1. Payday 2 Bag Spawner Mod
  2. Payday 2 Spawn Bags Mod
  3. Payday 2 Bag Spawner Mod 1.12.2
Payday 2 Bag Spawner Mod
Oct 9th, 2013
Never

Payday 2 Bag Spawner Mod

PaydayMod
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  • A texture mod that will replace the infamy cards with the Major Arcana cards that appeared in the Playstation 2 Atlus RPG Persona 3. View mod page View image gallery.
Payday 2 bag spawner mods

PAYDAY 2 is an action-packed, four-player co-op shooter that once again lets gamers don the masks of the original PAYDAY crew – Dallas, Hoxton, Wolf and Chains – as they descend on Washington DC for an epic crime spree. The Restoration Mod is a mod for Payday 2 that handles various aspects of the game. It helps restores and improves many aspects of the game, and you can configure each of them via the options menu. Because of the size and complexity of the mod, you need to install other mods in order for it to run.

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Payday 2 Spawn Bags Mod

  1. Copy&Paste this into Script.lua
  2. It is the new version, in which it will not crash when you are done with a day.
  3. -Infinite Saw
  4. -Invincibility
  5. -Infinite Sentry Health
  6. -Infinite Pagers
  7. -All weapons
  8. -Infinite Cables
  9. -No detect ( They will detect you, but will not call police. )
  10. -Infinite Equipment ( Ammo, Doc bags, Sentries, C4, ECM )
  11. Payday 2 Hacks-----------------------------------------------------------------------------------------------------
  12. if managers.hud then
  13. managers.hud:show_hint( { text = 'Executed script.lua' } )
  14. -- ammo
  15. player:inventory():set_ammo( 1.0 )
  16. if not _fireSaw then
  17. end
  18. function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  19. _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
  20. if managers.player:player_unit() self._setup.user_unit then
  21. end
  22. --END
  23. for i=1, 7 do
  24. end
  25. -- weapon mods
  26. for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
  27. tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
  28. managers.blackmarket:add_to_inventory('normal', 'weapon_mods', mod_id, false)
  29. -- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
  30. function SentryGunWeapon:fire( blanks, expend_ammo )
  31. local fire_obj = self._effect_align[ self._interleaving_fire ]
  32. local direction = fire_obj:rotation():y()
  33. mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
  34. World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
  35. World:effect_manager():spawn( self._shell_ejection_effect_table )
  36. local ray_res = self:_fire_raycast( from_pos, direction, blanks )
  37. RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
  38. return ray_res
  39. -- Sentry god mode
  40. function SentryGunDamage:damage_bullet( attack_data ) end
  41. function GroupAIStateBase:on_successful_alarm_pager_bluff() end
  42. if managers.hud then
  43. end
  44. managers.lootdrop:debug_drop( 1000, true, i )
  45. --END
  46. if not _rmSpecial then
  47. end
  48. function PlayerManager:remove_special( name ) end
  49. function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
  50. function PlayerMovement:on_suspicion( observer_unit, status ) end
  51. function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
  52. function GroupAIStateBase:criminal_spotted( unit ) end
  53. function GroupAIStateBase:report_aggression( unit ) end
  54. function PlayerMovement:on_uncovered( enemy_unit ) end
  55. function SecurityCamera:_sound_the_alarm( detected_unit ) end
  56. function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
  57. function SecurityCamera:clbk_call_the_police() end
  58. function CopMovement:anim_clbk_police_called( unit ) end
  59. function CopLogicArrest._upd_enemy_detection( data ) end
  60. function CopLogicArrest._call_the_police( data, my_data, paniced ) end
  61. function CopLogicIdle.on_alert( data, alert_data ) end
  62. function CopLogicBase._get_logic_state_from_reaction( data, reaction )
  63. end
  64. function GroupAIStateBase:sync_event( event_id, blame_id ) end
  65. function GroupAIStateBase:on_police_called( called_reason ) end
  66. function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
  67. function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
  68. function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
  69. function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
  70. if managers.hud then
  71. managers.hud:show_hint( { text = 'Executed script.lua' } )
  72. for i=1, 7 do
  73. end
  74. PlayerDamage.get_real_armor = function(self)
  75. end
  76. function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
  77. PlayerStandard._get_walk_headbob = function(self) return 0 end
  78. PlayerStandard._can_stand = function(self) return true end
  79. PlayerManager.remove_equipment = function(self, equipment_id) end
  80. PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
  81. PlayerManager.chk_minion_limit_reached = function(self) return false end
  82. PlayerManager.spread_multiplier = function(self) return 0 end
  83. PlayerMovement.is_stamina_drained = function(self) return false end
  84. PlayerStandard._can_run_directional = function(self) return true end
  85. BaseInteractionExt._has_required_upgrade = function(self) return true end
  86. BaseInteractionExt._has_required_deployable = function(self) return true end
  87. BaseInteractionExt._get_timer = function(self) return 0 end
  88. BaseInteractionExt.can_interact = function(self, player) return true end
  89. managers.money:_add_to_total(666666666) -- money
  90. -- Message on screen
  91. managers.hud:show_hint( { text = 'LUA script loaded! Complete the mission to see effect.' } )
  92. --END
  93. managers.skilltree:_set_points(1000) -- skill points
  94. -- Message on screen
  95. managers.hud:show_hint( { text = 'LUA script loaded! Complete the mission to see effect.' } )
  96. local wep_arr = {
  97. 'glock_17',
  98. 'r870',
  99. 'amcar',
  100. 'olympic',
  101. 'akm',
  102. 'saiga',
  103. 'aug',
  104. 'p90',
  105. 'deagle',
  106. 'colt_1911',
  107. 'serbu',
  108. 'b92fs',
  109. 'saw'
  110. if not managers.upgrades:aquired(name) then
  111. end
  112. --Fast Drilling
  113. function TimerGui:_set_jamming_values() return end
  114. timer = 0.01
  115. self:_set_jammed( false )
  116. end
  117. if not self._powered then
  118. return
  119. return
  120. if managers.network:session() then
  121. managers.network:session():send_to_peers_synched( 'start_timer_gui', self._unit, timer )
  122. end

Payday 2 Bag Spawner Mod 1.12.2