Download PD2 Xray Mod Payday 2 hacks

1

Toggle X-Ray View


Hey guys, I’ve been away from Payday for a while and getting back into it with a few friends.One particular mod I loved was the X-Ray.
I’ve got some coding experience, but not so much with lua (I’m getting a crash course and going over the PD2 Luajit repository.
I was trying to get a snip posted by Mayzone regarding the X-ray enemy and waypoint outlining.
I was looking to get that running and add the functionality of highlighting Gage Assignments within the map.
I’m not sure about the persist script, all the advice I have heard is to just not, but I’m not sure how to either hook or include it in the toggle.
I’m getting crashes at the moment just trying it the way it’s presented.
Looking to get pointed in a good direction and one day put together some mods with you pros.

Download

0 0 vote
Article Rating

Hello World!, (oxkos.com, admin)

Hey 👋 I just created a page here Click here! ). You can now buy me a coffee! What is oxkos.com ? oxkos.com is a free file sharing platform that respect users privacy. There is no limit, everything is free. We are working hard to Give you guys Game Hacks , triner and Cheats for Free. We Giving Free stuff for Members Only. Click on Membership to view the latest Files,games,cheats,hacks,triners and more. It only cost £5 to become a member for the entire month. You'll Have access to 1000's of files and new Files Uploaded daily. Operating Costs The infrastructure costs for oxkos.com is very high. I have to pay dozens of servers, dozens of terabytes of data, a bandwidth capacity of several dozen GBPS. I pay these costs on my own, which is why I need all the help from the community to make this infrastructure more stable and powerful. Thank you. Oxkos.com ( Click here! ) or SHARE Posts with your friend,through websites,Blogs,forums or social media Websites. Thank you very much, Team/OxKos.com.

Choose your Reaction!
0 0 vote
Article Rating
Subscribe
Notify of

This site uses Akismet to reduce spam. Learn how your comment data is processed.

1 Comment
Oldest
Newest Most Voted
Inline Feedbacks
View all comments
arief
arief
Guest
3 months ago

Hi maybe this gonna help you
I’m using this till now and haven’t got problem

— X-RAY v0.5 (ENEMIES, CAMS, CIVILIANS WITH KEYCARD, ENEMIES WITH KEYCARD ONLY!)
— @B1313 (ENEMIES AND CAMS ONLY, CLIENT CAMERA CODE PORTION, FIXING CLIENT DELAY, FIXING/IMPROVING PUBLIC X-RAY TOGGLE)
— @hejoro (ADDING CONTOUR CLEANUP, ADDING CIVILIAN/ENEMIES KEYCARD PORTION, FIXING SHADOW RAID BUG [ALL GUARDS NOW SHOW UP])
— @LazyOzzy (CONTOUR CLEANUP, PROVIDING CLIENT CAMERA CODE)
— @Slynderdale (ORIGINAL CODE, EXPLAINING PUBLIC X-RAY TOGGLE)
— @Yanrishatum (ORIGINAL CODE)
local ColorList = {
civpickup = ‘FFFF00’, — YELLOW
enepickup = ‘660066’, — PURPLE
civilian = ’40E0D0′, — TURQUOISE
civilian_female = ’48d1cc’, —
}
function getUnitColor(unit)
local unitType = unit:base()._tweak_table
if unit:base().has_civpickup then unitType = ‘civpickup’ end
if unit:base().has_enepickup then unitType = ‘enepickup’ end
if not ColorList[unitType] then return nil end
return Color(ColorList[unitType] and ColorList[unitType] or ColorList[‘default’])
end
–=====================–
— OVERKILL MOD —
— XRAY —
–=====================–
— r2.2
——————-
— SAVE SETTINGS —
——————-
local ovkMap = managers.job:current_level_id()
——————
— GAME WRAPPER —
——————
if inGame() and isPlaying() and not inChat() and _cheatToggle then
if ovkMap == “cane” then
managers.mission._fading_debug_output:script().log(‘ ACCESS DENIED ‘, Color(‘ffff66’) )
managers.mission._fading_debug_output:script().log(‘ GAME PROTECTION : ‘, Color(‘ffc300’) )
else
— SHOW FRAMING FRAME DAY 3 ITEMS
_FinderItemtoggle_ = not _FinderItemtoggle_
if _FinderItemtoggle_ then
for k,v in pairs(managers.mission._scripts.default._elements) do
if v._values and v._values.trigger_list and v._values.trigger_list[1] and (v._values.trigger_list[1].notify_unit_sequence == “state_outline_enabled” or
v._values.trigger_list[1].notify_unit_sequence == “enable_outline”) then
v:on_executed()
end
end
else
for k,v in pairs(managers.mission._scripts.default._elements) do
if v._values and v._values.trigger_list and v._values.trigger_list[1] and (v._values.trigger_list[1].notify_unit_sequence == “state_outline_disabled” or
v._values.trigger_list[1].notify_unit_sequence == “disable_outline”) then
v:on_executed()
end
end
end
— CONTOUR OVERRIDES
if ContourExt then
if not _nhUpdateColor then _nhUpdateColor = ContourExt._upd_color end
function ContourExt:_upd_color()
if toggleMark then
local color = getUnitColor(self._unit)
if color then
self._materials = self._materials or self._unit:get_objects_by_type(Idstring(“material”))
for _, material in ipairs(self._materials) do
material:set_variable(Idstring( “contour_color” ), color)
end
return
end
end
_nhUpdateColor(self)
end
function ContourExt:setData(data)
if not data or not type(data) == ‘table’ then return end
for k, v in pairs(data) do self._unit:base()[k] = v end
end
function ContourExt:remove_all()
while self._contour_list ~= nil do
self:_remove(1)
end
end
— REMOVE CONTOURS ON DEATH FOR HOST
if not _dieBase then _dieBase = CopDamage.die end
function CopDamage:die( variant )
if self._unit:contour() then
self._unit:contour():remove_all()
end
_dieBase(self, variant)
end
— REMOVE CONTOURS ON DEATH FOR CLIENT
if not _huskDieBase then _huskDieBase = HuskCopDamage.die end
function HuskCopDamage:die( variant )
if self._unit:contour() then
self._unit:contour():remove_all()
end
_huskDieBase(self, variant)
end
— REMOVE CONTOURS FOR CAMERA DESTRUCTION
if not _camDieBase then _camDieBase = ElementSecurityCamera.on_destroyed end
function ElementSecurityCamera:on_destroyed()
local camera_unit = self:_fetch_unit_by_unit_id( self._values.camera_u_id )
if camera_unit:contour() then
camera_unit:contour():remove_all()
end
_camDieBase(self)
end
end
——————-
— SET ALL MARKS —
——————-
function markEnemies()
if not toggleMark then return end
— MARK CIVILIANS
for u_key,u_data in pairs(managers.enemy:all_civilians()) do
if u_data.unit.contour and alive(u_data.unit) then
if isHost() and u_data.unit:character_damage():pickup() then
u_data.unit:contour():setData({has_civpickup = true})
— u_data.unit:contour():add( “mark_enemy”, syncMark, 0 )
end
u_data.unit:contour():add( “mark_enemy”, syncMark, 0 )
end
end
— MARK ENEMIES
for u_key,u_data in pairs(managers.enemy:all_enemies()) do
if u_data.unit.contour and alive(u_data.unit) then
if isHost() and u_data.unit:character_damage():pickup() and u_data.unit:character_damage():pickup() ~= “ammo” then
u_data.unit:contour():setData({has_enepickup = true})
end
u_data.unit:contour():add( “mark_enemy”, syncMark, 0 )
end
end
— MARK CAMERAS
if isHost() then
for u_key, u_data in pairs( managers.groupai:state()._security_cameras ) do
if u_data.contour then u_data:contour():add( “mark_unit”, syncMark, 0 ) end
end
else
for _, unit in ipairs( SecurityCamera.cameras ) do
if unit and unit:contour() and unit:enabled() and unit:base() and not unit:base():destroyed() then
unit:contour():add(“mark_unit”, syncMark, 0 )
end
end
end
end
——————–
— NETWORK UPDATE —
——————–
function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender )
end
if GameSetup then
if not _gameUpdate then _gameUpdate = GameSetup.update end
local _gameUpdateLastMark
function GameSetup:update(t, dt)
_gameUpdate(self, t, dt)
if not _gameUpdateLastMark or t – _gameUpdateLastMark > 4 then
_gameUpdateLastMark = t
markData()
end
end
end
——————-
— INITIATE MARK —
——————-
function markData()
markEnemies()
end
———————
— CLEAR ALL MARKS —
———————
function markClear()
if not inGame() then return end
— CLEAR CAMERAS
if isHost() then
for u_key, u_data in pairs(managers.groupai:state()._security_cameras) do
if u_data.contour then u_data:contour():remove( “mark_unit”, syncMark ) end
end
else
for _, unit in ipairs( SecurityCamera.cameras ) do
unit:contour():remove( “mark_unit”, syncMark )
end
end
— CLEAR CIVILIANS
for u_key,u_data in pairs(managers.enemy:all_civilians()) do
if u_data.unit.contour then u_data.unit:contour():remove( “mark_enemy”, syncMark ) end
end
— CLEAR ENEMIES
for u_key,u_data in pairs(managers.enemy:all_enemies()) do
if u_data.unit.contour then u_data.unit:contour():remove( “mark_enemy”, syncMark ) end
end
end
———————
— TOGGLE FUNCTION —
———————
function markToggle(toggleSync)
if not inGame() then
return
end
if toggleSync then
syncMark = not syncMark
else
toggleMark = not toggleMark
if not toggleMark then
beep()
markClear()
end
end
beep()
markData()
end
if not toggleMark then
toggleMark = false
end
if not syncMark then
syncMark = false
end
markToggle()
end
———————-
— END GAME WRAPPER —
———————-
end

1
0
Would love your thoughts, please comment.x
()
x