Payday 2 How to hack (Easy)


SUBMITTED BY: Guest

DATE: Sept. 25, 2013, 1:50 p.m.

FORMAT: Lua

SIZE: 7.0 kB

HITS: 2245

  1. First download:
  2. http://www.mpgh.net/forum/attachments/754-payday-2-hacks-cheats/190876d1376673958-payday-2-full-release-lua-hack-payday-2-atari1337_mpgh.net.rar
  3. ------ This file if going to go into your payday 2 folder -------
  4. -----------------------------
  5. Second:
  6. -----------------------------
  7. Make a file called Script.lua - This file is also to go tinto the Payday 2 folder.
  8. -----------------------------
  9. Third:
  10. -----------------------------
  11. 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.
  12. -----------------------------------------------------------------------------------------------------------------------
  13. -- Message on screen
  14. if managers.hud then
  15. managers.hud:show_hint( { text = "LUA Hack loaded!" } )
  16. end
  17. -- God mode
  18. managers.player:player_unit():character_damage():set_invulnerable( true )
  19. -- No fall damage (useless if you have god mode on)
  20. function PlayerDamage:damage_fall( data ) end
  21. -- Instant mask on
  22. tweak_data.player.put_on_mask_time = 0.1
  23. -- Infinite stamina
  24. function PlayerMovement:_change_stamina( value ) end
  25. function PlayerMovement:is_stamina_drained() return false end
  26. function PlayerStandard:_can_run_directional() return true end
  27. -- Carry mods (throwing distance, movement speed, jumping, running)
  28. local car_arr = { 'being', 'mega_heavy', 'heavy', 'medium', 'light', 'coke_light' }
  29. for i, name in ipairs(car_arr) do
  30. tweak_data.carry.types[ name ].throw_distance_multiplier = 1.5
  31. tweak_data.carry.types[ name ].move_speed_modifier = 1
  32. tweak_data.carry.types[ name ].jump_modifier = 1
  33. tweak_data.carry.types[ name ].can_run = true
  34. end
  35. -- Super jump (when running, you jump 1.5x high)
  36. function PlayerStandard:_perform_jump(jump_vec)
  37. local v = math.UP * 470
  38. if self._running then
  39. v = math.UP * 470 * 1.5
  40. end
  41. self._unit:mover():set_velocity( v )
  42. end
  43. -- No movement penalty, change to a larger value than 1 for an increase in speed
  44. PlayerManager.body_armor_movement_penalty = function(self) return 1 end
  45. -- Weapon spread
  46. NewRaycastWeaponBase._get_spread = function(self) return 0 end
  47. -- Weapon recoil
  48. NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
  49. -- Weapon reload speed
  50. NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
  51. -- Weapon fire rate
  52. NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
  53. -- Weapon swap speed
  54. PlayerStandard._get_swap_speed_multiplier = function(self) return 2000 end
  55. -- Infinite ammo clip
  56. if not _fireWep then _fireWep = NewRaycastWeaponBase.fire end
  57. function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  58. local result = _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  59. if managers.player:player_unit() == self._setup.user_unit then
  60. self.set_ammo(self, 1.0)
  61. end
  62. return result
  63. end
  64. -- Infinite saw
  65. if not _fireSaw then _fireSaw = SawWeaponBase.fire end
  66. function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  67. local result = _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  68. if managers.player:player_unit() == self._setup.user_unit then
  69. self.set_ammo(self, 1.0)
  70. end
  71. return result
  72. end
  73. -- Infinite cable ties
  74. function PlayerManager:remove_special( name ) end
  75. -- Infinite equipment
  76. function PlayerManager:remove_equipment( equipment_id ) end
  77. -- 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)
  78. function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
  79. function PlayerManager:clear_equipment() end
  80. function PlayerManager:from_server_equipment_place_result( selected_index, unit ) end
  81. function HUDManager:remove_special_equipment( equipment ) end
  82. -- Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc)
  83. function BaseInteractionExt:_has_required_upgrade() return true end
  84. function BaseInteractionExt:_has_required_deployable() return true end
  85. function BaseInteractionExt:can_interact(player) return true end
  86. function PlayerManager:has_category_upgrade( category, upgrade)
  87. if category == "player" and (upgrade == "civ_harmless_melee" or upgrade == "civ_harmless_bullets") then return false end
  88. return true -- Other upgrades (eg. Joker)
  89. end
  90. function PlayerManager:carry_blocked_by_cooldown() return false end -- Remove cooldown between picking up bags
  91. -- Instant interaction (except for pagers because it doesn't work so well when you are client on multiplayer)
  92. if not _getTimer then _getTimer = BaseInteractionExt._get_timer end
  93. function BaseInteractionExt:_get_timer()
  94. if self.tweak_data == "corpse_alarm_pager" then
  95. return 0.1 -- if pagers don't work properly (eg. when you're a client in multiplayer) use 'return _getTimer(self)' instead.
  96. end
  97. return 0
  98. end
  99. -- Instant deploy
  100. PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
  101. -- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
  102. function SentryGunWeapon:fire( blanks, expend_ammo )
  103. local fire_obj = self._effect_align[ self._interleaving_fire ]
  104. local from_pos = fire_obj:position()
  105. local direction = fire_obj:rotation():y()
  106. mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
  107. World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
  108. if self._use_shell_ejection_effect then
  109. World:effect_manager():spawn( self._shell_ejection_effect_table )
  110. end
  111. local ray_res = self:_fire_raycast( from_pos, direction, blanks )
  112. if self._alert_events and ray_res.rays then
  113. RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
  114. end
  115. return ray_res
  116. end
  117. -- Sentry god mode
  118. function SentryGunDamage:damage_bullet( attack_data ) end
  119. -- Message on screen
  120. if managers.hud then
  121. managers.hud:show_hint( { text = "LUA Hack loaded!" } )
  122. end
  123. ----------------------------------------------------------------------------------
  124. 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.

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