Payday 2 Maps

Custom Lootbag

This will add a custom loot bag to the game using BeardLib's LootBagsModule.


Shortcut: ' carrytweakdata.lua'

Shortcut: ' moneytweakdata.lua'


XML structure

When inside main node (Will be loaded globally at all times.)

<LootBags> <carry id="" type="" based_on="" bag_value="" name_id="" unit="" visual_unit_name="" skip_exit_secure="" is_unique_loot=""> <AI_carry SO_category="enemies"/> </carry> </LootBags>

When inside <level> or <instance> node (Will only be loaded inside your custom level.)

<lootbags> <carry id="" type="" based_on="" bag_value="" name_id="" unit="" visual_unit_name="" skip_exit_secure="" is_unique_loot=""> <AI_carry SO_category="enemies"/> </carry> </lootbags>

Optimally you want your lootbag to only be loaded in the level you need it in.

id

The ID for your lootbag. Has to be unique.

based_on

Will base your lootbag on a already existing lootbag.
All tags, parameters and values will carry over, but can be overwritten by specifying them in your xml.

type

Mostly for determining how heavy the bag is, but can also affect the bag in other ways.

type id example
coke_light coke (duh), meth, pure coke, the diamond/red diamond
light jewelry, painting, evidence, fireworks, meth ingredients, parachute, pistols
medium money, thermal drill, equipment, goat, prototype, battle rifle
slightly_heavy old wine, battery
heavy gold, weapons(assault rifle), server, big oil engines, tf2 sentry, winch parts, toothbrush
very_heavy shadow raid artifact, almir's toast, nukes
mega_heavy (no examples, same speed and jump modifier as "very_heavy", but bag can only be thrown about half as far, probably old big oil engines)
being (basically the same as "heavy" but used for 'person' and 'special_person' bags)
explosives haha loot bag go boom (doesn't work with some 'based_on'-IDs, needs more testing)
cloaker_explosives When operated on by a Carry element set to "poof", the bag will explode in a green smoke cloud.

bag_value

How much your lootbag is worth when securing.

value ($) bag value id
9.99 garden_gnome
100 default
1,000 diamonds
mus_artifact_bag
circuit
1,100 counterfeit_money
1,500 money
cloaker_cocaine
rubies
1,750 cloaker_money
2,000 coke
weapon_glock
weapon_scar
cloaker_gold
old_wine
2,049 present
2,100 shells
2,875 gold
diamond_necklace
vr_headset
women_shoes
expensive_vine
ordinary_wine
robot_toy
3,000 coke_pure
weapon
weapons
painting
evidence_bag
faberge_egg ranc_weapon
3,200 treasure
4,000 vehicle_falcogini
4,600 warhead, safe
5,000 samurai_suit
artifact_statue
unknown
mad_master_server_value_1
6,000 turret_part
6,500 meth_half
9,000 drk_bomb_part
10,000 turret
sandwich
cro_loot
prototype
box_unknown
black_tablet
masterpiece_painting
master_server
lost_artifact
mad_master_server_value_2
red_diamond
13,000 meth
15,000 mad_master_server_value_3
18,000 drone_control_helmet
toothbrush
20,000 mad_master_server_value_4
30,000 hope_diamond

name_id

The string ID for the name of your lootbag. Needs to be localized.
Overkill usually uses "hud_carry_carry id".

unit

Path to the .unit file your lootbag should use.
Defaults to units/payday2/pickups/gen_pku_lootbag/gen_pku_lootbag.

Common lootbag units:

Generic blue gymbag units/payday2/pickups/gen_pku_lootbag/gen_pku_lootbag
Painting bag units/payday2/pickups/gen_pku_canvasbag/gen_pku_canvasbag
Orange Tools bag units/payday2/pickups/gen_pku_toolbag/gen_pku_toolbag
Blue Tools bag units/payday2/pickups/gen_pku_toolbag_large/gen_pku_toolbag_large
Green Tools bag units/payday2/pickups/gen_pku_cage_bag/gen_pku_cage_bag
Body Bag units/payday2/pickups/gen_pku_bodybag/gen_pku_bodybag

visual_unit_name

Path to the .unit file of the 3rd person bag your lootbag should use.

Common 3rd person lootbag units:

Generic blue gymbag units/payday2/characters/npc_acc_loot_bag_1/npc_acc_loot_bag_1
Painting bag units/payday2/characters/npc_acc_canvas_bag_1/npc_acc_canvas_bag_1
Orange Tools bag units/payday2/characters/npc_acc_tools_bag_1/npc_acc_tools_bag_1
Blue Tools bag units/payday2/characters/npc_acc_tools_bag_large_1/npc_acc_tools_bag_large_1
Green Tools bag units/payday2/characters/npc_acc_cage_bag_1/npc_acc_cage_bag_1
Body Bag units/payday2/characters/npc_acc_body_bag_1/npc_acc_body_bag_1

skip_exit_secure

/

If true, will prevent your lootbag from being secured while carrying it on your back when escaping.

is_unique_loot

/

If true, will count as unique_loot in AreaTrigger elements instead.

no_area_trigger_detection

/

If true, the lootbag will not be detected by area trigger elements at all.

<AI_carry SO_category="enemies"/>

Will make enemies be able to pick up your lootbag and carry it to the loot drop fleepoint.