Old Level Editor

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This article describes the old Level Editor (v0.9). For information on the newer one (v1.1), see Advanced Level Editor.
Plazma Burst 2 Old Level Editor.

The Old Level Editor, also known as Level Editor v0.9, is the now-deprecated level editor of Plazma Burst 2. The Level Editor v0.9 allows players of the game to create their own maps by placing objects and creating trigger systems. The Level Editor v0.9 was superseded by the Advanced Level Editor on July 10 2013 as part of version 1.20.

Basic tools and management

  • Use the mouse wheel to zoom, the map can be moved with the mouse, arrow keys or 'WASD'.
  • This Level Editor does not provide for cancellation of the last action (undoing).
  • A map will only be playable after one player and one wall is in it.
  • The visibility of the grid can be toggled by pressing the G button. 5 grids views total.


Cursor tool

To move and resize objects. Click in the center and drag to move or click the side and drag to change the size. Size can be changed only for doors, walls, regions and gravitator areas.

If you hold down Ctrl and start dragging an object, a copy of it will be created.

Enemy tool

This tool is used to create spawn locations for enemies as well as allies - in other words, any AI-controlled characters. It is a set size and cannot be adjusted. Appears in the editor as a red rectangle.

Parameters include:

  • Name - The name of the character, # is required as the first symbol.
  • Speed X - The initial velocity of character on the X-axis (left/right). Most of the time it is unnecessary.
  • Speed Y - The initial velocity of character on the Y-axis (up/down). Most of the time it is unnecessary.
  • Max. Health - The maximum their health can regenerate to.
  • Team - The number entered decides which team that character is on. If the team number is the same for multiple characters, then they become allies and can no longer harm each other (with an exception for weapons with splash damage).
    Possible values:
    • 0 - Alpha (this is the only team in which teammates will not collide with each other)
    • 1 - Beta
    • 2 - Gamma
    • 3 - Delta
    • 4 - Zeta
    • 5 - Lambda
    • 6 - Sigma
    • 7 - Omega
    • 8 - Counter-Terrorists
    • 9 - Terrorists
    • 10 - Usurpation Forces
    • 11 - Civil Security
    • 12 - Red Team
    • 13 - Blue Team
    • 14 - Green Team
    • 15 - White Team
    • 16 - Black Team
    • 17 - Team 18
    • 18 - Team 19
    • etc.
  • Direction - The direction that the character is facing. -1 means he looks left and 1 means he looks right.
  • Character - What the enemy/ally will appear as. This list also applies to the Player tool. Number determines the skin, mobility and which sounds it will make.
    Available Characters are as followed (click "Expand" to see the list):
    • -1 - Deathmatch skin. In multiplayer, it will be what the player has selected as his deathmatch skin; in singleplayer, it will be the default Marine.
    • 0, 1 - The Marine skin which the player has customized in the campaign menu. Also works with any negative number besides -1.
    • 2 - Usurper, model depends on the max. health:
    • 3 - Default Proxy.
    • 4 - Android T-01187.
    • 5 - Drone Controller, used to locate into Drones or Corvettes to save rendering time.
    • 6 - Advanced Usurpation Soldier.
    • 7 - Civil Security Heavy.
    • 8 - Civil Security Lite.
    • 9 - Android SLC-56.
    • 10 - Unknown. Part of head is revealed, has red swords. Resembles Drone Controller.
    • 11 - Civil Security Boss.
    • 12 - Invisible Civil Security Ghost.
    • 13 - Noir Lime.
    • 14 - Falkok.
    • 15 - Phoenix Falkok.
    • 16 - Grub.
    • 17 - Visible Civil Security Ghost.
    • 18, 19 - Civil Security Ghost with broken arms. He freezes the game while slashing with his swords, like one of "green barrel"'s effects.
    • 20 - Unknown. Only few pieces of the body are visible; shows no swords or head.
    • 21-29 - Civil Security Ghost with broken arms.
    • 30 - Civil Security Ghost with broken body.
    • 31-39 - Rayman-like Civil Security Ghost, in terms of visual appearance. Arms are broken, and legs are not connected to the body.
    • 40-48 - Marine's Lite Battlesuits. Only works in multiplayer.
    • 49 - Marine's Heavy Battlesuit with Marine's head set in player's campaign skin customizator.
    • 50-59 - Heavy Battlesuit with only head and arms showing. Body is similar to Drone Controller's body.
    • 60 - Proxy with only black helmet and swords showing.
    • 61 - Proxy without helmet.
    • 62-69 - Proxy with only head and swords showing.
    • 70 - Usurpation Destroyer.
    • 71 - Major Usurpation Soldier.
    • 72 - White Proxy.
    • 73 - Blue Noir Lime.
    • 74 - Red Noir Lime.
    • 75 - Blue Proxy.
    • 76 - Red Proxy.
    • 77 - Blue Civil Security Lite.
    • 78 - Red Civil Security Lite.
    • 79 - Blue Minor Usurpation Soldier.
    • 80 - Red Minor Usurpation Soldier.
    • 81 - Blue Android SLC-56.
    • 82 - Red Android SLC-56.
    • 83 - Blue Marine.
    • 84 - Red Marine.
    • 85 - Blue Falkok.
    • 86 - Red Falkok. Also works with 100 and above.
      Note: All CS Ghost-based skins are visible, besides number 12.
  • In car - Determines whether or not the enemy is in a vehicle. Options are:
    • -1 - Character is not in any vehicle.
    • -2 - Character will be placed in the nearest vehicle (you need to place your character very close to the vehicle for this to work).
    • Vehicle name - The character will be placed in the vehicle with the specified name.
  • AI Behavior - Determines the behavior of the enemy. Can be:
    • 0 - Default. Stands still until he hear shots.
    • 1 - Follows the player. Good for creating allies that should follow the player.
    • 2 - Stands still and arbitrarily looks around.
    • 3 - Looks and walks around. Walking at an affordable area, arbitrarily looks around.
    • 4 - Does nothing. This one will never shoot at enemies by its own will, unlike all other options.
  • Trigger on death - Name of the trigger that will activate upon the death of this character.

Wall tool

Create walls and platforms. The map size will affect the time needed for loading.

  • Material - The material number determines what the block will look like:
    • -1, 5 - The wall will be fully black, like default doors.
    • 0 - Concrete.
    • 1 - Grass.
    • 2 - Sand.
    • 3 - Brown concrete.
    • 4 - Dark plate.

Weapon tool

Places weapons to the map.

  • Name - The name, # is required first symbol.
  • For team - Enter number of the team that you want to gun be able to picked up. Values are mostly same as in Enemy tool when configuring a character's team, however, one additional value exist:
    • -1 - All teams can pick it up.

Note: In singleplayer, allies can only pickup weapons which has the "For team" parameter set to -1.

Vehicle tool

Placing vehicles.

  • Name - The name, # is required first symbol.
  • Direction - The direction that the vehicle is facing. -1 means it looks to the left and 1 means he looks to the right.
  • Speed X - The initial velocity on the X-axis.
  • Speed Y - The initial velocity on the Y-axis.
  • % of Health - The percentage of the standard hit points that a vehicle has. Standart HP is unique for each vehicle, as followed:
    • Corvette - 100
    • Crate - 20
    • Drone - 100
    • Hound Walker-CS - 300
    • Life-Capsule - 10
    • Mobile rO81-CS - 400
    • Rope - 70
      Note: Rope's health does not affect the gameplay.

Door/Elevator tool

Doors and elevators.

  • Name - The name, # is required first symbol
  • Speed - Speed. 1 = 30 pixels per second.
  • Visible - Determines whether it is visible or not. 1 makes it visible, 0 makes it invisible. Invisible doors are usually used to be a collision model for decorations.

Region tool

For making regions. They are only used to activate triggers.

  • Name - The name, # is required first symbol.
  • Call trigger by ID - name of the trigger which will called by this region. -1 = Trigger will not be called.
  • Activation type - Determines which method is used to activate it connected Trigger with previous parameter. Can be:
    • 0 - May not be activated.
    • 1 - A player enters this region and presses the E button. The "USE" sign will be green.
    • 2 - A character NOT in a vehicle enters this region.
    • 3 - A character in a vehicle enters this region.
    • 4 - A character enters this region.
    • 5 - A door with the same dimensions as region came in this region. Note that when the door has landed to the region, trigger wil be called once.
    • 6 - A player enters this region.
    • 7 - This region includes all the characters allied on the player's team. If someone in that team is dead or outside of the region, it will not work.
    • 8 - A player enters this region and presses the E button. The "USE" sign will be invisible.
    • 9 - A Red Team player enters this region and presses the E button. The "USE" sign will be red.
    • 10 - A Blue Team player enters this region and presses the E button. The "USE" sign will be blue.
    • 11 - A Red Team player enters this region and presses the E button. The "USE" sign will be invisible.
    • 12 - A Blue Team player enters this region and presses the E button. The "USE" sign will be invisible.
    • 13 - A Red Team player enters this region.
    • 14 - A Blue Team player enters this region.
  • A "character" mean any alive character, no matter whether it's controlled by human or by AI. A "player" mean a human-controlled character only.
  • Every region with E button-based activation will automatically make an "USE" sign in the center of that region. Its color and visibility depends on exact region settings.
  • Character/player should be alive to affect a region.

Trigger tool

The interface box of an average door moving trigger.

Triggers are logics objects that when executed they (with help of regions, dying enemies/players or timers) can force doors/elevators to move, teleport characters from one location to other, create new enemies, and more. Triggers are invisible in-game, so it doesn't matter where to place them.

  • Name - The name, # is required first symbol.
  • Enabled - Determines whether the trigger is activated (can be executed) when you start the mission. Triggers can also be enabled and disabled by using other triggers; "self-disabling" is possible as well.
  • Max calls - The authorized number of executes. Set as -1 for infinite calls. This number can be changed by other triggers too.
  • Action X type - Type of trigger activity. One trigger can do up to 10 actions per on its execution. If something executes trigger, trigger will do all of these 10 actions.
    • Action X param A - is conditional to the action. "param" mean "parameter".
    • Action X param B - is also conditional to the action and param A.

Possible actions:

  • -1 - Do nothing.
  • 0 - Start moving of Movable 'A' from its current position to Region 'B'. Door will match top left corner to top left corner of the region.
  • 1 - Change the "Speed" parameter of Movable 'A' to the value 'B'.
  • 2 - Quickly move Region 'A' to the position of the Region 'B'.
  • 3 - Change the number of hit points of Vehicle 'A' to 'B' percents of the default value. For these default values, look above.
  • 4 - Change current health of Character 'A' to 'B' percents of his max health.
  • 5 - Change the gravity to the value 'A'. The default gravity is 0.5. Note that this is a global effect.
  • 6 - Make damage in Region 'A' with power of 'B' hit points.
  • 7 - Save your weapons, give money, unlock next level. Doesn't work in custom maps of any sort; this trigger is restricted to campaign only.
  • 8 - ? (Possibly doesn't work at all)
  • 9 - End the level with reason 'A'. Used for singleplayer maps to make endings like "mission failed' or "you won".
  • 10 - Harm the stability with power 'A' of all Characters located at Region with the name 'B'.
  • 11 - Kill all Characters at Region 'B' which are not allied to Character 'A'. Will not bodybreak anyone.
  • 12 - Destroy all vehicles in Region 'A'.
  • 13 - Put Character 'A' into the Vehicle 'B'.
  • 14 - Move Character 'A' to the Region 'B'. This only works with alive characters.
  • 15 - Move Gun 'A' to the Region 'B'.
  • 16 - Move Barrel 'A' to the Region 'B'. This only works with barrels that were not detonated yet.
  • 17 - ? (Possibly doesn't work at all)
  • 18 - Move Region 'A' to the Region 'B'. Their centres will be located in the same point.
  • 19 - Deactivate Trigger 'A'.
  • 20 - Activate Trigger 'A'.
  • 21 - Set number of remain calls of Trigger 'A' to 0.
  • 22 - Set number of remain calls of Trigger 'A' to value 'B'.
  • 23 - Set current hit points of Character 'A' to 'B' hit points. Does not sets hit points of each limb.
  • 24 - Make an explosion with power 'A' at Region 'B'. Explosion size depends on power, so region can be small and still have a big explosion. Huge explosions (e. g. 1337 power points) are not recommended because of possible perfomance issues.
  • 25 - Activate Timer 'A'.
  • 26 - Deactivate Timer 'A'.
  • 27 - Set the frequency of calls of Timer 'A' to value 'B'.
  • 28 - Clone Character 'A' and spawn it at the center of Region 'B'.
  • 29 - Force all enemies of Characer 'A' who located in Region 'B' hunt for Character 'A'.
  • 30 - Teleport all players at Region 'A' to Region 'B'.
  • 31 - Teleport all players at Region 'A' to Region 'B' and invert their current horizontal speed. This may be used to avoid loop teleportation.
  • 32 - Set the AI Behaviour of computer-controlled Character 'A' to value 'B'.
  • 33 - Change team of Character 'A' to value 'B'.
  • 34 - Change model of Decoration 'A' to model named 'B'.
  • 35 - Set X acceleration of Gravitator Area 'A' to value 'B'. Type 0 to disable. Negative value goes right, positive goes left.
  • 36 - Set Y acceleration of Gravitator Area 'A' to value 'B'. Type 0 to disable. Negative value goes up, positive goes down.
  • 37 - Set stability damage of Gravitator Area 'A' to value 'B'. Type 0 to disable.
  • 38 - Set damage of Gravitator Area 'A' to value 'B'. Type 0 to disable.
  • 39 - Set game speed to 'A' frames per second. Default game speed is 30. Note: this does NOT affect rendering.
  • 40 - Enable/Disable Strict Casual Mode. 1 = Enable; 0 = Disable. Enables ability to change Player with Tab key. Mission will be terminated on complete death (limb lost) of any of allied Protagonists. For whatever reason, it will only end the mission after body-breaking of standart Proxy, helmetless Proxy, Noir Lime, and Marine's Lite Battlesuits, including the standart one; any body-breaked allies who use other skins will not trigger the event.
  • 41 - Play Sound 'A' from library. Click "Expand" to see a list of available sounds. Note that there could be even more of them.
    • badge_earned - "Achievement earned" sound
    • barrel - Barrel explosion 1
    • barrel2 - Barrel explosion 2
    • explode_underwater - Underwater explosion
    • water_splash1 - Water splash 1
    • water_splash2 - Water splash 2
    • water_splash3 - Water splash 3
    • explode - Explosion
    • explode2 - Explosion 2
    • wea_evil_shot - CS-BNG launch
    • fail_shot - Bullet's collision with wall
    • glass1 - Barrel hit 1
    • glass2 - Barrel hit 2
    • chat - Chat sound
    • capsule_hit1 - Life-Capsule hit 1
    • capsule_hit2 - Life-Capsule hit 2
    • walker_step - Hound Walker's steps
    • walker_die - Hound Walker's "death"
    • mission_done - Mission cleared
    • team_switch - Can be heard when switching between characters (in singleplayer)
    • coolbuddy2 - Played at Coolbuddy's advertisement screen (after pressing the "Continue" button at the loading screen)
    • grenade_act - A Grenade is about to explode
    • explode_bfg - CS-BNG explosion
    • test_sound - Reloading sound of Vehicle Rocket Launcher
    • sou_blade_swing1 - Swords swing 1
    • sou_blade_swing2 - Swords swing 2
    • sou_blade_swing3 - Swords swing 3
    • step1 - Steps 1
    • step2 - Steps 2
    • step3 - Steps 3
    • step4 - Steps 4
    • robo_step1 - Robot steps 1
    • robo_step2 - Robot steps 2
    • robo_step3 - Robot steps 3
    • robo_step4 - Robot steps 4
    • corvett_die - Corvette's "death"
    • drone_die - Drone's "death"
    • drone_hurt - Heard when something hits a Drone
    • box_die - A crate has been broken/opened
    • nade_throw - Any grenade throw
    • hint_appear - Heard when a hint pops up
    • hint_disappear - Heard when a hint fades out
    • ship_incoming - Falkonian Ship incoming
    • ship_explosion - Falkonian Ship exploding
    • gameplay_song - Fight theme
    • main_song - Main Menu theme
    • slow_down - Time Warp activated
    • slow_up - Time Warp deactivated
    • noir_die - Noir Lime's death
    • plasma_explosion - Plasmagun's hit
    • metal_hit - Heard when an Android wrecks into an object like a wall
    • hero_welcome1 - Marine's "Enemy!" phrase, heard when he spots an enemy
    • hero_welcome2 - Marine's "Fire!" phrase, heard when he spots an enemy
    • hero_welcome3 - Marine's "He's in front!"phrase, heard when he spots an enemy
    • hero_pain1 - Marine's scream when hurt 1
    • hero_pain2 - Marine's scream when hurt 2
    • hero_pain3 - Marine's scream when hurt 3
    • hero_pain4 - Marine's scream when hurt 4
    • hero_death1 - Marine's death 1
    • hero_death2 - Marine's death 2
    • usurpation_hurt - Usurpation Destroyer's scream when hurt
    • usurpation_death2 - Usurpation Destroyer's death 1
    • usurpation_death3 - Usurpation Destroyer's death 2
    • usurpation_alert - Usurpation Destroyer's sound when he spots an enemy
    • usurpation_dying - Can be heard when Usurpation Destroyer goes into dying state
    • f_welcome1 - Falkok's sound when he spots an enemy
    • f_pain1 - Falkok's hurt sound 1, can be only heard in PB1 when you hit a Falkok via Pistol
    • f_pain2 - Falkok's hurt sound 2
    • f_pain3 - Falkok's hurt sound 3
    • f_pain4 - Falkok's hurt sound 4
    • f_death1 - Falkok's death 1
    • f_death2 - Falkok's death 2
    • f_death3 - Falkok's death 3
    • hp_warn - Can be heard when your character's HP goes down to 50% or less
    • hp_dead - Long "beeeeeep" when your character dies
    • gravitator2 - Gravitator's sounds
    • am_base - A background sound which plays when you are in a building
    • am_wind - A background sound which plays when you are NOT in a building
    • t_switch1 - ?
    • t_switch2 - A switch ("USE" sign) has been used
    • t_switch_denied - A disabled switch has been used
    • t_door1_start - A movable object started to move
    • t_door1_stop - A movable object has stopped
    • body0 - Body action 1
      Note: Most of bodyX and metalX sounds are hard to notice and so there's not much to describe.
    • body1 - Body action 2
    • body2 - Body action 3
    • body3 - Body action 4
    • metal0 - Robot body action
    • metal1 - Robot body action 3
    • metal2 - Robot body action 2
    • metal3 - Robot body action 4
    • metal_gib - Can be heard when an Android get a body part broken
    • steel_low - Vechile wreck 1
    • steel_med - Vechile wreck 2
    • steel_hor - Robot body action 5/Vechile wreck 3
    • steel_hard - Vechile destroyed
    • enemy_alert - Usurpations' sound when they spot an enemy
    • enemy_hurt1 - Usurpations' hurt sound 1
      Note: Usurpations' hurt sounds are practically identical.
    • enemy_hurt_1 - Usurpations' hurt sound 2
    • enemy_hurt_2 - Usurpations' hurt sound 3
    • enemy_hurt_3 - Usurpations' hurt sound 4 (same as 2?)
    • enemy_die1 - Usurpations' death 1
    • enemy_die_1 - Usurpations' death 2
    • enemy_die_2 - Usurpations' death 3
    • enemy_die_3 - Usurpations' death 4
    • enemy_die_4 - Usurpations' death 5
    • android_die - Old Androids' death (Pi, Pi, Pi pi... pi... pi)
    • android_die_1 - New Androids' death (Pi, Pi, Pi pi...... pi)
    • android_welcome - Old Androids' "Let's rock!" phrase
    • android_welcome1 - New Androids' "Let's rock!" phrase, heard when it spots an enemy
    • android_welcome2 - Androids' "Now I'm really pissed off!" phrase, heard when it spots an enemy
    • android_welcome3 - Androids' "I'm not gonna fight you, I'm gonna kick your ass" phrase, heard when it spots an enemy
    • android_enemy_down1 - Androids' "Haha, easy, any day." phrase, heard when it kill an enemy.
    • crash_out_of_hp - Proxy's "Help!" phrase, heard when she is dying
    • crash_hurt1 - Proxy's "Uf!" sound, heard when she is hurt
    • crash_hurt2 - Proxy's "Ah" sound, heard when she is hurt
    • crash_hurt3 - Proxy's "Ha!" sound, heard when she is hurt
    • crash_enemy_down1 - Proxy's "Got one!" phrase, heard when she kill an enemy
    • crash_enemy_down2 - Proxy's "Fantastic!" phrase, heard when she kill an enemy
    • crash_enemy_down3 - Proxy's "Nice" phrase, heard when she kill an enemy
    • crash_enemy_spotted1 - Proxy's "Up there!" phrase, heard when she spots an enemy
    • crash_enemy_spotted2 - Proxy's "Take over" phrase, heard when she spots an enemy
    • crash_enemy_spotted3 - Proxy's "Over here!" phrase, heard when she spots an enemy
    • crash_death1 - Proxy's death ("Aaaah")
    • marine_alert - CS soldiers' (Lite, Heavy and Boss) "Enemy over here" phrase, heard when see/hear shots fired
      Note: Despite this and few next sounds' names, they have nothing to do with the Marine.
    • marine_alert2 - CS soldiers' "Enemy spotted" phrase, heard when they spot an enemy
    • marine_alert3 - CS soldiers' "Requesting reinforcements!" phrase, heard when they spot an enemy
    • marine_alert4 - CS soldiers' "Enemy forces!" phrase, heard when they spot an enemy
    • marine_hurt1 - CS soldiers' "Ooh" sound, heard when they are hurt
    • marine_hurt2 - CS soldiers' "Ah" sound, heard when they are hurt
    • marine_hurt3 - Same as previous (?)
    • marine_dying - CS soldiers' "Dammit!" sound, heard when they are dying
    • marine_death1 - CS soldiers' death
    • marine_death2 - CS soldiers' death 2
    • marine_death3 - CS soldiers' death 3
    • slicer_alert - CS Ghost's "Shing" sound, heard when he spots an enemy
    • slicer_die - CS Ghost's death
    • wea1 - Gun fall
    • wea2 - Gun fall 2
    • wea_pickup - Weapon pickup
    • wea_mingun2 - Minigun's shot
    • wea_plasmagun - Plasmagun's shot
    • wea_pistol - Pistol C-01p's shot
    • wea_real_rifle - Assault Rifle CS-RC's shot
    • wea_gl - Grenade Launcher's shot
    • wea_sniper - Sniper Rifle's shot
    • wea_rifle_alt - Alien Rifle's shot
    • wea_energy - Ray Gun's shot
    • wea_rail_alt - Heavy Railgun's shot
    • wea_mingun - Unused. Resembles a laser blaster firing sound
    • wea_impulse - Unused. Resembles a shield nade crack sound
  • 42 - Show text 'A' in chat with color 'B' defined in #XXXXXX (HTML) format, or defined with one of listed values:
    • 0 - EXOS (Battlesuit AI Module).
    • 1 - Marine (Player's nickname will be displayed).
    • 2 - Noir Lime.
    • 3 - Proxy.
    • 4 - Citizen Security.
      Note: For a HTML color, you may want to try a color picker.
  • 43 - Show hint with text 'A'. To hide it, use the same trigger with parameter 'A' being 0.
  • 44 - Reset current delay of Timer 'A'.
  • 45 - Allow or disallow usage of Defibrillators by allies. 1 to allow, 0 to disallow.
  • 46 - Set remaining calls number of Timer 'A' to value 'B'
  • 47 - Give the player $10000 and start Credits. It will not work in custom maps of any sort; the trigger is only seen in level 41 of the campaign.
  • 48 - Multiply max hit points of Character 'A' by 'B' percents. Not recommended in multiplayer.
  • 49 - Enable or disable swords. Set parameter 'A' to 1 to disable them and 0 to enable.
  • 50 - Mission complete and switch to map with ID 'A'. Good for linking singleplayer maps together.
  • 51 - Zoom game camera to 'A' percents of default zoom.
  • 52 - Change Character 'A' nickname to 'B'.
  • 53 - Clone Character 'A' and spawn it in random place of Region 'B'.
  • 54 - Enable flare effect of Lamp 'A'.
  • 55 - Disable flare effect of Lamp 'A'.
  • 56 - Flip X speed of all players in Region 'A'.
  • 57 - Flip Y speed of all players in Region 'A'.
  • 58 - Change Character 'A' skin to 'B'.
  • 59 - Set current and max hit points of Character 'A' to 'B'. It's the only HP manipulating trigger which can revive characters.
  • 60 - Force Character 'A' to drop all weapons.
  • 61 - Multiply speed of Character 'A' by value 'B'. Note: this trigger seem to not work correctly, if it actually works. Better use action 88 instead.
  • 62 - Force Gun 'A' to spawn 'B' projectiles per shot.
  • 63 - Change Gun 'A' accuracy to 'B' degrees. The less the number is, the better the accuracy is. See here for more info.
  • 64 - Change Gun 'A' projectile power to 'B'. Be careful, it's an abstract value.
  • 65 - Convert Gun 'A' projectiles to bullets.
  • 66 - Convert Gun 'A' projectiles to rails. These rails can deflect off surfaces.
  • 67 - Convert Gun 'A' projectiles to grenades.
  • 68 - Convert Gun 'A' projectiles to energy (same as CS-BNG's projectile). Radiation and screen shake included.
  • 69 - Convert Gun 'A' prjectiles to rockets.
  • 70 - Teleport player-initiator from Region 'A' to Region 'B'.
  • 71 - Change color of Movable 'A' to HEX color 'B'.
  • 72 - Multiply speed of players in Region 'A' by value 'B'.
  • 73 - Change bullet speed to value 'A' (default value is 60). Note that this is a global effect.
  • 74 - Change bullet penetration factor to value 'A' (default value is 1). Note that this is a global effect.
  • 75 - Change max bullet life value 'A' (default value is 30). Note that this is a global effect.
  • 76 - Allow Gun 'A' only for characters.
  • 77 - Allow Gun 'A' only for vehicles.
  • 78 - Set Gun 'A' slot to 'B'.
  • 79 - Move Region 'A' to player-initiator.
  • 80 - Move Region 'A' to player 'B'.
  • 81 - Call Trigger 'B' when Gun 'A' fired.
  • 82 - Call Trigger 'B' when Movable 'A' got damage.
  • 83 - Move Region 'A' relative to current position along X.
  • 84 - Move Region 'B' relative to current position along Y.
  • 85 - Mute Movable 'A'. No more annoying door movement sounds!
  • 86 - Unmute Movable 'A'.
  • 87 - Move Region 'A' to player-initiator's cursor.
  • 88 - Change Character 'A' mobility factor to 'B'. Basically, it changes character's speed and jump height. Values over 5 are not recommended, as that's already too fast. Negative values invert movement direction, and make jumping much less effective (or, in case of higher values, nulify it), and also make falling problematic to cancel - in other words, it's better to not use negative values here.
  • 89 - Change Character 'A' armor type to 'B'. Armor type sets blood "type" and walking sound: value 2 replaces character's blood with sparks, and adds typical Androids' movement sounds; 1 does vice versa.
  • 90 - Change blood color of Character 'A' to HEX color 'B'.
  • 91 - Set horizontal movement on idle Character 'A' to value 'B'. -1 to move left, 1 to move right, 0 to not move left or right.
  • 92 - Set vertical movement on idle Character 'A' to value 'B'. -1 to jump, 1 to crouch, 0 to not jump or crouch.
  • 93 - Set shoot action on idle Character 'A' to value 'B'. 1 to shoot, 0 to not shoot.
  • 94 - Force Character 'A' to look at random point in Region 'B'.
  • 95 - Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is possible.
  • 96 - Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is impossible.
  • 97 - Force Character 'A' to hunt Character 'B'.
  • 98 - Move Region 'A' to Movable 'B'.

Water tool

Water areas.

  • Damage - Damage in 1/30 seconds.

Note: Water color will be chosen automatically depending on the damage, however, you can re-color it manually by applying a water/acid-recoloring engine mark. More info available below.

Barrel tool

Explosive barrels.

  • Name - The name, # is required first symbol.
  • Model - One of the possible models:
    • bar_orange - yellow barrel, weak explosion.
    • bar_blue - blue barrel, medium explosion.
    • bar_red - red barrel, large explosion.
    • bar_green - A piece of glitch, is not recommended to use. For more info, look there.
  • Speed X - The initial velocity on the X-axis.
  • Speed Y - The initial velocity on the Y-axis.

Eraser tool

Erases anything your mouse touches while you are holding down the left mouse button. This editor has no "Undo" button, so better be careful with such stuff.

Player tool

Positions start for the players. Parameters are similar to Enemy tool's parameters.

Parameters Edit tool

Editing parameters of individual objects. The selected object can be removed using the Delete key.

Note: Be careful to not accidentaly delete an object when trying to remove a single symbol. It's better to use the Backspace key to erase symbols.

Lamp tool

For placing lamps. The quantity of lamps will affect map loading time.

  • Power - Determines how bright a lamp will be.
  • Flare - The existence of the effect of lens Flare. 0 to disable, 1 to enable.

Pushing Area tool

The effect of a pusher with -9999 stability harm.
How does "slicing" damage (ALE terminology) looks like.

For creating pushers/pushing areas, also known as gravitators/gravitator areas.

  • Name - The name, # is required first symbol.
  • Speed X - Adding speed got the object along the axis X (in 1/30 sec).
  • Speed Y - Adding speed got the object along the axis Y (in 1/30 sec).
  • Stability Hurt - Stability damage. 0 - no stability damage; 100 - character falls. Intervening values are allowed. Negative stability is not supposed to be used, and it results in a bunch of glitches: a character wthin a negative stability pusher's range will have a glitched visual appearance & hitboxes (in case of bigger values such as -1111), he will be unable to fall via the X key, and character's jump height will be increased greatly, depending on how big the value is.
  • Damage - Damage in 1/30 sec. Positive values cause the pusher to deal "silent" damage, meaning that it wouldn't be noticeable unless you listen to sounds, or keep an eye on the health bar. If you insert a - before the value (making it negative), it'll deal much more violent and visible damage, like the character is being cut by a laser; however, the actual DPS will remain the same.
    Note: In Advanced Level Editor, first damage type is called "basic", and the second one is "slicing".

Timer tool

Timers. Used for activating triggers. Like triggers, timers are invisible in-game.

  • Name - The name, # is required first symbol.
  • Max calls - Maximum calls.
  • Target - Name of trigger which will be executed every time when delay time will pass.
  • Delay - Delay between calls. 30 = 1 sec, 60 = 2 sec etc.

Note: Old Level Editor can only make timers that automaticly start at the beginning of the match/game. Disable and reactivate timers with help of triggers.

Background tool

Creating background textures.

  • Material - Number of displayed texture:
    • -1 - Shadow.
    • 0 - Basic background seen in first bases in the campaign.
    • 1 - Ground (dirt).
    • 2 - Usurpation base background (yellow bricks).
    • 3 - White.
    • 4 - Elevator path (gray with small squares).
    • 5 - Impure canal (gray octagons with green trim).
    • 6 - Red.
    • 7 - Green.
    • 8 - Blue.
    • 9 - Damned (lava-like background).
    • 10 - Panel default.
    • 11 - Panel bright.
    • 12 - Panel dark.
    • 13 - Rocks.

Tip: For the shadow background, you can add more layers to make it darker. Use this to give static objects a shadow.

Decoration tool

Decorations. For a thorough description of each decoration, see the Decoration article.

  • Name - The name, # is required first symbol.
  • Model - initial model, can take values:
    • null - Nothing.
    • stone, 0 - Big stone.
    • stone2 - Small stone.
    • ship - Broken Falkonian Ship.
    • ship_noir - A falling/crashing version of the Falkonian Ship. Only falls once. Causes damage if near crash.
    • antigravity - Floor antigravity pad, also known as gravitator. Generates sound.
    • antigravity0 - Disabled floor gravitator.
    • teleport - Small floor teleport.
    • teleport2 - Small ceiling teleport.
    • teleport_x - Disabled small floor teleport.
    • teleport2_x - Disabled small ceiling teleport.
    • final_place - Wide teleport disabled.
    • final_place2 - Wide teleport enabled.
    • ray_left - Left Killing Ray (laser). Direction tells where the laser starts.
    • ray_right - Right Killing Ray.
    • ray_ceil - Ceil Killing Ray.
    • ray_floor - Floor Killing Ray.
Note: The only decoration that affects game physics is the crashing Falkonian Ship, which makes an explosion where it falls. The others only affect the visuals.
  • To make a laser deadly, put a pusher near it with slicing (negative) damage.
  • To make collision boxes for stones, teleports etc, use invisible doors.
  • To make teleports actually teleport, use regions and triggers.
  • To make gravitators work, make a pusher near them with a negative Y Axis acceleration power, like -0.4 or so.
  • etc

Engine Marks

Game engine modificators. Like triggers and timers, engine marks are invisible in-game.

  • Mark - Type of modifier.
  • Parameter - Parameter which can be needed in some of modification types.

Possible values (for both Mark and Parameter):

  • sky - Defines sky texture.
    • 0, 1 - Purple cloudy sky (default background).
    • 2 - Bright sunny sky.
    • 3 - Absolutely white.
    • 4 - Absolutely black.
    • 5 - Space. Also used as background for PB2 offiial site.
    • 6 - Orange sunset.
    • 7 - Atomic winter. Shows snowy mountains.
    • 8 - Dawn.
    • 9 - Dune.
    • 10 - Sandy mist.
    • 11 - Night.
  • shadowmap_size - Size of shadow map grid, in pixels. Larger value = worse shadows and faster loading, smaller value = better shadows and slower loading. Loading will be aborted in case of too long loading (15 sec). Speed of loading at different computers can be different. At computers of players who have calculations quality set to "LOW" (by default) this size will be multiplied by 2. It's recommended not to change default shadow map size if you don't understand it.
  • nobase - Replaces computerized environment noise with wind environment noise.
    • This Engine Mark has no parameters.
  • game2 - Alternate gameplay.
    • In singleplayer: disables ability to lift items for the Kinetic Module; hides characters' names (however, it still shows when you point your cursor on a character); hides the number of grenades left; disables body breaking; disables the ability to waste and regenerate energy for the Time Warp. These manipulations with energy make Time Warp usable only 9 times, however, when using the Time Warp, it will go in slow motion endlessly, unless the player deactivates it.
    • In multiplayer: only hides characters' names and amount of grenades, and also disables body breaking.
    • This Engine Mark has no parameters.
  • casual - Enables not strict "casual" mode. Player will be able to switch between allied characters with Tab key. Game will not end till whole team dies. Will not work Multiplayer.
    • This Engine Mark has no parameters.
  • strict_casual - Enables strict "casual" mode. Enables ability to change Player with Tab key. Mission will be terminated on complete death (limb lost) of any of the player's allies. Will not work Multiplayer.
    • This Engine Mark has no parameters.
  • no_auto_revive - Disallows usage of defibrillators by bots. They will not revive the player, nor other bots.
    • This Engine Mark has no parameters.
  • meat - Enables ragdoll disappear even if player's Effects Quality set to HIGH in options. Required if your map generates enemies eternally to prevent lag.
    • This Engine Mark has no parameters.
  • hero1_guns - Creates equipment of the Marine. All created guns will have "For team" parameter equal to value of Parameter of Engine Mark. Doesn't work in multiplayer.
  • hero2_guns - Creates equipment of Proxy. Everything else is same to hero1_guns.
  • hero2_guns_nonades - Creates same equipment as hero2_guns but with no grenades. Doesn't work in multiplayer.
  • hero2_guns_nades - Creates same equipment as hero2_guns but only grenades. Doesn't work in multiplayer.
  • he_nades_count - Sets the number of regular grenades of all players. It triggers when a player (re)spawns or when a new round starts (in COOP). Although a player isn't supposed to be able to carry more than 6 grenades of a single type, the Parameter of this and similar Engine Marks is not limited by 6. Doesn't work in singleplayer.
  • port_nades_count - Same as previous, but for teleport grenades.
  • sh_nades_count - Same as previous, but for shield grenades.
  • nopsi - Disables swords at the start. Note that swords can be enabled again with help of triggers.
    • This Engine Mark has no parameters.
  • gamescale - Sets game camera's zoom to value defined at Parameter of Engine Mark, in percents. 100 is the default zoom.
  • snow - Creates background layer of snow covering the tops of walls and adds a constant snowfall to the map. Be careful, snow may cause some lag.
    • This Engine Mark has no parameters.
  • watercolor - Sets the color of all water areas (not including acid) on the map. Parameter should be a HEX color code, in format #XXXXXX.
  • acidcolor - Sets the color of all acid areas on the map. Parameter should be a HEX color code, in format #XXXXXX.
  • watertitle - Renames all water areas (not including acid) on the map.
  • acidtitle - Renames all acid areas on the map.


Depending on the selected layer, you can choose only one type of object on which you are currently working. You can also work with all objects at once by selecting the layer "All".

Known errors

When you start the map:

  • Error #2015 - On the map there are no walls, or they take too little space.
  • Error #1009, Error #0 - Non-existent weapons/barrels/vehicles. Possible model of some of the objects being misspelled, or an extra space was added, like "gun_shotgun " instead of "gun_shotgun". Also, you may receive an error if the map has more than 99 barrels, weapons, vehicles or characters.
  • Error #1095 - Too many objects. The map should not contain more than 99 objects of each type (99 characters, 99 weapons, 99 vehicles, 99 barrels) except the number of walls, lights, background and doors, which are not limited.
  • Error #1090, Error #1095 - Identical to the Error #1095. Also possible in cases when symbol " used (in parameters of any object). Use double ' instead to make your map work.
  • Error #1502 - Map loads too long (longer than 15 seconds. Note: loading time can be different at different computers). In most of cases this problem connected with large count of shadow calculations, to avoid this try to decrease count of lamps, or make zones of shadow calculation smaller, or descrease quality of shadows with help of the shadowmap_size Engine Mark (see above for more info about this mark).
  • Just a black screen - No player is found on the map. Any map needs at least 1 player entity.

During the game:

  • Game "freezes" - Maybe that was called by executing of trigger, the parameters of which has logical or syntax errors. Also problem can be in object which makes attempt to call the trigger. A region meant for a trigger may have the trigger name that was meant to activate misspelled, or it could be that a player/enemy that cannot trigger certain triggers that other players can has went through the region linked to that trigger. Double check the trigger names as this is a common mistake.

Other issues

A Hound Walker with Direction parameter set to 0.39
  • The "Direction" parameter (for Player tool, Enemy tool, and Vehicle tool) is supposed to be either -1 or 1, however, it's possible to enter other values, like 8, -0.3 etc. In this case, the visual appearance and hitboxes of that object would be heavily glitched. Alive characters seem to go back into normal form after a second or so, though.


  • Do not let the appearance of too many characters (and few other objects) on the screen, as this may cause a drop in performance in some cases.
  • If your huge map is lagging, you can try to separate the level using multiple maps, especially if your map is for singleplayer. This will speed up loading of each map, as well as raise the in-game perfomance.
  • Avoid using too thin walls. Some of the players and objects may go through them.
  • Try to place the walls so that they overlap each other. Otherwise, between the walls will be drawn a distinction and, moreover, fast moving objects (grenades, weapons, even the players) can become stuck in between them.
  • Try not to place the field of water over the walls and always put the background behind the water sites. This will help your map look better.
  • Allies on your map in case of following the player will only move left or right, if possible, jumping/crouching to reach player, but they will not build more intricate ways (non-linear) to reach their target.
  • AI-controlled characters are able to change their weapons to more suitable weapons for a particular situation depending on such factors as distance to the enemy, weapon's damage, frequency of fire, the spread and current status (ready to fire and recharging/reloading).
  • Play more with lighting and lighting effects. A sky light can be created with flare-free lamp of low power, located along the perimeter of the sky line at regular intervals (eg 200 px).
  • Lamps with flare effect enabled may cause lag when there's many of them on the screen at a time. Try to spread them around the map and/or to remove unnecessary lamps.
  • (Multiplayer only) It's nothing bad to add weapons around the map, especially if it's designed for DM and TDM modes. Having all weapons concentraded in 1-3 spots would result in people camping around those spots.
  • Do not make Multiplayer maps too large. Players can very easily get confused or lost in them. Try to scale down the map to an easier, navigational size.
  • It is never a bad idea to make a map look better. This also helps when trying to get a map approved.
  • Don't rush when making maps. Always test your maps before publishing them. Some problems may show up where you don't expect them at all.
  • Un-publishing or removing a map decreases your level developer rank, depending on the amount of votes and overall rating of that map.
  • In multiplayer, to create an area in which you do not want any player to spawn in, you can cover those areas with pushers or invisible doors. Note that special parameters such as pusher's damage and door's speed are not necessary to configure.