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PirateCaptain

PC's resources and scripts

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PirateCaptain

To help others I will gather usefull info I find here, and maybe release a script or two.

Virtual-Key Codes

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LSL (VECTOR) Colors

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Lets begin with some resources:

To use many of the items ingame, you have to be on the right map, this can be circumvented by loading level package as i like to call them.

Find the level the unit belongs to, and load that package on any other map, and you will be able to spawn units not belonging there originally.

Example: Spawn Ferrari from diamond heist on GO Bank

unit name = "units/payday2/vehicles/str_vehicle_car_sport/str_vehicle_car_sport_showroom"

level name ="family"

    [*]loaddiamond = loaddiamond or function()
    PackageManager:load( "packages/narr_family" )
    PackageManager:load("levels/narratives/bain/diamond_store/world")
    PackageManager:load("levels/narratives/bain/diamond_store/world/world")
    end
    loaddiamond() -- TO LOAD THE PACKAGE
    [*]World:spawn_unit( Idstring( "units/payday2/vehicles/str_vehicle_car_sport/str_vehicle_car_sport2" ), managers.player:player_unit():position(), managers.player:player_unit():rotation() )
    
    -- LOAD PROPS PACKAGES
    -- SAFEHOUSE MISSIONS PACKAGES PROPS
    loadallsafehouse = loadallsafehouse or function()
    loadsafe()
    end
    loadsafe = loadsafe or function()
    PackageManager:load("packages/safehouse")
    PackageManager:load("levels/narratives/safehouse/world")
    PackageManager:load("levels/narratives/safehouse/world/world")
    PackageManager:load("levels/narratives/safehouse/safehouse_worldmesh/safehouse_worldmesh")
    end
    -- BAIN MISSIONS PACKAGES PROPS
    loadallbain = loadallbain or function()
    loaddiamond()
    loadroberts()
    end
    loaddiamond = loaddiamond or function()
    PackageManager:load( "packages/narr_family" )
    PackageManager:load("levels/narratives/bain/diamond_store/world")
    PackageManager:load("levels/narratives/bain/diamond_store/world/world")
    end
    loadroberts = loadroberts or function()
    PackageManager:load("packages/narr_roberts")
    PackageManager:load("levels/narratives/bain/roberts/world")
    PackageManager:load("levels/narratives/bain/roberts/world/world")
    end
    -- VLAD MISSIONS PACKAGES PROPS
    loadallvlad = loadallvlad or function()
    loadnight()
    loadjewelstore()
    loadmallcrash()
    loadfour()
    loadukrain()
    end
    -- VLAD MISSIONS PACKAGES PROPS
    loadnight = loadnight or function()
    PackageManager:load("packages/vlad_nightclub")
    PackageManager:load("levels/narratives/vlad/nightclub/world")
    PackageManager:load("levels/narratives/vlad/nightclub/world/world")
    PackageManager:load("levels/narratives/vlad/nightclub/nightclub_interior/nightclub_interior")
    PackageManager:load("levels/narratives/vlad/nightclub/pc_only/pc_only")
    end
    loadjewelstore = loadjewelstore or function()
    PackageManager:load("levels/narratives/vlad/jewelry_store/world")
    PackageManager:load("levels/narratives/vlad/jewelry_store/world/world")
    end
    loadmallcrash = loadmallcrash or function()
    PackageManager:load("packages/vlad_mallcrasher")
    PackageManager:load("levels/narratives/vlad/mallcrasher/world")
    PackageManager:load("levels/narratives/vlad/mallcrasher/world/world")
    PackageManager:load("levels/narratives/vlad/mallcrasher/ed3_world/ed3_world")
    end
    loadfour = loadfour or function()
    PackageManager:load("packages/vlad_four_stores")
    PackageManager:load("levels/narratives/vlad/four_stores/world")
    PackageManager:load("levels/narratives/vlad/four_stores/world/world")
    end
    loadukrain = loadukrain or function()
    PackageManager:load("packages/ukrainian_job")
    PackageManager:load("levels/narratives/vlad/ukrainian_job/world")
    PackageManager:load("levels/narratives/vlad/ukrainian_job/world/world")
    end
    -- ELEPHANT MISSIONS PACKAGES PROPS
    loadallelephant = loadallelephant or function()
    loadframe1()
    loadframe2()
    loadframe3()
    loadjungle1()
    loadjungle2()
    end
    loadframe1 = loadframe1 or function()
    PackageManager:load("packages/narr_framing_1")
    PackageManager:load("levels/narratives/e_framing_frame/stage_1/world")
    PackageManager:load("levels/narratives/e_framing_frame/stage_1/world/world")
    end
    loadframe2 = loadframe2 or function()
    PackageManager:load("packages/narr_framing_2")
    PackageManager:load("levels/narratives/e_framing_frame/stage_2/world")
    PackageManager:load("levels/narratives/e_framing_frame/stage_2/world/world")
    end
    loadframe3 = loadframe3 or function()
    PackageManager:load("packages/narr_framing_3")
    PackageManager:load("levels/narratives/e_framing_frame/stage_3/world")
    PackageManager:load("levels/narratives/e_framing_frame/stage_3/world/world")
    end
    loadjungle1 = loadjungle1 or function()
    PackageManager:load("packages/narr_jungle1")
    PackageManager:load("levels/narratives/e_welcome_to_the_jungle/stage_1/world")
    PackageManager:load("levels/narratives/e_welcome_to_the_jungle/stage_1/world/world")
    end
    loadjungle2 = loadjungle2 or function()
    PackageManager:load("packages/narr_jungle2")
    PackageManager:load("levels/narratives/e_welcome_to_the_jungle/stage_2/world")
    PackageManager:load("levels/narratives/e_welcome_to_the_jungle/stage_2/world/world")
    end
    -- HECTOR MISSIONS PACKAGES PROPS
    loadallhector = loadallhector or function()
    loadrats1()
    loadrats2()
    loadrats3()
    loadwatchdog1()
    loadwatchdog2()
    loadfirestart1()
    loadfirestart2()
    loadfirestart3()
    end
    loadrats1 = loadrats1 or function()
    PackageManager:load("packages/narr_alex1")
    PackageManager:load("levels/narratives/h_alex_must_die/stage_1/world")
    PackageManager:load("levels/narratives/h_alex_must_die/stage_1/world/world")
    end
    loadrats2 = loadrats2 or function()
    PackageManager:load("packages/narr_alex2")
    PackageManager:load("levels/narratives/h_alex_must_die/stage_2/world")
    PackageManager:load("levels/narratives/h_alex_must_die/stage_2/world/world")
    end
    loadrats3 = loadrats3 or function()
    PackageManager:load("packages/narr_alex3")
    PackageManager:load("levels/narratives/h_alex_must_die/stage_3/world")
    PackageManager:load("levels/narratives/h_alex_must_die/stage_3/world/world")
    end
    loadwatchdog1 = loadwatchdog1 or function()
    PackageManager:load("packages/narr_watchdogs1")
    PackageManager:load("levels/narratives/h_watchdogs/stage_1/world")
    PackageManager:load("levels/narratives/h_watchdogs/stage_1/world/world")
    end
    loadwatchdog2 = loadwatchdog2 or function()
    PackageManager:load("packages/narr_watchdogs2")
    PackageManager:load("levels/narratives/h_watchdogs/stage_2/world")
    PackageManager:load("levels/narratives/h_watchdogs/stage_2/world/world")
    end
    loadfirestart1 = loadfirestart1 or function()
    PackageManager:load("packages/narr_firestarter1")
    PackageManager:load("levels/narratives/h_firestarter/stage_1/world")
    PackageManager:load("levels/narratives/h_firestarter/stage_1/world/world")
    end
    loadfirestart2 = loadfirestart2 or function()
    PackageManager:load("packages/narr_firestarter2")
    PackageManager:load("levels/narratives/h_firestarter/stage_2/world")
    PackageManager:load("levels/narratives/h_firestarter/stage_2/world/world")
    end
    loadfirestart3 = loadfirestart3 or function()
    PackageManager:load("packages/narr_firestarter3")
    PackageManager:load("levels/narratives/h_firestarter/stage_3/world")
    PackageManager:load("levels/narratives/h_firestarter/stage_3/world/world")
    end
    -- TRANSPORT MISSIONS PACKAGES PROPS
    loadalltrans = loadalltrans or function()
    loadarmfor()
    loadarmcro()
    loadarmpar()
    loadarmfac()
    loadarmhcm()
    loadarmund()
    end
    loadarmfor = loadarmfor or function()
    PackageManager:load("packages/narr_arm_for")
    PackageManager:load("levels/narratives/armadillo/arm_for/world")
    PackageManager:load("levels/narratives/armadillo/arm_for/world/world")
    end
    loadarmcro = loadarmcro or function()
    PackageManager:load("packages/narr_arm_cro")
    PackageManager:load("levels/narratives/armadillo/arm_cro/world")
    PackageManager:load("levels/narratives/armadillo/arm_cro/world/world")
    end
    loadarmpar = loadarmpar or function()
    PackageManager:load("packages/narr_arm_par")
    PackageManager:load("levels/narratives/armadillo/arm_par/world")
    PackageManager:load("levels/narratives/armadillo/arm_par/world/world")
    end
    loadarmfac = loadarmfac or function()
    PackageManager:load("packages/narr_arm_fac")
    PackageManager:load("levels/narratives/armadillo/arm_fac/world")
    PackageManager:load("levels/narratives/armadillo/arm_fac/world/world")
    end
    loadarmhcm = loadarmhcm or function()
    PackageManager:load("packages/narr_arm_hcm")
    PackageManager:load("levels/narratives/armadillo/arm_hcm/world")
    PackageManager:load("levels/narratives/armadillo/arm_hcm/world/world")
    end
    loadarmund = loadarmund or function()
    PackageManager:load("packages/narr_arm_und")
    PackageManager:load("levels/narratives/armadillo/arm_und/world")
    PackageManager:load("levels/narratives/armadillo/arm_und/world/world")
    end
    -- ESCAPE MISSIONS PACKAGES PROPS
    loadallescape = loadallescape or function()
    loadescoverpass()
    loadescstreet()
    loadesccafe()
    loadescgarage()
    loadescpark()
    end
    loadescoverpass = loadescoverpass or function()
    PackageManager:load("packages/escape_overpass")
    PackageManager:load("levels/narratives/escapes/escape_overpass/world")
    PackageManager:load("levels/narratives/escapes/escape_overpass/world/world")
    end
    loadescstreet = loadescstreet or function()
    PackageManager:load("packages/escape_street")
    PackageManager:load("levels/narratives/escapes/escape_street/world")
    PackageManager:load("levels/narratives/escapes/escape_street/world/world")
    end
    loadesccafe = loadesccafe or function()
    PackageManager:load("packages/escape_cafe")
    PackageManager:load("levels/narratives/escapes/escape_cafe/world")
    PackageManager:load("levels/narratives/escapes/escape_cafe/world/world")
    end
    loadesccafeday = loadesccafeday or function()
    PackageManager:load("packages/escape_cafe")
    PackageManager:load("levels/narratives/escapes/escape_cafe_day/world")
    PackageManager:load("levels/narratives/escapes/escape_cafe_day/world/world")
    end
    loadescgarage = loadescgarage or function()
    PackageManager:load("packages/escape_garage")
    PackageManager:load("levels/narratives/escapes/escape_garage/world")
    PackageManager:load("levels/narratives/escapes/escape_garage/world/world")
    end
    loadescpark = loadescpark or function()
    PackageManager:load("packages/escape_park")
    PackageManager:load("levels/narratives/escapes/escape_park/world")
    PackageManager:load("levels/narratives/escapes/escape_park/world/world")
    end
    loadescparkday = loadescparkday or function()
    PackageManager:load("packages/escape_park")
    PackageManager:load("levels/narratives/escapes/escape_park_day/world/world")
    PackageManager:load("levels/narratives/escapes/escape_park_day/world")
    end
    loadbranchbank = loadbranchbank or function()
    --TODO
    end
    
    Level specific code, if you want something to happend on specific level

    if managers.job:current_level_id() == "roberts" then -- GO BANK
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "branchbank" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "safehouse" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "mallcrasher" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "nightclub" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "ukrainian_job" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "family" then -- DIAMOND HEIST
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "four_stores" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "jewelry_store" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "firestarter_1" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "firestarter_2" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "firestarter_3" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "alex_1" then -- RATS COOK
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "alex_2" then -- RATS TRADE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "alex_3" then -- RATS BUS
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "watchdogs_1" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "watchdogs_2" then -- DOCKS
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "framing_frame_1" then
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "framing_frame_2" then -- TRAINYARD
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "framing_frame_3" then -- APPARTMENT
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "welcome_to_the_jungle_1" then -- BIKERS
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "welcome_to_the_jungle_2" then -- FORREST
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "arm_for" then -- TRAINHEIST
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "arm_hcm" then -- DOWNTOWN
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "arm_cro" then -- CROSSROADS
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "arm_fac" then -- HARBOR
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "arm_par" then -- PARK
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "arm_und" then -- UNDERPASS
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_cafe" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_cafe_day" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_park" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_park_day" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_overpass" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_overpass_night" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_street" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    elseif managers.job:current_level_id() == "escape_garage" then -- ESCAPE
    -- INSERT CODE FOR LEVEL
    end
    
    Payday 2 filelists

    Sound files

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    Vehicles

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    "units/payday2/vehicles/str_vehicle_car_sport/str_vehicle_car_sport_showroom"
    -- WORKS ON DIAMOND HEIST
    
    "units/payday2/vehicles/str_vehicle_car_sport/str_vehicle_car_sport2"
    -- WORKS ON DIAMOND HEIST AND MAYBE BIG OIL DAY 2
    
    "units/payday2/vehicles/gen_vehicle_loot_boat/gen_vehicle_loot_boat"
    -- WORKS ON HARBOR ESCAPE
    
    "units/payday2/vehicles/bnk_vehicle_car_police_anim_3/bnk_vehicle_car_police_anim_3"
    -- WORKS BUT INVISIBLE ON OLD BANK
    
    "units/payday2/vehicles/str_vehicle_car_police_washington/str_vehicle_car_police_washington"
    -- WORKS ON GO BANK
    
    "units/payday2/vehicles/str_vehicle_swat_van/str_vehicle_swat_van"
    -- WORKS ON ESCAPE CAFE DAY
    
    "units/payday2/vehicles/str_vehicle_car_ford/str_vehicle_car_ford"
    -- WORKS ON BRANCHBANK H&T
    
    
    Props

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    Animations (HUGE)

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    Textures

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    Weapons

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    Effects

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    Spawn blue discoeffect example (fyi works on nightclub, not synched)

    discoeffect = discoeffect or function()
    World:effect_manager():spawn( { effect = Idstring(
    "effects/payday2/particles/flares/disco_flare_big_03" ), position = managers.player:player_unit():position(), normal = managers.player:player_unit():rotation() } )
    end
    discoeffect()
    
    Units

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    Interesting units:

    -- XMAS GIFTBOXES
    "units/payday2/props/com_prop_christmas_gifts/com_prop_christmas_gift_1"
    "units/payday2/props/com_prop_christmas_gifts/com_prop_christmas_gift_2"
    "units/payday2/props/com_prop_christmas_gifts/com_prop_christmas_gift_3"
    -- VALUABLES
    -- GOLD
    "units/payday2/props/bnk_prop_vault_loot/bnk_prop_vault_loot_special_gold"
    -- MONEY
    "units/payday2/props/bnk_prop_vault_loot/bnk_prop_vault_loot_special_money"
    "units/payday2/props/gen_prop_vault_money_burnt/gen_prop_vault_money_burnt"
    -- COKE
    NOT FOUND
    -- METH
    NOT FOUND, PROLLY ONE OF THE BELOW
    "units/payday2/props/gen_prop_methlab_ephedrine_grinded/gen_prop_methlab_ephedrine_grinded"
    "units/payday2/props/gen_prop_methlab_meth_dry/gen_prop_methlab_meth_dry"
    "units/payday2/props/gen_prop_methlab_meth/gen_prop_methlab_meth.unit
    
    -- SMALL LOOT
    "units/payday2/props/com_prop_jewelry_bag/jewelry_shoeboxes"
    "units/payday2/props/com_prop_jewelry_bag/jewelry_bags_small"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_bust_a"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_bust_b"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_bust_c"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_bust_d"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_bust_e"
    "units/payday2/props/com_prop_jewelry_bag/jewelry_necklace_box_1"
    "units/payday2/props/com_prop_jewelry_bag/jewelry_necklace_box_2"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_bracelet_hanger"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_bracelet"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_01"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_02"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_03"
    "units/payday2/props/com_prop_jewelry_jewels/com_prop_jewelry_box_04"
    
    All lists sorted alphabetically and duplicates removed

    Useful scripts i like to use over and over.

    Display stuff:

    -- TO DISPLAY TEXT NICELY I USE MIDTEXT
    function show_mid_text( msg, msg_title, show_secs )
    if managers and managers.hud then
    managers.hud:present_mid_text( { text = msg, title = msg_title, time = show_secs } )
    end
    end
    
    show_mid_text("STAYS ON SCREEN 1.5 SEC", "THIS TEXT", 1.5 )
    
    -- FOR A SIMPLE LINE OF TEXT OUTPUT INGAME
    managers.hud:show_hint( { text = "SIMPLE TEXT LINE OUTPUT INGAME" } )
    
    -- ADD WORKSPACE GUI EXAMPLE HERE (note to self :)
    
    -- SHOW BOXY ANIMATION (USED IN LEGO MOD)
    managers.blackmarket:preload_equipped_weapons()
    

    Play sound:

    -- SIMPLE BEEP SOUND FUNCTION
    function beep()
    if managers and managers.menu_component then
    managers.menu_component:post_event("menu_enter")
    end
    end
    
    beep()
    
    -- TO SIMPLY PLAY A TICK SOUND
    managers.menu_component:post_event("box_tick")
    --OTHER USABLE EVENT SOUNDS
    managers.menu_component:post_event("box_untick")
    managers.menu_component:post_event("highlight")
    managers.menu_component:post_event("box_untick")
    managers.menu_component:post_event("highlight")
    managers.menu_component:post_event("menu_enter")
    managers.menu_component:post_event("zoom_in")
    managers.menu_component:post_event("zoom_out")
    managers.menu_component:post_event("crime_net_startup")
    managers.menu_component:post_event("loot_flip_card" )
    managers.menu_component:post_event("loot_fold_cards" )
    managers.menu_component:post_event("loot_gain_low" )
    managers.menu_component:post_event("loot_gain_med" )
    managers.menu_component:post_event("loot_gain_high" )
    managers.menu_component:post_event("Play_star_hit" )
    managers.menu_component:post_event("count_1")
    managers.menu_component:post_event("count_1_finished")
    managers.menu_component:post_event("item_buy" )
    managers.menu_component:post_event("item_sell" )
    managers.menu_component:post_event("finalize_mask" )
    managers.menu_component:post_event("selection_next" )
    
    managers.music:post_event( "play_menu_music" )
    managers.music:post_event( "menu_music" )
    
    Character names:

    Civs

    "units/payday2/characters/civ_female_bank_1/civ_female_bank_1",
    "units/payday2/characters/civ_female_bank_manager_1/civ_female_bank_manager_1",
    "units/payday2/characters/civ_female_bikini_1/civ_female_bikini_1",
    "units/payday2/characters/civ_female_bikini_2/civ_female_bikini_2",
    "units/payday2/characters/civ_female_casual_1/civ_female_casual_1",
    "units/payday2/characters/civ_female_casual_2/civ_female_casual_2",
    "units/payday2/characters/civ_female_casual_3/civ_female_casual_3",
    "units/payday2/characters/civ_female_casual_4/civ_female_casual_4",
    "units/payday2/characters/civ_female_casual_5/civ_female_casual_5",
    "units/payday2/characters/civ_female_crackwhore_1/civ_female_crackwhore_1",
    "units/payday2/characters/civ_female_hostess_apron_1/civ_female_hostess_apron_1",
    "units/payday2/characters/civ_female_hostess_jacket_1/civ_female_hostess_jacket_1",
    "units/payday2/characters/civ_female_hostess_shirt_1/civ_female_hostess_shirt_1",
    "units/payday2/characters/civ_female_party_1/civ_female_party_1",
    "units/payday2/characters/civ_female_party_2/civ_female_party_2",
    "units/payday2/characters/civ_female_party_3/civ_female_party_3",
    "units/payday2/characters/civ_female_party_4/civ_female_party_4",
    "units/payday2/characters/civ_female_wife_trophy_1/civ_female_wife_trophy_1",
    "units/payday2/characters/civ_female_wife_trophy_2/civ_female_wife_trophy_2",
    "units/payday2/characters/civ_male_bank_1/civ_male_bank_1",
    "units/payday2/characters/civ_male_bank_2/civ_male_bank_2",
    "units/payday2/characters/civ_male_bank_manager_1/civ_male_bank_manager_1",
    "units/payday2/characters/civ_male_business_1/civ_male_business_1",
    "units/payday2/characters/civ_male_business_2/civ_male_business_2",
    "units/payday2/characters/civ_male_casual_1/civ_male_casual_1",
    "units/payday2/characters/civ_male_casual_2/civ_male_casual_2",
    "units/payday2/characters/civ_male_casual_3/civ_male_casual_3",
    "units/payday2/characters/civ_male_casual_4/civ_male_casual_4",
    "units/payday2/characters/civ_male_casual_5/civ_male_casual_5",
    "units/payday2/characters/civ_male_casual_6/civ_male_casual_6",
    "units/payday2/characters/civ_male_casual_7/civ_male_casual_7",
    "units/payday2/characters/civ_male_casual_8/civ_male_casual_8",
    "units/payday2/characters/civ_male_casual_9/civ_male_casual_9",
    "units/payday2/characters/civ_male_dj_1/civ_male_dj_1",
    "units/payday2/characters/civ_male_italian_robe_1/civ_male_italian_robe_1",
    "units/payday2/characters/civ_male_janitor_1/civ_male_janitor_1",
    "units/payday2/characters/civ_male_meth_cook_1/civ_male_meth_cook_1",
    "units/payday2/characters/civ_male_party_1/civ_male_party_1",
    "units/payday2/characters/civ_male_party_2/civ_male_party_2",
    "units/payday2/characters/civ_male_party_3/civ_male_party_3",
    "units/payday2/characters/civ_male_scientist_1/civ_male_scientist_1",
    "units/payday2/characters/civ_male_trucker_1/civ_male_trucker_1",
    "units/payday2/characters/civ_male_worker_docks_1/civ_male_worker_docks_1",
    "units/payday2/characters/civ_male_worker_docks_2/civ_male_worker_docks_2",
    "units/payday2/characters/civ_male_worker_docks_3/civ_male_worker_docks_3",
    "units/payday2/characters/npc_getaway_driver_1/npc_getaway_driver_1",
    
    "units/pd2_dlc1/characters/civ_male_paramedic_1/civ_male_paramedic_1",
    "units/pd2_dlc1/characters/civ_male_paramedic_2/civ_male_paramedic_2",
    "units/pd2_dlc1/characters/civ_male_firefighter_1/civ_male_firefighter_1",
    "units/pd2_dlc1/characters/civ_male_casual_10/civ_male_casual_10",
    "units/pd2_dlc1/characters/civ_male_casual_11/civ_male_casual_11",
    "units/pd2_dlc1/characters/civ_male_bank_manager_2/civ_male_bank_manager_2",
    
    "units/pd2_dlc2/characters/civ_female_bank_assistant_1/civ_female_bank_assistant_1",
    "units/pd2_dlc2/characters/civ_female_bank_assistant_2/civ_female_bank_assistant_2"
    }
    Hostiles:

    "units/payday2/characters/ene_biker_1/ene_biker_1",
    "units/payday2/characters/ene_biker_2/ene_biker_2",
    "units/payday2/characters/ene_biker_3/ene_biker_3",
    "units/payday2/characters/ene_biker_4/ene_biker_4",
    "units/payday2/characters/ene_bulldozer_1/ene_bulldozer_1",
    "units/payday2/characters/ene_bulldozer_2/ene_bulldozer_2",
    "units/payday2/characters/ene_cop_1/ene_cop_1",
    "units/payday2/characters/ene_cop_2/ene_cop_2",
    "units/payday2/characters/ene_cop_3/ene_cop_3",
    "units/payday2/characters/ene_cop_4/ene_cop_4",
    "units/payday2/characters/ene_fbi_1/ene_fbi_1",
    "units/payday2/characters/ene_fbi_2/ene_fbi_2",
    "units/payday2/characters/ene_fbi_3/ene_fbi_3",
    "units/payday2/characters/ene_fbi_heavy_1/ene_fbi_heavy_1",
    "units/payday2/characters/ene_fbi_swat_1/ene_fbi_swat_1",
    "units/payday2/characters/ene_fbi_swat_2/ene_fbi_swat_2",
    "units/payday2/characters/ene_gang_black_1/ene_gang_black_1",
    "units/payday2/characters/ene_gang_black_2/ene_gang_black_2",
    "units/payday2/characters/ene_gang_black_3/ene_gang_black_3",
    "units/payday2/characters/ene_gang_black_4/ene_gang_black_4",
    "units/payday2/characters/ene_gang_mexican_1/ene_gang_mexican_1",
    "units/payday2/characters/ene_gang_mexican_2/ene_gang_mexican_2",
    "units/payday2/characters/ene_gang_mexican_3/ene_gang_mexican_3",
    "units/payday2/characters/ene_gang_mexican_4/ene_gang_mexican_4",
    "units/payday2/characters/ene_gang_russian_1/ene_gang_russian_1",
    "units/payday2/characters/ene_gang_russian_2/ene_gang_russian_2",
    "units/payday2/characters/ene_gang_russian_3/ene_gang_russian_3",
    "units/payday2/characters/ene_gang_russian_4/ene_gang_russian_4",
    "units/payday2/characters/ene_gang_russian_5/ene_gang_russian_5",
    "units/payday2/characters/ene_secret_service_1/ene_secret_service_1",
    "units/payday2/characters/ene_secret_service_2/ene_secret_service_2",
    "units/payday2/characters/ene_security_1/ene_security_1",
    "units/payday2/characters/ene_security_2/ene_security_2",
    "units/payday2/characters/ene_security_3/ene_security_3",
    "units/payday2/characters/ene_shield_1/ene_shield_1",
    "units/payday2/characters/ene_shield_2/ene_shield_2",
    "units/payday2/characters/ene_sniper_1/ene_sniper_1",
    "units/payday2/characters/ene_sniper_2/ene_sniper_2",
    "units/payday2/characters/ene_spook_1/ene_spook_1",
    "units/payday2/characters/ene_swat_1/ene_swat_1",
    "units/payday2/characters/ene_swat_2/ene_swat_2",
    "units/payday2/characters/ene_swat_heavy_1/ene_swat_heavy_1",
    "units/payday2/characters/ene_tazer_1/ene_tazer_1",
    "units/payday2/characters/ene_biker_escape/ene_biker_escape",
    
    "units/pd2_dlc1/characters/ene_security_gensec_1/ene_security_gensec_1",
    "units/pd2_dlc1/characters/ene_security_gensec_2/ene_security_gensec_2",
    
    Yea, here is the unit codes for EVERY new unit added in Patch 24 (Death Wish update)
    
    unitspayday2charactersene_bulldozer_3ene_bulldozer_3 (LMG Dozer)
    
    unitspayday2charactersene_city_swat_1ene_city_swat_1 (One of the new Gensec elites)
    
    unitspayday2charactersene_city_swat_2ene_city_swat_2 (Another one of the new Gensec elites)
    
    unitspayday2charactersene_city_swat_3ene_city_swat_3 (The last Gensec Elites)
    thx [MENTION=526022]droidaka[/MENTION]
    }
    
    -----------------------------------------------

    Hacks I released in this thread:

    -- HACK COMPUTERS AND KEYPADS

    instahackz = instahackz or function()
    local h4x0r = {}
    local id
    for _,v in pairs(managers.interaction._interactive_objects) do
    if v.interaction then
    id = string.sub(v:interaction()._unit:name():t(), 1, 10)
    if id == "@ID58cb6c4" then
    table.insert(h4x0r, v:interaction())
    end
    end
    end
    for _,v in pairs(h4x0r) do
    v:interact(managers.player:player_unit())
    end
    managers.hud:show_hint( { text = "pooooof... computers lua hacked" } )
    end
    instahackz()
    
    -- INSTANTLY BOARD UP ALL WINDOWS

    ---- ALLOW INTERACTION WITH ANYTHING
    dexactany = dexactany or function()
    function BaseInteractionExt:_has_required_upgrade() return true
    end
    function BaseInteractionExt:_has_required_deployable() return true
    end
    function BaseInteractionExt:can_interact(player) return true
    end
    function PlayerManager:remove_equipment( equipment_id )
    end
    end
    
    if not _hasUpgrade then _hasUpgrade = BaseInteractionExt._has_required_upgrade
    end
    if not _hasDeploy then _hasDeploy = BaseInteractionExt._has_required_deployable
    end
    if not _canInteract then _canInteract = BaseInteractionExt.can_interact
    end
    if not _infEquip then _infEquip = PlayerManager.remove_equipment
    end
    
    -- RESET INTERACT ANYTHING
    resetinf = resetinf or function()
    if _infEquip then
    PlayerManager.remove_equipment = _infEquip
    _infEquip = nil
    end
    if _hasUpgrade then
    BaseInteractionExt._has_required_upgrade = _hasUpgrade
    _hasUpgrade = nil
    end
    if _hasDeploy then
    BaseInteractionExt._has_required_deployable = _hasDeploy
    _hasDeploy = nil
    end
    if _canInteract then
    BaseInteractionExt.can_interact = _canInteract
    _canInteract = nil
    end
    end
    
    -- BOARD UP WINDOWS
    instaboards = instaboards or function()
    dexactany() -- INTERACT WITH ANYTHING
    local madnailer = {}
    local id
    for _,v in pairs(managers.interaction._interactive_objects) do
    if v.interaction then
    id = string.sub(v:interaction()._unit:name():t(), 1, 10)
    if id == "@IDb71bf75"
    or id == "@IDb71bf75"
    or id == "@IDb55faf1"
    or id == "@IDb55faf1"
    or id == "@ID4738b25"
    or id == "@IDb524e47" then
    table.insert(madnailer, v:interaction())
    end
    end
    end
    for _,v in pairs(madnailer) do
    v:interact(managers.player:player_unit())
    end
    managers.hud:show_hint( { text = "pooooof... let there be..hmmm darkness" } )
    resetinf()
    end
    
    instaboards()
    
    --PHONE REROUTING HACK

    callcenter = callcenter or function()
    local phoney = {}
    local id
    for _,v in pairs(managers.interaction._interactive_objects) do
    if v.interaction then
    id = string.sub(v:interaction()._unit:name():t(), 1, 10)
    if id == "@IDd5e1a53"
    or id == "@ID6dbc2f1"
    or id == "@IDba2c036" then
    table.insert(phoney, v:interaction())
    end
    end
    end
    for _,v in pairs(phoney) do
    v:interact(managers.player:player_unit())
    end
    show_mid_text("...phones and pagers dealt with", "Pooooof", 0.5 )
    end
    
    callcenter()
    
    -- REMOTELY USE KEYCARD(S)

    -- BACKUP FOR NORMALIZER
    if inGame() then
    if not _hasUpgrade then _hasUpgrade = BaseInteractionExt._has_required_upgrade
    end
    if not _hasDeploy then _hasDeploy = BaseInteractionExt._has_required_deployable
    end
    if not _canInteract then _canInteract = BaseInteractionExt.can_interact
    end
    if not _infEquip then _infEquip = PlayerManager.remove_equipment
    end
    resetinf = resetinf or function()
    -- INFINITE EQUIPMENT OFF
    if _infEquip then
    PlayerManager.remove_equipment = _infEquip
    _infEquip = nil
    end
    -- USE ANYTHING 1: HAVE REQUIRED UPGRADE RESET
    if _hasUpgrade then
    BaseInteractionExt._has_required_upgrade = _hasUpgrade
    _hasUpgrade = nil
    end
    -- USE ANYTHING 2: HAVE DEPLOYABLE RESET
    if _hasDeploy then
    BaseInteractionExt._has_required_deployable = _hasDeploy
    _hasDeploy = nil
    end
    -- USE ANYTHING 3: CAN INTERACT RESET
    if _canInteract then
    BaseInteractionExt.can_interact = _canInteract
    _canInteract = nil
    end
    end
    --- ALLOW INTERACTION WITH ANYTHING (REQUIRED FOR SOME [email protected] MODZ) NORMALIZEABLE
    dexactany = dexactany or function()
    function BaseInteractionExt:_has_required_upgrade() return true
    end
    function BaseInteractionExt:_has_required_deployable() return true
    end
    function BaseInteractionExt:can_interact(player) return true
    end
    -- INFINITE EQUIPMENT (normalizable)
    function PlayerManager:remove_equipment( equipment_id )
    end
    end
    
    usekeycard = usekeycard or function()
    dexactany() -- INTERACT WITH ANYTHING
    local usekey = {}
    local id
    for _,v in pairs(managers.interaction._interactive_objects) do
    if v.interaction then
    id = string.sub(v:interaction()._unit:name():t(), 1, 10)
    if id == "@ID15d846f"
    or id == "@ID2a72308" then
    table.insert(usekey, v:interaction())
    end
    end
    end
    for _,v in pairs(usekey) do
    v:interact(managers.player:player_unit())
    end
    show_mid_text("...keycard(s) remote swiped", "Pooooof", 0.5 )
    resetinf()
    end
    
    usekeycard()
    New X-Ray/ESP whatever

    -- X-RAY VISION v2.0 (post infamy edition)
    -- MARKS ENEMIES ONLY
    function mark_enemies()
    for u_key,u_data in pairs(managers.enemy:all_civilians()) do
    --u_data.unit:contour():add( "mark_enemy" )
    end
    for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    u_data.unit:contour():add( "mark_enemy" )
    end
    for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
    --unit:contour():add( "mark_enemy" )
    end
    end
    
    function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender )
    end
    if not _markingToggle then _marktoggle = nil _markingToggle = true
    else _markingToggle = nil
    end
    if not _gameUpdate then _gameUpdate = GameSetup.update
    end
    do
    local _gameUpdateLastMark
    function GameSetup:update( t, dt )
    _gameUpdate(self, t, dt)
    _gameUpdateLastMark = t
    if _markingToggle then
    mark_enemies()
    else
    if not _marktoggle then
    _marktoggle = true
    for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    u_data.unit:contour():remove( "mark_enemy" )
    end
    end
    end
    end
    end
    -- thx [MENTION=525357]Simplity[/MENTION]
    
    Level names:
    self._level_index = {
    "welcome_to_the_jungle_1", "welcome_to_the_jungle_2","framing_frame_1", "framing_frame_2", "framing_frame_3", "election_day_1", "election_day_2", "election_day_3", "election_day_3_skip1", "election_day_3_skip2","watchdogs_1", "watchdogs_2","alex_1", "alex_2", "alex_3", "firestarter_1", "firestarter_2", "firestarter_3",
    "ukrainian_job", "jewelry_store", "four_stores", "mallcrasher", "nightclub", "branchbank", "fwb",
    
    "escape_cafe", "escape_park", "escape_cafe_day", "escape_park_day", "escape_street", "escape_overpass", "escape_garage", "escape_overpass_night","safehouse","arm_fac", "arm_par", "arm_hcm", "arm_bri", "arm_cro", "arm_und", "arm_for","family","on_time_1", "on_time_2","big", "roberts", "haunted",
    
    "test01", "test02", "test03", "test04", "test05", "test06", "test07", "test08", "test09", "test10", "escape_chain_test_1", "escape_chain_test_2", "vehicle_van_test"
    }
    
    self.escape_levels = {
    "escape_cafe", "escape_park", "escape_street", "escape_overpass", "escape_garage", "escape_overpass_night", "escape_cafe_day", "escape_park_day", "election_day_3", "arm_for"
    }
    //["VK_UP", "trainersecretsecret.gYZXtQJw2a.luac"],
    //["VK_DOWN", "trainersecretsecret.s22Mt23a.luac"],
    //["VK_LEFT", "trainersecretsecret.ust2wMJv4n5XAGJQbXa.luac"],
    //["VK_RIGHT", "trainersecretsecret.xsJXhgIwSKi.luac"],
    

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