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Instances

Beardlib Editor Tutorials Level

An Instance can be seen as a level inside your level. They are very useful if you need to build or script the same thing multiple times. A good example would be a door that can be opened by AI or a power box that can appear in random locations. Since an Insta...

Whisper State - Stealth and Loud

Beardlib Editor Tutorials Logic

Whisper State determines whether or not your level is in Stealth or Loud mode. It can be toggled using the WhisperState Element. If Whisper state is enabled, your level is in stealth mode. The AI will be idle or do the via SpecialObjective assigned animations ...

Assault Waves

Beardlib Editor Tutorials AI

Assault waves are largely handled by the game automatically. You only have to set up a few things. First of all you should set up some spawns for the Cops: Place some SpawnEnemyDummy elements around your map, preferably in areas the player can’t see. You can e...

Player Spawns And Team-AI Idling

Beardlib Editor Tutorials Logic

For players and Team-AI to spawn, you need to set up PlayerSpawner Elements. By default a new project already has a PlayerSpawner Element, however you should create at least 3 more so players and AI don't clip into each other when spawning. To set up Player sp...

Harassers and Snipers (+ Hiding Cloakers) [wip]

Beardlib Editor Tutorials AI

So called “Harassers” are enemies that are spawned separately from the assault wave, that are used to make specific parts of your level harder, or simply to annoy the players and keep them on their toes. Snipers and hiding cloakers are included here because th...

Captain Winters

Beardlib Editor Tutorials AI

You can include Captain Winters in your level in just a few steps: First you need to set up the spawn point. Place a SpawnEnemyDummy Element somewhere out of view from the player. Except for lowering the interval, you don’t have to change any setting on the sp...

Guard / Civilian Patrols

Beardlib Editor Tutorials AI

You can make NPCs walk around the level in stealth mode using SpecialObjective and SpecialObjectiveGroup Elements. Per NPC, you place several SO Elements. They act as check points the AI moves between. A basic setup for your SOs is the following: Enable Repeat...

Security Cameras

Beardlib Editor Tutorials Logic

To have working security cameras in your level, you first need to place the right camera props. The correct Unit you need is called gen_equipment_security_camera. Next you spawn a SecurityCamera Element and connect it to the camera prop with the Camera unit bu...

Mass Units (Brushes)

Beardlib Editor Tutorials Level

Mass Units, or brushes, allow you to add more detail to your level with relatively little impact on performance. They are set-up to automatically fade in and out at certain distances. There are lots of different Brushes you can use, from trash and debris, to l...

Playtesting

Beardlib Editor Tutorials Basics

You enter playtest mode by pressing F10 on your keyboard. The loadout screen opens and elements set to Execute on Startup will be executed. You can buy assets, enter PrePlanning if set up, change weapons and music just as if you opened the level through Crime....

Controls

Beardlib Editor Tutorials Basics

Moving After loading into your level, you can move the camera with W,A,S,D and go up and down with E and Q. Hold SHIFT while moving the mouse to look around. Scrolling your mouse-wheel while holding SHIFT changes your camera speed. Selecting Select something w...

Quick introduction to Hooks

PAYDAY 2 Mod Creation BLT Modding

This guide is intended for people new to PAYDAY 2 Lua modding and explains different methods of hooking functions and when to use them. I'll go over the most commonly used methods of function hooking and explain how they work and why we need them. Why bother u...

Getting Started with PAYDAY 2 Modding (Legacy)

PAYDAY 2 Mod Creation

(I have marked this page as legacy; this will be split into different pages. -VxWolf) Alright, so first things first, let's get some important things out of the way. SuperBLT How-to: SuperBLT is the successor of now-defunct BLT/BLT2. SuperBLT does a lot of thi...

Material Config Editor

Beardlib Editor Tutorials Editors

The Material Config Editor lets you easily create and edit material configs from within the game and even display changes in real time. It's primary use is to speed up and simplify the creation of custom units for levels, however in theory it can also be used ...

Environmental Damage - KillZone Element

Beardlib Editor Tutorials Logic

Environmental damage like fire or teargas that damage players, or even enemies in some cases, are easily set up using Area Trigger and Killzone elements. Defining The Area To define the area in which the damage should apply, place a Shape element and adjust th...

State File Modification

Luxor Luxor 2

State files control certain functions of UI screens in games using the Luxor 2 engine. They have an extension of sm and can be found in data/state. For Luxor 2 (not HD), you may want to use a pre-fixed plaintext version of the state folder that should work wit...

UI File Modification

Luxor Luxor 2

UI files control the layout of a specific element in the game - including level backgrounds. Objects Every object should have it's type and an optional label, with 3 spaces as indentation: uiFrame theLabel { uiSprite theLabel { } } uiFrame A uiFr...

Obtaining Legal Copies of Luxor Games

Luxor

Since Luxor games are pretty quite dated at this point (2005), you may think that none of these games work anymore. However, there are still proven ways to obtain a working copy of these. Big Fish Games Luxor Bundle Pack Hands down the best deal available...

GVF Types

Luxor Luxor 2

Simple Types Number: A literal number. The game engine can usually take either a float or an int. Int64: Ending the number with an i64 means it's an int and is usually used for score values. String: A literal string encased in double quotation marks ("). Loc...

General GVF Syntax

Luxor Luxor 2

GVF files are (presumedly) "Game Variable Files" that also take on different extensions depending on the usage: .gvf - Game variables .ui - UI elements .uis - UI snippets .ofx - Object effects .sm - State Machine files Objects objectName { } Includes...