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Post by anno1404 on Mar 28, 2011 0:25:31 GMT -5
UPDATE: Tab figured this out! data/datafile.big/breakable.csvComplete listing found hereTab's video:
I have been looking at items.txt off and on for a long time. I cannot figure out what line determines if a when a weapon is broken something falls out, or it turns into another weapon. For example: Cardboard box, Military Case Treasure Chest, Handbag All garbage cans All of them when broken, often something falls out of them. With magazines, each magazine has a buffet type number. The weapons which are effected by that magazines all have a AssociatedMagazineType number which is the same number. More information. I can't seem to find this for weapons which break.
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Mar 28, 2011 0:44:30 GMT -5
Couldn't find anything, either. So I guess it's hardcoded or located somewhere else.
I did find something on the push broom, though, as it spawns the broom handle when it breaks:
cWeaponBreakInfoItem PushBroom_PieceInfo { DisbleBreakingForPieces = "true" DR2 = "true" PieceColMeshId0 = "0" PieceHoldLocId0 = "0" PieceWeaponName0 = "BroomHandle" Support = "true" }
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Post by anno1404 on Apr 12, 2011 2:59:49 GMT -5
yea thanks for reminding me about that. thanks for looking too. There are several ways items are spawned. I recall there are some other weapons which are similar, can't think of them now as it is terribly late here (terribly early for you) Oh yeah, for example, gumball machines, have a similar section, they break into gumballs.... benches and pallets break into 2x4s too. If you find anything else, let me know
I think I figure it partially out. Every time a weapon which has an item inside is placed, it looks like this: cItemPlacement CardboardBox { ItemName = "CardboardBox" Location = "-441.666,-4.536,-20.268" Rotation = "-0.000,-0.324,-0.000,0.946" SpawnPropFromCategory = "60" } This is in Americana Casino, data/datafile.big/americanca_casino.txt, one of the area files. americana_casino.txt arena_backstage.txt arena_kcot.txt arena_stadium.txt atlantica_casino.txt food_barn.txt fortune_exterior.txt laboratory.txt palisades.txt rooftop_atlantica.txt rooftop_hotel.txt rooftop_royal.txt rooftop_safehouse.txt rooftop_theater.txt rooftop_yucatan.txt royal_flush.txt safehouse.txt south_plaza.txt tape_die.txt underground.txt yucatan_casino.txt I believe the line SpawnPropFromCategory = "60" determines what is spawned with the item breaks. Other categories from other weapons: cItemPlacement Garbage { ItemName = "GarbageCan_4" Location = "-357.314,-5.228,-56.598" Rotation = "-0.001,-0.316,0.000,0.949" SpawnPropFromCategory = "62" }
cItemPlacement Garbage1 { ItemName = "GarbageCan_4" Location = "-370.846,-5.229,-50.444" Rotation = "-0.001,-0.009,-0.002,1.000" SpawnPropFromCategory = "72" }
cItemPlacement Garbage2 { ItemName = "GarbageCan_4" Location = "-381.565,-0.229,-62.718" Rotation = "0.000,0.928,0.000,0.372" SpawnPropFromCategory = "78" } cItemPlacement Garbage6 { ItemName = "GarbageCan_4" Location = "-363.453,-5.203,-64.290" Rotation = "0.402,-0.417,0.569,-0.583" SpawnPropFromCategory = "62" } cItemPlacement HandBag3 { ItemName = "HandBag" Location = "-301.973,-5.588,-27.698" Rotation = "-0.354,0.576,0.675,0.296" SpawnPropFromCategory = "69" } cItemPlacement SmallSuitcase { IsStatic = "" ItemName = "SmallSuitcase" Location = "-401.858,-4.595,-41.869" Rotation = "-0.705,-0.110,-0.113,0.691" SpawnPropFromCategory = "65" }
Default category in items.txt SpawnPropFromCategoryByDefault, 14 items: GarbageCan_1 1 GarbageCan_2 1 GarbageCan_3 1 GarbageCan_4 1 CardboardBox 1 PlasticBin 1 Bench 2 Pallet 2 NewspaperBox 3 GarbageBag 0 TrainThrowGarbageCan 0 TrainThrowGarbageBag 0 TrainThrowBin 0 MilitaryCrate 57
There is no SpawnPropFromCategoryByDefault for handbags. In the area text files: SpawnPropFromCategory = "62" Large Soda or Snack
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Post by anno1404 on Jul 31, 2013 0:19:06 GMT -5
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Jak
Survivor
My name is Jak. End of story.
Posts: 119
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Post by Jak on Jul 31, 2013 0:28:07 GMT -5
Thank you so much for putting my thread to share on yours. I appreciate this much very.
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