While the original Enemy Spawner was a handy utility for many people, over time it has grown outdated and hard to work on. Proving Grounds was created to bring the map more features to help more players!
# **Returning Features**
* You can spawn enemies! Didn't expect that, huh?
* They don't shoot you! Wow!
* The buttons are labeled and make a sound when you press them. How useful!
* Don't want to waste bullets killing the enemies? Just hit the "clear enemies" button and they're gone!
* Toggleable greenscreen! This is by far the best in-game greenscreen you'll find in any heist/mod out right now.
# **What's New!**
* Choose enemy faction for the spawner! Привет! Braaaaaaiiiiinnnnss! Hello(But in Murkywaterese)! ¡Hola!
* An arena to fight police assaults! One hundred and seven men enter, one man leaves!
* A shooting range! I've given up with extra flavour texts!
* A bag showcase!
* A weapon showcase!
* Fun little games and easter eggs for you to discover!
* And more!
# **Installation**
1. Install [Beardlib](https://modworkshop.net/mod/14924). Make sure you have the latest version!
2. Create the maps folder in your PAYDAY 2 Install directory if it does not already exist
3. Download the mod, extract the 'Proving Grounds' folder in the contained .zip archive and place said folder within the maps folder.
# **Check the license tab for in depth information on how to use the map.**
v2 - 2020-11-21 (wolf is in the future apparently)
* Fixed race and parachuting being given to players for the wrong achievements
* Made high noon possible, its now 20 kills during the 60 seconds setting
* Fixed green screen faction not working properly
* Fixed "All" faction not working properly, they now spawn correctly
* Fixed 3 player 1's being in the race track
v2 - 2020-11-22
* added lighting to arena
* fixed parachuting/race track teleports being mixed up
* fixed some AIs not despawning on clear
* other fixes i forgot to write down whoops
* WIP rework of the shooting range. Enemies now spawn from the sides and move.
v1 - 2020-11-20
* Release
# **Heist Guide**
Everything in this section describes in more detail how to use it.
## **Enemy Spawner**
Spawn enemies to look at.
### **Factions**
Sets what type of enemies will spawn based on the buttons you press to the right of the spawn area. Separated by enemy faction type and difficulty.
### **Light, Heavy, Special, Bulldozer**
Spawn various enemies. If a difficulty/faction does not have an enemy variant none will spawn when pressed.
### **Misc**
Miscellaneous functions
* Auto Respawn
* Automatically respawns the enemy when you kill it.
* Greenscreen
* Shows a non-solid greenscreen around the spawn area, to allow taking photos for further image manipulation.
* Clear enemies
* Removes all live enemies from the enemy spawner
### **Beat Cop, Security Guard (Coming Soon), Bosses (Coming Soon) etc.**
Spawn scripted enemies that normally don't appear during an assault.
### **Variations**
Change what variant of beat cops, security guards etc. spawn.
## **Arena**
To quickly start an assault to fight, press the "Quick Fight" button to begin. This is equivalent to a besiege state with a diff value of 1 and standard spawns. For more in depth descriptions of the various buttons:
### **Assault Faction**
This sets the enemy wave force that maintains the assault. Make sure you have the latest version of beardlib for this to function
* [Default]
* The 'original' faction of the heist defined by the heist itself. Usually american by default, but could be set by external mods for custom factions
* America, Russia, Zombie, Murkywater, Federales
* The standard vanilla faction per name. Self explanatory
* All
* A mix of every faction. Make sure you have the latest version of beardlib installed!
### **Spawn Points**
This sets where enemies can spawn from in the arena
* Standard
* Enemies can only spawn from the far side of the arena (furthest from the entrance)
* Intense
* Enemies can also spawn from various other parts of the level
* Debug
* Enemies spawn from a labeled set of spawn points in the entrance room. Each spawn point is limited to only certain enemy tactics groups. For advanced modding/debug usage only.
* The (Vanilla Standard) spawn point includes every tactic except `single_spooc` and `Phalanx`.
* The (Vanilla All) spawn point includes every tactic.
* The (None) spawn point includes no tactic.
### **Diff Value**
This sets the 'difficulty' (not to be confused with the skull difficulty you select when choosing a heist) of the assault. A value of 0 will prevent enemies spawning while a value of 1 spawns the most aggressive enemy types (e.g. fbi shields on the hard difficulty). Mostly inconsequential unless you have certain rebalance mods.
### **Wave Mode**
This sets the state of the assault itself.
* Hunt
* The 'Infinite assault' wave. Assaults will not end while in hunt.
* Assault
* Forcibly starts an assault if between assault waves.
* Besiege
* The equivalent of going 'loud'.
* Passive
* Forcibly starts an assault break if during an assault
* Quiet
* The equivalent of 'stealth'
* Blockade
* Nonfunctional in vanilla. May crash.
## **Bag Showcase**
Spawns every bag in the game. Press the 'Spawn Bags' button to spawn the bags.
## **Shooting Range**
Test your aim against spawning and despawning enemies. Kill the target amount of enemies as fast as you can. Your records will be saved on the scoreboard. above the range.
### **Active Ranges**
The distances where enemies can spawn, in metres. 25m+ will spawn enemies at varying height too.
### **Spawn Time**
Set how long you have to kill an enemy before it is relocated elsewhere.
### **Kill Target**
Set how many enemies you must kill to stop the timer.
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