Beardlib Editor Reference

Quickly look up configuration data for all things Beardlib Editor

Hot Keys

Unlisted ones:

Key Function
W,A,S,D Camera movement, pretty self explanatory
E,Q Moves camera up and down
Shift Hold Allows to move the camera
Alt Drag While selecting a unit dragging alt will duplicate it
Ctrl Hold Locks Grid size(units that the objects move on) to 1
Ctrl + Right Mouse (Drag) Toggle selection area in screenspace (Selected units are deselected)
Alt + Right Mouse (Drag) Deselect area in screenspace
Middle Mouse Button Move the selected units/elements to mouse position. Left Mouse Button to release.
(While selecting an element) Ctrl + Right Mouse Links selection (currently only adds elements to on executed)

Mission Elements

Mission Elements

Common: Main

Common parameters used by all elements to allow them to interact with each other in intelligent ways.

Field Type Values Usage
Editor Name string Dev-friendly name to ease element identification
Editor Color string Custom Dev-friendly colour to ease element identificaion
Script string (scripts) Any scripts made in the current level. A grouping of elements within a level that cannot interact with elements in a different script. Used for ease of organisation.
Trigger Times Integer <0 The amount of times this element can be executed before disabling itself. Set to 0 to never disable
Base Delay Float <0 Has the element wait this long (in seconds) before performing behaviours as a result of being executed.
Base Delay Rand Float <0 Adds a random time deviation (in seconds) to the Base Delay.
Enabled Boolean true, false Sets if this element should be executable. Will not do anything or use up Trigger Times if this is false.
Execute On Startup Boolean true, false Sets if this element should be executed as soon as a heist starts (the host loads the heist in the loadout screen). Important! Only one elementMissionScript should have this set to true per Script!
Manage On Executed List(elements) List (Elements) Any element but self A list of elements that will be executed when this element is triggered. May have individual delays set on each element that are added on top of each elements' existing Base Delay. Depending on this element's behaviour it may execute either all of these elements simultaneously, or one of them randomly.
Mission Elements

Common: Transform

Common parameters used by all elements to allow them to be positioned in the world.

Field Type Values Usage
Position Vector3(float x,float y,float z) The position of this element in the world.
Rotation Vector3(float y,float p,float r) The rotation of this element in the world.
Mission Elements

Mission Script

A Basic element used for sorting and organising your logic.

Behaviour

Element behaviour on execution: Element executes on event:
Triggers the element Executed by another element. Executes every element on list simultaneously

Common Element components

Common: Main
Common: Transform

Mission Elements

Spawn Enemy Dummy

A location where an enemy can be spawned on demand. Can be used in combination with Spawn Enemy Group to define the location of enemy spawn points during assaults.

Behaviour

Element behaviour on execution: Element executes on event:
Spawns an enemy defined in enemy. Uses a random Orientation Element if defined, otherwise spawns at the location of this element. The enemy will immediately play the animation defined in Spawn Action. Executed by another element (confirm?). Executes every element on list simultaneously.

Spawn Enemy Dummy

Field Type Values Usage
Manage Orientation Elements List(elements) List (Elements) Any Element Define locations other than the location of this element to spawn enemies on execution. Ideally should be one or multiple elementMissionScript elements.
Enemy String (units) An enemy unit Selects what unit the spawned enemy should use. The unit defines the enemy's appearance, health, damage, and some behaviour. This is overridden by enemies spawned via an assault.
Participate To Group Ai Boolean true, false Defines if the enemy should take part in the assault if the enemy was manually spawned by executing this element. If this is disabled, the enemy will not hunt for the player or flee.
Spawn Action String (animations) Dropdown The animation that this enemy will act out when spawned either manually or during an assault.
Interval Float <0 Prevent the element from spawning another enemy for this long (in seconds) as a result of being executed.
Voice WIP WIP WIP
Accessibility WIP Dropdown WIP
Force Pickup String (pickup units) Dropdown WIP
Team String (relationship teams) Dropdown Forcibly sets the enemy's team. The team defines who this enemy will shoot at, and be shot by.

Common Element components

Common: Main
Common: Transform

Mission Elements

Spawn Enemy Group

Contains a collection of Spawn Enemy Dummy elements. Can be used to spawn multiple enemies conveniently and apply some broad changes to them. Can also be used to earmark locations for squads part of an assault to spawn.

Behaviour

Element behaviour on execution: Element executes on event:
Spawns an enemy at each Spawn Enemy Dummy listed in Manage elements list, spawning at the location of each element. The enemy will immediately play the animation defined in each Spawn Enemy Dummy's Spawn Action. Executed by another element (confirm?). Executes every element on list simultaneously.

Spawn Enemy Dummy

Field Type Values Usage
Manage Elements List(elements) List (Elements) Any Element Define multiple Spawn Enemy Dummy elements that this element will spawn on execution.
Spawn Type Dropdown Dropdown WIP
Ignore Disabled Boolean true, false If false, the element will not spawn enemies at any Spawn Enemy Dummy that is marked as disabled.
Amount Integer <0 The animation that this enemy will act out when spawned either manually or during an assault.
Team String (relationship teams) Dropdown Forcibly sets the enemy's team. The team defines who this enemy will shoot at, and be shot by.

Common Element components

Common: Main
Common: Transform

Mission Elements (WIP)

Here this page will talk about the Mission Elements in Payday2. There are hundreds of elements to use for your levels so you can get very creative with some of these.

Here I will explain all the elements as they are listed in-game (Alphabetical Order).

AiArea

On Execution AiArea will connect selected Navigation Segments together to act as a single 'Room'.

Keep in mind Navigation Segments will still work like they normally do so this can be used to cut a room in half to forbid navigation with an AiGraph element in only a specific area.

AiAttention

On Execution AiAttention will apply the selected attention settings to the instigator unit(s).

AiForceAttention

ToDo

AiForceAttentionOperator

ToDo

AiGraph

On Executed AiGraph will operate on Navigation Graph.

AiRemove

On Executed AiRemove will remove (or kill if selected) instigating Ai.

AccessCamera

Does nothing on execution, Access will be available based on the Enabled state.

AccessCameraOperator

On Execution AccessCameraOperator will operate on selected AccessCamera elements.

AccessCameraTrigger

Will trigger from AccessCamera elements when a certain condition is met.

ActionMessage

Unused element.

ActivateScript

Unknown.

AiGlobalEvent

On Execution AiGlobalEvent will apply the selected rules to the match.

AlertTrigger

Will trigger from specified sound rules, Used on one occasion for gunshots calling the police on Big Oil Day1- But it not longer used. Use an Operator element to add and remove the trigger.

ApplyJobValue

On Execution a Key (and a Value) will applied to selected JobValue Elements.

AreaMinPoliceForce

When Operated on by an Operator element a selected amount of enemy groups will focus on being in the nearby Graph. Element Operator Required to use this element.

Operation:

AreaOperator

On Executed AreaOperator will operate on selected AreaTriggers.

AreaReportTrigger

An advanced version of the AreaTrigger, includes more trigger options. Use AreaTrigger for less complex requirements.

AreaTrigger

A simple trigger element for units entering/exiting/ect.

AssetTrigger

Executes when selected asset ID is unlocked.

AwardAchievment

On Executed awards selected steam achievement.

B...

BLCustomAchievement

Used for custom Beardlib achievements.

BainState

Used to toggle bain dialogue.

BlackscreenVariant

Used to change the 'outro_event' variant in the level tweak data.

BlurZone

Used to apply a visual blur effect in a shape.

C...

Carry

Used to typically operate on Lootbag units. Applies to all unit instigators.

ChangeVanSkin

Used to change the heister van skin.

CharacterDamage

Crashes when used. (Noted: 11d/09m/2020y)

CharacterOutline

Seems to do nothing, Use SetOutline element instead.

CharacterSequence

Run a sequence from the selected character.

CharacterTeam

Change the team of the selected character.

CheckDLC

Filter based on DLC ownership.

Counter

Holds a number value and takes 1 every execution. Executes when it reaches 0.

CounterFilter

Filters execution based on counter values.

CounterOperator

Modify a Counter element value.

CounterReset

Unused. Use CounterOperator element.

CounterTrigger

Execute when a counter reaches the trigger number.

CustomSafehouseAwardTrophy

Award a trophy for the Safehouse.

CustomSafehouseFilter

Filter execution based on safehouse room tiers.

CustomSafehouseTrophyFilter

Filter executed based on trophy unlocks.

CustomSound

ToDo

D...

DangerZone

When executed by an area trigger (using 'both') instigating players will be targeted fasted by enemies. Delay multiplier set in tweak_data is in this order: 0.6, 0.5, 0.35, 0.1 from a default of 1.

Debug

On execution Debug elements will show a debug string and some information if you choose. Will only show in editor playtesting.

Dialogue

Play dialogue on execution. Remember to load the required packages or dialogue will not play.

Difficulty

Set the current assault difficulty.

DifficultyLevelCheck

Simpler version of the Filter element. Will only check for 1 difficulty.

DisableShout

Disable or ReEnable shouting for Ai.

DisableUnit

Disable selected units. Bare in mind interactable units may need to be disabled with a sequence manager beforehand or else floating interactions may get in the way.

DropInState

Toggle if players can or cannot drop into the game. Often used for secrets or sections that will cause problems if a player spawns.

E...

EnableSoundEnvironment

ToDo

EnableUnit

Enable selected units that have previously been disabled.

EndScreenVariant

ToDo (Not working in editor)

EnemyDummyTrigger

Trigger on certain rules for Ai.

EnemyPreferedAdd

Add enemy groups to spawn during assaults.

EnemyPreferedRemove

Undo added Prefereds.

Environment

Change colorgrading and other camera filters. Not recomended to use in proper maps.

EnvironmentOperator

Change active environments with an optional blend time.

Equipment

Give instigators equipment.

ExecuteInOtherMission

Seems unused.

ExecuteWithCode

ToDo

Experience

Give a base amount of experience to the players for the current level. Applied at the end of the level.

Explosion

Explode with effects and sounds.

The Following Options afterwards are duplicates of the Feedback Element.

ExplosionDamage

Simple Area/Damage only 'explosion'

F...

FadeToBlack

Fade in or out, takes 3 seconds. Hardcore. Applies to ALL players.

FakeAssaultState

Set the fake assault state in GroupAi to fake an assault. (Music/Ui)

Feedback

Camera effects on players near the executed element.

Filter

Filter execution based on many rules.

Flashlight

Unused- Flashlight effect faces the wrong direction.

FleePoint

Used to designate points where Ai will despawn or drop lootbags.

G...

GameDirection

Unused.

GlobalEventTrigger

Executes on global events

H...

Heat

Unused.

HeistTimer

Make a countdown timer show on the players HUD. Identical to the regular Timer element, set a time and use a TimerOperator to start/stop/modify the time.

Hint

Force a Hint pop-up on instigators.

I...

InstanceInput

Used inside instances to receive inputs.

InstanceInputEvent

Used outside of instances to send inputs.

InstanceOutput

Used inside instances to send outputs.

InstanceOutputEvent

Used outside of instances to receive outputs.

InstanceParams

Instance parameter element for controlling certain values inside instances.

InstancePoint

Spawn a mission spawned instance here. Warning: Only spawn once!

InstanceSetParams

Set the parameters of an instance that uses InstanceParams Often used for 'obj_link' instances.

Instigator

Holds instigator information. Read InstigatorOperator and InstigatorTrigger elements for more details.

InstigatorOperator

Operate on an Instigator element. Operations that start with "use" will have the operator use those instigators for proceeding elements. Operations that start with "add" will add instigators who execute the operator

InstigatorTrigger

This element executes when certain conditions are met.

InstigatorRule

Set rules for applicable elements to filter.

Interaction

Floating element interaction with filtered execution. Requires an interaction unit to be loaded, If its not loaded the editor will ask you to load it.

Manage On Executed List:

InventoryDummy

Spawn prop versions of your inventory weapons. Used in the safehouse.

Invulnerable

Makes a unit invulnerable or immortal.

J...

JobStageAlternative

Used to apply bonus or escape heists to the level chain.

JobValue

Apply a temporary key and a value to the current match. Can be saved to the save file to be used on reload of the game.

JobValueFilter

Filter based on JobValues.

K...

KillZone

Hurt instigator with a selected damage type.

L...

LaserTrigger

Spawn and control tripwire laser beams in this element. Toggling LaserTrigger off with a Toggle element will disable the lasers.

LoadDelayed

Select units with the Delay Loading unit option to spawn them after a level starts up. On Executed all units in the list will be spawned into the level.

LogicChance

Set a percent chance for the element to execute elements in its On Executed List.

LogicChanceOperator

Operate on an existing LogicChance element.

LogicChanceOperator

An alternative way to execute something from a LogicChance element.

LookAtTrigger

A trigger for if a player is looking at the element.

LootBag

Spawns a lootbag unit.

LootBagTrigger

Trigger depending on what happens to a spawned lootbag.

LootPile

Activate a point where enemies will attempt to take bags from, Must be near Navigation. When a bag is taken the global event "loot_lost" will be called.

LootSecuredTrigger

Trigger once a specified cash amount of loot is secured.

M...

MandatoryBags

Set the objective amount of mandatory loot bags when executed.

MissionEnd

Select how a mission should end when executed.

MissionFilter

Filter based on the stages mission filter (1-5).

MissionScript

Barebones element. Used for keeping things organised and synced.

Missions

Unknown

ModifyPlayer

Modifies the instigator player.

Money

Add/Remove money from Spending or Offshore. Can be set to instigator only for not-gambling mechanics.

MoveUnit

Move selected units using this element. Note, Some units may not move properly if they have certain Sync options enabled in the unit.

Music

Control the music in a level using this element.

N...

NavObstacle

Used to block navigation in a level. Make sure you set this stuff up properly or else navigation issues and crashes can occur. Rebuild navigation frequently when using these.

O...

Objective

Start/Complete/Fail objectives with this element. Objectives can have experience weights tied to them to make failing an objective cost XP.

Operator

A generic operating unit, typically used for Waypoints and SpecialObjectives to remove them. In the Lua this will execute 'operation_remove' and 'operation_add' functions inside the selected elements.

OverlayEffect

Complex version of FadeToBlack, Applies to all players.

OverrideInstigator

Unknown

P...

PhysicsPush

Unknown

Pickup

Used to give and take items from npc instigators.

pickupCriminalDeployables

Unknown

PlayEffect

Play an effect.

PlaySound

Play a sound. Emmiter sounds can also be spawned from these if you need abient sounds to play from randomised positions.

PlayerCharacterTrigger

This element will trigger on a heister joining or leaving the level.

PlayerNumberCheck

This element will only execute if the set number of players is in the match.

PlayerSpawner

This element will become a spawnpoint for players and TeamAi who begin the level.

PlayerState

Sets players to the selected player state.

PlayerStateTrigger

Triggers execution when a player enters selected state.

PlayerStyle

Set the instigators suit style if one isnt already applied.

PointOfNoReturn

Start a PONR countdown based on difficulty.

PrePlanning

Preplanning asset location, Preplanning maps use the world space to determine the location of assets on the maps.

PrePlanningExecuteGroup

On Executed will activate all assets that need to be spawned by preplanning in a different group.

Pressure

Not used for Payday2.

ProfileFilter

Filter execution based on player stats like money, xp and achievements.

PushInstigator

Push instigator a direction depending on settings. Avoid using it on non-player units, often causes crashes.

R...

Random

Randomly executes elements based on settings.

RotateUnit

Rotates a unit based on settings.

S...

ScenarioEvent

This element goes unused in Payday2, but seems to still work in some way.

SecurityCamera

Control security cameras with this element.

SequenceCharacter

This element is used to force a sequence from a units sequence_manager.

SetOutline

Force a yellow contour around instigators.

Shape

A basic shape for AreaTriggers to use.

SideJobAward

Awards sidejobs to players.

SideJobFilter

Checks if you have certain side jobs done.

SlowMotion

Unknown (Incomplete)

SmokeGrenade (...Also Flashbang)

Spawn a Smoke or Flash at the elements location.

SpawnCivilian

Spawns civilian Ai.

SpawnCivilianGroup

Spawn groups of civilians all at once from a single element with different settings.

SpawnDeployable

Spawn besic deployable units.

SpawnEnemyDummy

Spawns enemy Ai.

SpawnEnemyGroup

Spawn enemy groups.

SpawnGageAssignment

Spawn gage packages, 2-10 based on difficulty.

SpawnGrenade

Spawn a thrown grenade.

SpawnUnit

Will spawn a selected unit at the location of the element.

SpecialObjective

A highly modular element that can control Ai actions in many ways. SpecialObjectives may often be called "SO's".

SpecialObjectiveGroup

ToDo.

SpecialObjectiveTrigger

ToDo.

Spotter

ToDo.

Statistics

ToDo.

StatisticsContact

ToDo.

StatisticsJobs

ToDo.

StopEffect

ToDo.

StopWatch

ToDo.

StopWatchFilter

ToDo.

StopWatchOperator

ToDo.

StopWatchTrigger

ToDo.

T...

TangoAward

ToDo.

TangoFilter

ToDo.

TeamAICommands

ToDo.

TeamRelation

ToDo.

TeammateComment

ToDo.

TeleportPlayer

Teleport the instigator player to the elements position and rotation. Bug: Trigger times will not work properly, use a mission script before it if you want to include a trigger times. Bug: Teleports for VR players have issues, avoid using it in normal gameplay.

TerminateAssault

ToDo.

Timer

ToDo.

TimerOperator

ToDo.

TimerTrigger

ToDo.

Toggle

ToDo.

U...

UnitDamage

ToDo.

UnitSequence

ToDo.

UnitSequenceTrigger

ToDo.

UnloadStatic

ToDo.

V...

Variable

ToDo.

VariableGet

ToDo.

VariableSet

ToDo.

VehicleBoarding

ToDo.

VehicleOperator

ToDo.

VehicleSpawner

ToDo.

VehicleTrigger

ToDo.

W...

Waypoint

When executed, will show a waypoint icon pointing towads the position of the element. Waypoints can be removed using Operator Elements. In theory you can use any hud icon as a waypoint.

Icons listed in the element:

Icon ID Icon ID Icon ID Icon ID
pd2_c4.png pd2_c4 pd2_car.png pd2_car pd2_chainsaw.png pd2_chainsaw pd2_computer.png pd2_computer
pd2_defend.png pd2_defend pd2_door.png pd2_door pd2_drill.png pd2_drill pd2_escape.png pd2_escape
pd2_fire.png pd2_fire pd2_fix.png pd2_fix pd2_generic_interaction.png pd2_generic_interaction pd2_generic_look.png pd2_generic_look
pd2_generic_saw.png pd2_generic_saw pd2_goto.png pd2_goto pd2_kill.png pd2_kill pd2_ladder.png pd2_ladder
pd2_loot.png pd2_loot pd2_lootdrop.png pd2_lootdrop pd2_melee.png pd2_melee pd2_methlab.png pd2_methlab
pd2_phone.png pd2_phone pd2_power.png pd2_power pd2_question.png pd2_question pd2_talk.png pd2_talk
pd2_water_tap.png pd2_water_tap pd2_wirecutter.png pd2_wirecutter

WhisperState

ToDo.

X...

XAudio

ToDo.

XAudioOperator

ToDo.