tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 24, 2011 10:22:01 GMT -5
In my never ending search for new and improved weapons I came across some interesting bit of information. found this in items.txt. Decided to place it in game to see what it looked like ... it moves around and seems to have the exact same physics as the first game's Disembowel intestines even in a PropState. Then I tried to see if there were any way to incorporate it into a hand to hand attack... so I searched sgraph.txt and found this... picked a melee attack (Haymaker) and tried placing it in there, like so... but no luck. game crashed after a couple seconds of loading... I can't work on it for the rest of the day so I thought I'd post for anyone that has any ideas. My only other thought is maybe somehow getting the intestines to come out on a weapon attack.
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Post by anno1404 on Feb 24, 2011 15:45:32 GMT -5
Yeah, the intestines move around a lot. Interesting what they do. No mention in missions.txt about the intestines.
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Post by notld on Feb 25, 2011 9:40:24 GMT -5
That's really cool. Wonder if you can make an intestine appear when you cut a zombie in half.
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Post by anno1404 on Mar 26, 2011 15:31:10 GMT -5
In inventory as an icon, but invisible in hand Labeled as hamburger moving on ground: How it is doneCoding to add in datafile.big/items.txt, then repack:
cFoodItem Intestines { AchievementCategory = "5" AnimationChooserValueForHand = "18" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "16" AnimationChooserValueForWalkRun = "0" AssetFilename = "data/models/interactables/intestine" AudioActionBits = "258" AudioFilename = "fx_jug" AudioItemName = "Jug" AudioUnloadDeferralTime = "2" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "50095" DR2 = "true" DR2PRO = "true" Durability = "3" FoodType = "0" Friction = "1" HandlingStyle = "0" HandsForPickup = "1" HealthBoost = "100" IconFilename = "w_milk" InteractDistance = "1.2" InventoryInteractionType = "0" LoadDistance = "20" MaxProjectileDamage = ".01" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "52" PropEffectDuration0 = "0.1" PropEffectDuration1 = "2" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "20" PropEffectsOnCondition1 = "4" PyroEffect0 = "309" PyroEffect1 = "310" Restitution = "0.03" RestrictedByRegion = "false" ThrowAngleDegrees = "5" ThrowForce = "9" ThrowSpin = "1,1,-1" Weight = "2" }
Unpack data/streamedassets.big and find and copy intestine.big In the data folder, create a new folder called dynamicprops. Paste intestine.big into dynamicprops and rename it intestines.big
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 10, 2011 17:49:23 GMT -5
The Game uses the basic game engine framework laid out in DR1, and they actually imported and re-used a lot of models from the first game, so it might just be an imported model.
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