keys to something like UP DOWN LEFT RIGHT on the keyboard.