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*.psys files

Luxor Luxor 1 / Amun Rising

PSYS files are the visual effect files used in the Luxor 1 engine (used in 1 and Amun Rising). They can make or break the game's aesthetics, and if done right, can add to a level / the game, and can be stunning. How to include effects to a ui file Create a n...

Creating Maps

Luxor Luxor 1 / Amun Rising

Now that you have decided to create a mod (or make one or two levels), it's time to create a map. What You'll Need A graphics editor (Paint.net, GIMP, Adobe Photoshop, just something that you can do well in.) Nocturnal Owl De-vertice Editor, found here S...

Tuning Level Settings

Luxor Luxor 1 / Amun Rising

Level files are what loads the map and difficulty settings, They can be found in data\levels. You will want to look at the level_x_x.lvl files. Level Files Here is an example: Luxor Amun Rising's 1-1. mapFile = "DIE KHUFU DIE" // Ball Colors spawnColor_...

Mission Script

Beardlib Editor Reference Mission Elements

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 El...

Common: Main

Beardlib Editor Reference Mission Elements

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-fri...

Common: Transform

Beardlib Editor Reference Mission Elements

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...

Spawn Enemy Dummy

Beardlib Editor Reference Mission Elements

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...

Spawn Enemy Group

Beardlib Editor Reference Mission Elements

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 e...

Sequence Manager XML

PAYDAY 2 Mod Creation Diesel Engine

Example XML: <table> <unit> <sequence editable_state="true/false" name="''" triggable="true/false"> </sequence> </unit> </table> Important: Strings need to have ' at the beginning and end, otherwise they do not work. Sequences <sequence/>...

Installing BLE

Beardlib Editor Tutorials Getting Started

BeardLib Editor, or BLE for short, is a mod for PAYDAY 2 that adds a fully functional level editor to the game. With it players are able to create their own fully custom missions and levels. Installation is very simple and you can be ready to go in minutes wit...

BLE Overview

Beardlib Editor Tutorials Getting Started

This is a basic rundown of the functions and capabilities of BeardLib Editor. Everything here is simplified with a basic explanation. More in-depth guides are available on other pages. BeardLib Editor Menu The BeardLib Editor Menu is where you manage your proj...

Creating A New Project

Beardlib Editor Tutorials Getting Started

In the BeardLib Editor menu, navigate to the “Projects” tab and click the “New…” button on the right side of the screen. In the dropdown you can choose between “Map”, “Cloned Map”, and “Empty Map Project”. Map: Will automatically generate a narrative and a le...

Units - Building Your Level

Beardlib Editor Tutorials Basics

You build your level using what’s called “Units”. Basically everything in this game is a unit. From the level architecture to props, equipment, loot, even characters. Spawning You start by navigating to the Spawn Menu and to the “Unit” tab. You can use the sea...

Elements - Scripting Your Level

Beardlib Editor Tutorials Basics

To make your level actually work, you place what’s called “Elements”. They are what most of the level logic consists of. You can compare it to programming, but very much simplified, or visual scripting in other game engines, just directly inside the level itse...

Continents And Scripts

Beardlib Editor Tutorials Basics

Continents Continents can be compared to layers or groups of units. Every Unit has to be part of a continent, but can be assigned to a different continent at any point. Be aware that the Unit's ID may change when doing this, which could cause issues with Eleme...

Sequence And Sequence Triggers

Beardlib Editor Tutorials Basics

What are sequences Many Units have what’s called a Sequence Manager. Sequences are pre-defined instructions on how a Unit can change appearance or behavior. They can simply hide and show parts of the model, change textures or enable their interactions, to play...

Building Navigation

Beardlib Editor Tutorials AI

The AI moves through the level on what’s called a Nav-Mesh. NPCs (Cops, AI Teammates, Civs) move according to it. The Nav-Mesh is split into “rooms”, the AI then navigates through the level by moving from room to room, attempting to complete their current set ...

Manipulating Navigation Mid-Game

Beardlib Editor Tutorials AI

The Navigation can be manipulated in several ways while playing. You can set up Navigation Links to add more ways for the NPC to navigate through the level, block entire Navigation Segments or just parts of the mesh. AIGraph Element Using the AIGraph Element, ...

Asset Management - Database, Packages, and Local Files

Beardlib Editor Tutorials Basics

Loading Assets Database BeardLib can load Assets for your level in different ways. Currently the standard is to load assets from database, also known as DB Loading. BeardLib handles this process automatically when spawning a unit and there is next to no other ...

Optimization - Improving Performance

Beardlib Editor Tutorials Level

There are lots of ways to Improve performance on your level. For a start you can try to not over-detail your level. Adding lots of detail to make your level look interesting is not a bad thing, but overdoing it, especially in areas it’s not necessary, can back...