there's a good and a bad point about both versions.
his version:
good points - it can pick literally anything that has instant interaction including assets, loose loot, etc
bad points - it also auto interacts with keypads, dumpster lids and any other object with instant interaction function (some may even trigger the alarm like the border crossing tunnel keypad)
your version:
good points - get rid of the issue from dr_newbie's version about interacting with unwanted stuff
bad points - doesn't pick everything like his version, loose loot, thermite from asset briefcases are good exemples and might have more that I didn't found yet
@✌Playhouse✌ I made some tests and additions and so far it seems to work very well but best when it's a loose loot or equipment. can you make a function to allow the mod to reuse stuff after it auto interacts the first time with something?
some exemples:
panic room - I added the c4 bag to the mod's whitelist but it only takes the first batch of c4, if I try to get close to it to grab more the mod won't auto interact with it so I have to grab the next batch manually.
no mercy hospital - I added the blood samples but when I find the patient it only takes the first vial, the others I have to grab manually, same for reusing validation machines.
ukrainian prisoner - I added the defibrilator but it only charges and take the pads once, if vlad doesn't wake up on first try I have to recharge the defib but the mod won't do it automaticaly.
btw I've tried to add "money_wrap_single_bundle" that's supposed to be the loose money bundles from golden grin and slaughterhouse but it doesn't seem to work
"debug_interact_money_wrap_single_bundle_take_money" is the text_id pointed by stringidrevealer mod when I look at those money bundles
@Berk Rider So i added the auto pickup code to this mod https://modworkshop.net/mod/33849, so we don't ahve to discuss it here. I'll take a look at what you said
19 793
We Use Cookies 🍪We use cookies to improve your user experience. Will you allow us to store them?
Obviously drunk when you made this
local mod_ids = Idstring(ModPath):key() local delay = 0 local used_units = {} local whitelist = { ["money_wrap_single_bundle"] = true, ["safe_loot_pickup"] = true, ["gage_assignment"] = true, ["cash_register"] = true, ["requires_ecm_jammer_atm"] = true, ["invisible_interaction_open"] = true, ["diamond_pickup"] = true, ["press_pick_up"] = true } local function kleptomaniac(self) local pickups = alive(self._unit) and World:find_units_quick("sphere", self._unit:movement():m_pos(), 300, 1, 14, 20) if type(pickups) == "table" then for _, unit in pairs(pickups) do local interaction = (alive(unit) and (unit['interaction'] ~= nil)) and unit:interaction() local tweak = interaction and interaction.tweak_data if type(tweak) == "string" and tweak_data.interaction[tweak] and not used_units[unit:key()] and interaction:active() and not interaction:disabled() then local equipment_name = interaction._special_equipment or not tweak_data.interaction[tweak].timer and tweak_data.interaction[tweak].special_equipment_block and true local can_pickup, has_max_quantity = managers.player:can_pickup_equipment(equipment_name) if (equipment_name and can_pickup or whitelist[tweak]) then used_units[unit:key()] = true return interaction:interact(self._unit) end end end end end local function delayed_pickup(self, t) if not delay or t - delay > 0.1 then delay = t kleptomaniac(self) end end Hooks:PostHook(PlayerStandard, "_check_action_interact", "1_"..Idstring(mod_ids):key(), function(self, t, ...) delayed_pickup(self, t) end) Hooks:PostHook(PlayerCarry, "_check_action_interact", "2_"..Idstring(mod_ids):key(), function(self, t, ...) delayed_pickup(self, t) end)
there's a good and a bad point about both versions.
his version:
good points - it can pick literally anything that has instant interaction including assets, loose loot, etc
bad points - it also auto interacts with keypads, dumpster lids and any other object with instant interaction function (some may even trigger the alarm like the border crossing tunnel keypad)
your version:
good points - get rid of the issue from dr_newbie's version about interacting with unwanted stuff
bad points - doesn't pick everything like his version, loose loot, thermite from asset briefcases are good exemples and might have more that I didn't found yet
@Berk Rider Okay, well i updated the post, just add stuff you want in the whitelist
@✌Playhouse✌ now it's interacting with stuff that's not even there. I opened invisible cash registers on four stores and there's a huge delay too
@Berk Rider Just remove it from whitelist and edit the delay
@✌Playhouse✌ the new version seems to work just fine so far, just where can I find the names to put on the whitelist?
@Berk Rider https://github.com/mwSora/payday-2-luajit/blob/29cbcf505ed3cf8d2d36a1e89e7a5580493d1457/pd2-lua/lib/tweak_data/interactiontweakdata.lua
@✌Playhouse✌ thx
@✌Playhouse✌ I made some tests and additions and so far it seems to work very well but best when it's a loose loot or equipment. can you make a function to allow the mod to reuse stuff after it auto interacts the first time with something?
some exemples:
panic room - I added the c4 bag to the mod's whitelist but it only takes the first batch of c4, if I try to get close to it to grab more the mod won't auto interact with it so I have to grab the next batch manually.
no mercy hospital - I added the blood samples but when I find the patient it only takes the first vial, the others I have to grab manually, same for reusing validation machines.
ukrainian prisoner - I added the defibrilator but it only charges and take the pads once, if vlad doesn't wake up on first try I have to recharge the defib but the mod won't do it automaticaly.
btw I've tried to add "money_wrap_single_bundle" that's supposed to be the loose money bundles from golden grin and slaughterhouse but it doesn't seem to work
"debug_interact_money_wrap_single_bundle_take_money" is the text_id pointed by stringidrevealer mod when I look at those money bundles
@Berk Rider So i added the auto pickup code to this mod https://modworkshop.net/mod/33849, so we don't ahve to discuss it here. I'll take a look at what you said