First download:
http://www.mpgh.net/forum/attachments/754-payday-2-hacks-cheats/190876d1376673958-payday-2-full-release-lua-hack-payday-2-atari1337_mpgh.net.rar
------ This file if going to go into your payday 2 folder -------
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Second:
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Make a file called Script.lua - This file is also to go tinto the Payday 2 folder.
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Third:
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Open the Script.lua file and write some code - Here are a bunch of code snippets in the correct form, you can copy and paste.
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-- Message on screen
if managers.hud then
managers.hud:show_hint( { text = "LUA Hack loaded!" } )
end
-- God mode
managers.player:player_unit():character_damage():set_invulnerable( true )
-- No fall damage (useless if you have god mode on)
function PlayerDamage:damage_fall( data ) end
-- Instant mask on
tweak_data.player.put_on_mask_time = 0.1
-- Infinite stamina
function PlayerMovement:_change_stamina( value ) end
function PlayerMovement:is_stamina_drained() return false end
function PlayerStandard:_can_run_directional() return true end
-- Carry mods (throwing distance, movement speed, jumping, running)
local car_arr = { 'being', 'mega_heavy', 'heavy', 'medium', 'light', 'coke_light' }
for i, name in ipairs(car_arr) do
tweak_data.carry.types[ name ].throw_distance_multiplier = 1.5
tweak_data.carry.types[ name ].move_speed_modifier = 1
tweak_data.carry.types[ name ].jump_modifier = 1
tweak_data.carry.types[ name ].can_run = true
end
-- Super jump (when running, you jump 1.5x high)
function PlayerStandard:_perform_jump(jump_vec)
local v = math.UP * 470
if self._running then
v = math.UP * 470 * 1.5
end
self._unit:mover():set_velocity( v )
end
-- No movement penalty, change to a larger value than 1 for an increase in speed
PlayerManager.body_armor_movement_penalty = function(self) return 1 end
-- Weapon spread
NewRaycastWeaponBase._get_spread = function(self) return 0 end
-- Weapon recoil
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
-- Weapon reload speed
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
-- Weapon fire rate
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
-- Weapon swap speed
PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end
-- Infinite ammo clip
if not _fireWep then _fireWep = NewRaycastWeaponBase.fire end
function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
local result = _fireWep( 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
self.set_ammo(self, 1.0)
end
return result
end
-- Infinite saw
if not _fireSaw then _fireSaw = SawWeaponBase.fire end
function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
local result = _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
self.set_ammo(self, 1.0)
end
return result
end
-- Infinite cable ties
function PlayerManager:remove_special( name ) end
-- Infinite equipment
function PlayerManager:remove_equipment( equipment_id ) end
-- Infinite equipment (when not the host of a multiplayer game, this doesn't seem to work anymore with Update 3 now.. it should work if the host is using the cheat as well though)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
function PlayerManager:clear_equipment() end
function PlayerManager:from_server_equipment_place_result( selected_index, unit ) end
function HUDManager:remove_special_equipment( equipment ) end
-- Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc)
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:has_category_upgrade( category, upgrade)
if category == "player" and (upgrade == "civ_harmless_melee" or upgrade == "civ_harmless_bullets") then return false end
return true -- Other upgrades (eg. Joker)
end
function PlayerManager:carry_blocked_by_cooldown() return false end -- Remove cooldown between picking up bags
-- Instant interaction (except for pagers because it doesn't work so well when you are client on multiplayer)
if not _getTimer then _getTimer = BaseInteractionExt._get_timer end
function BaseInteractionExt:_get_timer()
if self.tweak_data == "corpse_alarm_pager" then
return 0.1 -- if pagers don't work properly (eg. when you're a client in multiplayer) use 'return _getTimer(self)' instead.
end
return 0
end
-- Instant deploy
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
-- 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 from_pos = fire_obj:position()
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 } )
if self._use_shell_ejection_effect then
World:effect_manager():spawn( self._shell_ejection_effect_table )
end
local ray_res = self:_fire_raycast( from_pos, direction, blanks )
if self._alert_events and ray_res.rays then
RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
end
return ray_res
end
-- Sentry god mode
function SentryGunDamage:damage_bullet( attack_data ) end
-- Message on screen
if managers.hud then
managers.hud:show_hint( { text = "LUA Hack loaded!" } )
end
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After you add this code into the Script.lua file, save it and run the game. Once you are ina mission click "Insert" on your keyboard and it will say LUA hack loaded. You are not free to play how you want.