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Custom HUD Icon

This will add a custom HUD icon to the game using BeardLib's HUDIconModule, to use for custom waypoints, special equipment or other purposes.

Shortcuts:

  • carrytweakdata.lua
  • moneytweakdata.lua

  • XML structure

    XML (Custom XML)
    <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>

    Put the lootbags tag inside your level tag in your main.xml file to make sure it's only loaded when playing your heist:

    XML (Custom XML)
    <level ...> <lootbags> <carry .../> </lootbags> </level>

    Add addional carry tags if you need more lootbags:

    XML (Custom XML)
    <lootbags> <carry .../> <carry .../> </lootbags>

    If you add your lootbag using Beardlib's XML Module, the tags need to be written like this:

    XML (Custom XML)
    <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>

    id

    String

    The ID for your lootbag. Has to be unique.

    based_on

    String

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

    Check the carrytweakdata.lua for carry IDs to use.

    type

    String

    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

    String

    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

    String

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

    unit

    String

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

    You may also create a custom unit for this. (Tutorial soon:tm:)

    visual_unit_name

    String

    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

    You may also create a custom unit for this. (Tutorial soon:tm:)

    skip_exit_secure

    Boolean

    If true, the lootbag will not be secured while carrying it on mission end.

    is_unique_loot

    Boolean

    If true, will count as unique_loot in AreaTrigger elements instead of the default loot.

    no_area_trigger_detection

    Boolean

    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.