Payday 2
Salut a toute et a tous je vous fait un tuto pour avoir la vie infini être au niveau 100 avoir toute les arme débloquer ect....
Niveau, des points de compétences, de l'argent et toutes les armes
managers.experience:_set_current_level(100) -- level
managers.skilltree:_set_points(1337) -- skill points
managers.money:_add_to_total(5000000000) -- money
-- All weapons unlocked
local wep_arr = {
'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'
}
for i, name in ipairs(wep_arr) do
if not managers.upgrades:aquired(name) then
managers.upgrades:aquire(name)
end
end
-- All 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)
end
-- All masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
-- All achievements
if managers.achievment then
for id,_ in pairs(managers.achievment.achievments) do
managers.achievment:award(id)
end
end
-- Message on screen
if managers.hud then
managers.hud:show_hint( { text = "LUA Hack loaded!" } )
end
Les masques, les matériaux, les textures, les couleurs, les mods d'armes
-------------------------------------------------------------------------
-- GiVE iTEMS ("masks", "materials", "textures", "colors", "weapon_mods")
-------------------------------------------------------------------------
function giveitems( times, type )
for i=1, times do
for mat_id,_ in pairs(tweak_data.blackmarket[type]) do
if _.infamous then
managers.blackmarket:add_to_inventory("infamous", type, mat_id, false)
elseif _.dlc then
managers.blackmarket:add_to_inventory("preorder", type, mat_id, false)
else
managers.blackmarket:add_to_inventory("normal", type, mat_id, false)
end
end
managers.blackmarket:remove_item("normal", "materials", "plastic", false)
managers.blackmarket:remove_item("normal", "colors", "nothing", false)
end
end
-- Example calls to get one of everything:
giveitems(1, "masks")
giveitems(1, "materials")
giveitems(1, "textures")
giveitems(1, "colors")
giveitems(1, "weapon_mods")
Mode Dieu , pas de dégâts de chute , le masque instantanée sur, l'augmentation de la vitesse de déplacement, l'endurance infinie, porter mods, super saut , aucun recul, aucune propagation des armes, des dommages à haute arme, recharge instantanée, échange d'armes instant-cadence de tir rapide, un clip infini, infini a vu, l'interaction instantanée / déployer, retirez temps de recharge entre ramasser les sacs, attaches de câble infini, infini déployables d'équipement, sentinelle munitions / Mode dieu:
-- 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
Demi-dieu Mode (santé 2x, 2x armure, multiplicateur de dégâts 2x, la régénération d'armure instant, les frais messie illimités
if not _upgradeValue then _upgradeValue = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "health_multiplier" then
return 2
elseif category == "player" and upgrade == "armor_multiplier" then
return 2
elseif category == "player" and upgrade == "passive_damage_multiplier" then
return 2
else
return _upgradeValue(self, category, upgrade, default)
end
end
managers.player:player_unit():character_damage():replenish()
-- Instant armor regeneration
function PlayerDamage:set_regenerate_timer_to_max()
self._regenerate_timer = 0
end
-- Unlimited messiah charges (self-revive)
function PlayerDamage:consume_messiah_charge() return true end
function PlayerDamage:got_messiah_charges() return true end
Munitions infinies (différent du clip munitions infinies, remet munitions sur reload et également lors de munitions s'épuise, juste au cas où vous l'activez fin):
-- Infinite ammo (resets ammo on reload & also when ammo runs out, just in case you activate it late)
if not _onReload then _onReload = RaycastWeaponBase.on_reload end
function RaycastWeaponBase:on_reload()
if managers.player:player_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
else
_onReload(self)
end
end
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 and self:get_ammo_total() == 0 then
self.set_ammo(self, 1.0)
end
return result
end
Pas de désorientation frapper:
-- No hit disorientation
function CoreEnvironmentControllerManager:hit_feedback_front() end
function CoreEnvironmentControllerManager:hit_feedback_back() end
function CoreEnvironmentControllerManager:hit_feedback_right() end
function CoreEnvironmentControllerManager:hit_feedback_left() end
function CoreEnvironmentControllerManager:hit_feedback_up() end
function CoreEnvironmentControllerManager:hit_feedback_down() end
Pas de flashs:
-- No flashbangs
function CoreEnvironmentControllerManager:set_flashbang( flashbang_pos, line_of_sight, travel_dis, linear_dis ) end
Résister à une arrestation:
-- Resist arrest
local _arrestedUpdate = Interception.Backup(PlayerArrested, "update")
function PlayerArrested:update( t, dt )
_arrestedUpdate(self, t, dt)
managers.player:set_player_state( "standard" )
end
Pas de Tazeur:
-- Don't taze me bro
function PlayerTased:enter( state_data, enter_data )
PlayerTased.super.enter( self, state_data, enter_data )
self._next_shock = Application:time() + 10
self._taser_value = 1
self._recover_delayed_clbk = "PlayerTased_recover_delayed_clbk"
managers.enemy:add_delayed_clbk( self._recover_delayed_clbk, callback( self, self, "clbk_exit_to_std" ), Application:time() )
end
Bascule ennemis / caméra coloration (coloration les civils = Vert, Bleu = Taser, Shield = Orange, réservoir = jaune, Sniper = rose, Cop / Autres = Violet):
-- Toggle marking enemies
function setEnemyColor(unit)
local enemyType = unit:base()._tweak_table
local color, target_color
-- Civilians | Green
if enemyType == "civilian" or enemyType == "civilian_female" then
color = Vector3( 0.1687, 0.5529, 0 )
target_color = Vector3( 0.1688, 0.5529, 0 )
-- Taser | Blue
elseif enemyType == "taser" then
color = Vector3(0, 0.3804, 0.6235)
target_color = Vector3(0.001, 0.3804, 0.6235)
-- Shield | Orange
elseif enemyType == "shield" then
color = Vector3(1, 0.5, 0)
target_color = Vector3(1.001, 0.5, 0)
-- Tank | Yellow
elseif enemyType == "tank" then
color = Vector3(1, 1, 0)
target_color = Vector3(1.001, 1, 0)
-- Sniper | Pink
elseif enemyType == "sniper" then
color = Vector3(1, 0.35, 0.35)
target_color = Vector3(1.001, 0.35, 0.35)
-- Cop/unknown | Purple
else
color = Vector3(0.5216, 0, 0.5529)
target_color = Vector3(0.5217, 0, 0.5529)
end
-- Set colors
managers.game_play_central._enemy_contour_units[unit:key()].color = color
managers.game_play_central._enemy_contour_units[unit:key()].target_color = target_color
end
function mark_enemies()
local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
for i,unit in ipairs( units ) do
if not unit:brain() or not unit:brain()._logic_data or
not unit:brain()._logic_data.objective or
(unit:brain()._logic_data.objective.type ~= "surrender" and
unit:brain()._logic_data.objective.type ~= "follow") then
if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
managers.game_play_central:add_enemy_contour( unit, true )
managers.network:session():send_to_peers_synched( "mark_enemy", unit, true )
setEnemyColor(unit)
elseif unit:character_damage().on_marked_state then
managers.game_play_central:add_enemy_contour( unit, false )
managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
setEnemyColor(unit)
end
end
end
for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
managers.game_play_central:add_marked_contour_unit( unit )
managers.network:session():send_to_peers_synched( "mark_contour_unit", unit )
end
end
function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender ) end
if not _markingToggle then _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)
if _markingToggle and (not _gameUpdateLastMark or t - _gameUpdateLastMark > 4) then
_gameUpdateLastMark = t
mark_enemies()
end
end
end
Aucune pénalité financière pour civille tuer (pour le maniaque homicide à l'intérieur de chacun d'entre nous)
-- No cash penalty for killing civillians
function MoneyManager.get_civilian_deduction() return 0 end
function MoneyManager.civilian_killed() return end
Forage rapide
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
timer = 0.01
if self._jammed then
self:_set_jammed( false )
return
end
if not self._powered then
self:_set_powered( true )
return
end
if self._started then
return
end
self:_start( timer )
if managers.network:session() then
managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
end
end
Voila c'est tout pour aujourd’hui ^^!!
Pour utiliser ceci tout d’abord télécharger ceci ( http://www.cheat-gam3.com/attachments/cheat-166/11020d1377942888-payday-2-debloquer-toutes-les-armes-les-masques-etc-payday2lua.rar )
Virus scan Ce lien n'est pas visible, veuillez vous connecter pour l'afficher. Je m'inscris!
Faite un copier coller de ce que vous avez telecharger vous le metez dans le racine du jeux payday2
Ouvrez le fichier LUA avec le bloc note!
Choisissez le code que j'ai mis faite un copier coller dans le fichier lua
Enregistrez se que vous avez fait
Pendant une parti appuyer sur INSER et la le cheat fonctionnera ^^
Pour le multi pour que le cheat fonctionne vous devers être le hote!!
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