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local_peer: _reload_outfit() -equip_weapon()->set_outfit_string() doesn't call _reload_outfit() if the outfit_string hasn't changed(eg weapon slot you equip is already equipped). m_market: equipped_weapon_slot(category) = self. if this is the base class then we want to equip the dummy weapon slot m_factory: get_default_blueprint_by_factory_id(dummy_data. m_factory: get_factory_id_by_weapon_id(new_weapon_id)ĭummy_data. local bp = -not sure how important this is (I'm lazy)ĭummy_data. Run this code at the bottom of the script via keybind or make this script persistent and call the usage via keybind elsewhere Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters.
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I’ll only recommend it to players who like to play loud or take Plan B in Payday 2. Overall finally a weapons pack that’s a bang for the buck, But isn't without its own set of flaws and downsides. Seriously better than taking a pistol to an armored transport heist. Seriously, why would you take an RPG with a stealth build? Sadly, with a high detection and no concealment mods, it’s hard to use with a dodge build too. The RPG is ideal for mastermind/enforcer or tech/enforcer builds. It's no joke, with great power comes great responsibility which seriously applies to this weapon with an ammo of 4 rockets, you have to use it sparingly since the only way you can replenish it is through the use of an ammo bag, chewing up your crews ammo bag for rockets isn't ideal. The perfect choice for when playing on overkill or Deathwish for effectively clearing out those Dozers and shields in a matter of seconds. Taking the secondary weapon slot and packing a 10K base damage with a large blast radius taking out anything, including friendly within the radius in a single shot. Now let’s start with the primary reason why one should get the overkill pack, and that would be the RPG Rocket Launcher weapon.
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