moloko
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Post by moloko on Mar 31, 2011 2:48:13 GMT -5
This is a thread which originally was part of the infinity mode project thread.So, is there no way to expand the 4 days limit? Because if not, it's hardly "Infinity Mode". Or is the money supply calculated to make it impossible to reach day 5 with the decreasing health anyway?
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Post by anno1404 on Mar 31, 2011 2:50:20 GMT -5
When I start the game at 370806 the very last time listed in missions.txt, (OvertimeZombrexCall), the cutscene ending with TK zombie ending is shown, and the game is over. That is day 4. Right now I don't know how to extend the game beyond 4 days. I am not worried about this now. I am taking this a couple of game hours at a time. This approach gives people a chance to play for a couple of hours while the game is developed further. This approach also helps spark interest. I am hoping that some of our older modders hear about this project, and come back to help solve the remaining problems. The most difficult modding puzzles are solved. I now know how to do pretty much everything except reduce life, which ole is thankfully working on. Now all i need to do is place people, zombies, etc. I haven't settled on the cost of food in vending machines nor added the scripts to reward Chuck when killing a survivor yet. Again, very early stages. I would be very grateful for any help.
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tommah
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Post by tommah on Mar 31, 2011 4:15:36 GMT -5
what if you move the start time of just that last mission to some crazy high number? like 99999999999?
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moloko
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Post by moloko on Mar 31, 2011 4:22:28 GMT -5
If you hand me a specific task, I can work on that, no problem. I don't have much time to work on something completely myself at the moment.
Also, tommah's suggestion seems worthy of testing. The number seems to be just the ingame seconds until the end (96 hrs * 60 * 60 equals 345600 ingame seconds, apparently plus 7 more ingame hours). If it's just that, then raising the number should work.
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Post by anno1404 on Mar 31, 2011 8:56:25 GMT -5
I didn't note that I moved the end time past 370806 and still got the TK zombie cutscene.
Moloko, no big commitment, why not start working with the end time?
Go into my uploaded file to missions.txt and find tutorial1, which has a hidden note // INFINITY MODE start fiddling with the time.
Also I am wondering why my gutted missions.txt has no zombies anywhere. Someone can start testing why by adding back large chunks of the missions. I think it has something to do with the zombiefactor line/coding, but do not know for sure.
I was just able to add zombies into the begining area. I was having problems with that.
SPOILER
Tom, Katey's arm which holds the bowie knife is at an unnatural angle. Suggestions? Edit it out, or something else? We have some really good skeletal modders maybe I can invite them back to help...
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moloko
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Post by moloko on Apr 8, 2011 6:07:59 GMT -5
Asking the devs might work, though one shouldn't forget that modding games isn't always exactly legal, at least according to the licence. Though it might well be worth giving a shot. A) Might be. As there is missions where zombies spawn (mostly attacking survivors). Though I guess from the nature of the game there is no thing as "persistent zombies", since the engine just spawns them randomly and you can only increase the number of spawnables in an area. B) Harder psychopaths as in what? You can increase the health of them, which might be done already (search the boards). As for the zombies, there is more agressive and significantly tougher ones. C and E) See A. D) Sounds neat, though I fear that is way beyond our capabilities at the moment.
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Post by anno1404 on May 3, 2011 20:43:08 GMT -5
TIME
Regarding extending time, this line from cMissionDefinition Tutorial2_Katey in missions.txt may help:
cMissionSetClock ResetTheClock1 { Time = "1" }
in missions.txt cMissionDefinition Tutorial2_FailState This is when Chuck dies in the arena, reaching the safehouse:
cMissionSetClock x164 { Time = "10800" }
Zombies are frozen forever in the debug mode mission X_nVidia 3D and I believe time is stopped:
cMissionLevelReady turnonautochuck3 { LevelName = "LEVEL_FORTUNE_EXTERIOR" cMissionPauseClock autopauseclock4 { }
cMissionSetChuckState disablegameplay { ChuckState = "67" }
}
HEALTH
To increase chuck's health to full in cMissionDefinition Tutorial2_Katey :
cMissionSetChuckState FullHealth { ChuckState = "7" }
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Post by anno1404 on May 29, 2011 2:46:41 GMT -5
The game crashes on the 4th day at 10 am (381600) ubiquitous and I are attempting to reset the time with cMissionSetClock, there are 9 instances of this in missions.txt Case1-1
cMissionOnSuccess x30 { cMissionCinematic TriggerFramed1 { CinematicName = "024_framed" cMissionTeleportPlayer Lounge1 { SpawnPoint = "End1-1" TeleportAllPlayers = "true" }
cMissionHideTriggerVolume x755 { TriggerName = "Lounge_Room_Load_Trigger" }
cMissionSetClock HourFour5 { Time = "32400" // 9 hours Day 1 9 am }
cMissionShowCaseFileScreen Case1_2 { Case = "1" Chapter = "1" EventType = "1" }
}
} TheFacts cMissionCondition TKActive { Condition = "9" ConditionParamater = "Zombrex5" cMissionSetClock Day7 { Time = "370800" // 103 hours, 4 days 7:00 am }
}
cMissionCondition TKActive1 { Condition = "6" ConditionParamater = "Zombrex5" cMissionSetClock Day8 { Time = "352800" // 98 hours }
} TheFactsEscape cMissionSetClock EndGame { Time = "370800" //98 hours 4 days 2 hours } Tutorial2_Katey cMissionSetClock ResetTheClock1 { Time = "1" } cMissionSetClock HourFour6 { Time = "10800" // 3 hours } Tutorial2_FailState cMissionCinematic x163 { CinematicName = "015_arrive_at_the_safehouse_2" NoTeleportAfterIsOK = "true" cMissionSetClock x164 { Time = "10800" // 3 hours } Zombrex1 cMissionOnEnter Zombrex1-Start { cMissionSetClock set_starting_time { Time = "10800" // 3 hours } Zombrex1GiveZombrex MissionType = "5" cMissionSetClock HourFour4 { Time = "32400" // 9 hours }
THIS WORKS: LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSetClock ResetTheClock1 { Time = "1" } Adding to: cMissionDefinition Day_4_Nikki_in_Arena_mission_reward //day 4 { Color = "13058304" Duration = "28800" LevelRequiredToStartName = "ARENA_BACKSTAGE" MissionType = "12" PrerequisiteMission = "Day_4_Nikki_in_Arena" StartTime = "259200" cMissionLevelReady Day_4_Nikki_in_Arena_reward { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSetClock ResetTheClock1 { Time = "10800" } cMissionSpawnItem WallOfFireDay1-1-1 // WallOfFire { ItemName = "WallOfFire" Location = "-112.5,11,14" PropState = "-2" } } } As soon as you kill nikki, the time is reset from 9/28 after 12 am to 9/25 at 3:00 am. Does NOT work: cMissionDefinition backtothepast { Duration = "75600" ExplicitStart = "true" //IgnoreAction = "false" MissionType = "11" StartTime = "346500" //96 hours 15 minutes //WaitUntilEnd = "true" cMissionLevelReady ArenaBackstage_Day1 { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSetClock ResetTheClock1 { Time = "1" } } }
Ubiquitous: freezes time in one area (time starts again when you leave area): toolazytoregister (5:37:14 AM): cMissionDefinition Time_Travel { CantFailOnLevel = "ARENA_BACKSTAGE" Color = "16422912" DebugSpawnPoint = "Arenaexit" //DescriptionSummary = "65528" DisplayName = "50206" // name above Duration = "18000" //LevelRequiredToStartName = "ARENA_BACKSTAGE" LevelToStartAtIfDebuggingMission = "ARENA_BACKSTAGE" MissionType = "12" ShowInDebugMenu = "true" //ShowInHUD = "true" StartTime = "295200"
cMissionLevelReady Arena_Backstage { LevelName = "LEVEL_ARENA_BACKSTAGE"
cMissionCinematic Reset_Clock_Fake_Cine { CinematicName = "024_framed" cMissionSetClock Reset_To_2AM { Time = "10800" } } } }
Ubiquitious's code: cMissionDefinition Time_Travel { CantFailOnLevel = "ARENA_BACKSTAGE" Color = "16422912" DebugSpawnPoint = "Arenaexit" //DescriptionSummary = "65528" DisplayName = "50206" // name above Duration = "18000" //LevelRequiredToStartName = "ARENA_BACKSTAGE" LevelToStartAtIfDebuggingMission = "ARENA_BACKSTAGE" MissionType = "12" ShowInDebugMenu = "true" //ShowInHUD = "true" StartTime = "294900"
cMissionLevelReady Arena_Backstage { LevelName = "LEVEL_ARENA_BACKSTAGE" }
cMissionOnEnter Events { cMissionSetClock Reset_To_2AM { Time = "10800" } } }
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Post by ubiquitous on May 29, 2011 5:45:06 GMT -5
Anno purposely deprived me of sleep for his own gains! Anyways I guess everyone wins when that happens Here you go Anno working time travel all you gotta do is get up to 88mph! Link:www.mediafire.com/?48n6409eqxgm074Instructions:Play the game as intended on day 3 or 4 whichever is the 28th at 3 A.M. the transition will happen into the 3 A.M. on the 25th. It will be painless and you will not notice unless you pay attention to the dates. You may have a third arm, leg, or eye but its a natural side effect from time travel. Do not worry as these effects will be temporary as a zombie will most likely poke the third eye out or eat your extra limbs.
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Post by anno1404 on May 29, 2011 8:31:02 GMT -5
Link:www.mediafire.com/?48n6409eqxgm074Instructions:Play the game as intended on day 3 or 4 whichever is the 28th at 3 A.M. the transition will happen into the 3 A.M. on the 25th. The 28th is day 3. so you cannot change this time past 3 am on the 3rd day, Sept. 28? Because this means almost 40 survivors are lost. Ubiquitous 's code: cMissionDefinition Time_Travel { CantFailOnLevel = "FORTUNE_EXTERIOR" Color = "16422912" DebugSpawnPoint = "ROYAL_FLUSH" DisplayName = "50206" // name above Duration = "18000" LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH" MissionType = "12" ShowInDebugMenu = "True"
// 3 A.M. On 28th for smooth time transition to 3 A.M. on the 25th StartTime = "270000" cMissionLevelReady FORTUNE_EXTERIOR { LevelName = "LEVEL_FORTUNE_EXTERIOR" }
cMissionOnEnter Events { cMissionSetClock Reset_To_3AM { Time = "10800" } } }
270000 = 75 game hours. I know you wrote something about the time travel not working after certain times. As you know, I was unable to get your time travel to work at all on day 4. My reward time travel works when you kill a survivor, and would work right up to the 10 am 4th day crash. I would rather use your system, which is automatic, so the game never crashes. As Moloko found and you confirmed, the game crashes on day 4 at 10:00 am. If we can get the time travel changed to 8 am on day 4, that would be ideal. The survivors in the area you are in are still present when you time travel, but we have not tested if all the missions reset . One of three scenarios which could be true: 1) The missions reset, so you are able to kill the same survivors into infinity (coolest) 2) You are able to kill only the survivors the second time around you did not interact with or kill before 3) All missions are lost, and after day 4, you are like Frank in day 8 of infinity mode in Dead rising, in an empty world full or zombies, with no more hostile survivors. (lamest) UPDATE: Just played the aptly named "time travel" mission. Unbeknown to me there is a 4th option, and it is even lamer than #3. What happens is all of the rewards appear, but none of the survivors. So I walk into the arena, and there is a pillar of fire, all the items including food, and Chuck gets the maintenance key right away. But there is no Sarah. This means that a player can play forever with no hostile survivor challenge for food, and potentially without ever having to worry about dying. This means we would need to change something, like making survivors spawn items when they die, or making the reward part of the death of the survivor. I don't know if either of these are possible. I hope this is just a quirk of using debug mode, but I doubt it. Also, although not important, if possible, we need to change the time travel mission so you can actually see the time travel. I never actually got to see the time change, it was like I had started at 3 am on 9/25.
You may have a third arm, leg, or eye but its a natural side effect from time travel. Do not worry as these effects will be temporary as a zombie will most likely poke the third eye out or eat your extra limbs. Haven't laughed so hard in weeks. Thanks ubiquitous. Your comment are very similar to the zany comment that I transcribed yesterday by the crude TIR sportscaster, Paul Lazenby, on Denegarde's youtube recording: Don: Oh that hit looked bad, I'm thinking an arm was lost there.
Paul: Ah don't worry Don that zombies got another one. [youtube]http://www.youtube.com/watch?v=hDVhSP5sUoY&fmt=18[/youtube] Oh man, funny, but i was hoping you had your first video of infinity mode. That would be awesome to use the music, at least for when you teleport back in time. I think the infinity mode is so close to being done. So I am going to take you up on your offer Moloko! Make an international hit trailer like dead island
Because of the new problems with time travel, (above) I attempted to make the rescue missions completely dependent on the survivor mission, so the rescue missions will never show up unless survivors do: Original with pillar of fire and every item removed except mailbox: cMissionDefinition Sarah_in_Arena //day 1 1st { CantFailOnLevel = "ARENA_BACKSTAGE" Color = "16422912" DebugSpawnPoint = "Arenaexit" //DescriptionSummary = "65528" DisplayName = "50206" // name above Duration = "18000" //LevelRequiredToStartName = "ARENA_BACKSTAGE" LevelToStartAtIfDebuggingMission = "ARENA_BACKSTAGE" MissionType = "8" ShowInDebugMenu = "true" //ShowInHUD = "true" StartTime = "10800" cMissionObjective Sarah_in_Arena_objective { cMissionObjectiveSurvivorLives Sarah_in_Arena_die { KillSurvivor = "true" Name = "srv_sarah" //"srv_lance2" } } cMissionLevelReady Sarah_in_Arena_flush { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSpawnNPC Sarah_in_Arena_missionboss { DefaultBehaviour = "Idle" NPCName = "srv_sarah" //"srv_lance2" Rotation = "3" SpawnPoint = "-112,9.34,18" UseRotationAndLocationIfSpawned = "true" WithProp = "Pan" }
} }
cMissionDefinition Sarah_in_Arena_mission_reward //day 1 1st { Duration = "18000" LevelRequiredToStartName = "ARENA_BACKSTAGE" MissionType = "12" PrerequisiteMission = "Sarah_in_Arena" StartTime = "10800" //WaitUntilEnd = "true" cMissionLevelReady Sarah_in_Arena_reward { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSpawnItem MailboxDay1-1-1 { ItemName = "Mailbox" Location = "-112,9.34,11.5" }
}
}
Failed attempt to embed rescue in survivor mission, did not work: cMissionDefinition Sarah_in_Arena //day 1 1st { CantFailOnLevel = "ARENA_BACKSTAGE" Color = "16422912" DebugSpawnPoint = "Arenaexit" //DescriptionSummary = "65528" DisplayName = "50206" // name above Duration = "18000" //LevelRequiredToStartName = "ARENA_BACKSTAGE" LevelToStartAtIfDebuggingMission = "ARENA_BACKSTAGE" MissionType = "8" ShowInDebugMenu = "true" //ShowInHUD = "true" StartTime = "10800" cMissionObjective Sarah_in_Arena_objective { cMissionObjectiveSurvivorLives Sarah_in_Arena_die { KillSurvivor = "true" Name = "srv_sarah" //"srv_lance2" } }
cMissionLevelReady Sarah_in_Arena_flush { LevelName = "LEVEL_ARENA_BACKSTAGE"
cMissionSpawnNPC Sarah_in_Arena_missionboss { DefaultBehaviour = "Idle" NPCName = "srv_sarah" //"srv_lance2" Rotation = "3" SpawnPoint = "-112,9.34,18" UseRotationAndLocationIfSpawned = "true" WithProp = "Pan" } cMissionObjective Sarah_in_Arena_mission_reward //day 1 1st { Duration = "18000" LevelRequiredToStartName = "ARENA_BACKSTAGE" MissionType = "12" PrerequisiteMission = "Sarah_in_Arena" StartTime = "10800" //WaitUntilEnd = "true" cMissionLevelReady Sarah_in_Arena_reward { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSpawnItem MailboxDay1-1-1 { ItemName = "Mailbox" Location = "-112,9.34,11.5" } }
}
} }
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Post by ubiquitous on May 29, 2011 14:15:46 GMT -5
Time travel works at any time I just wanted to blend it in so it wouldn't look weird. The game crashes at 10A.M. on the 28th. I know in the game you can get past that time but it might require certain conditions to be set or a certain time to be set so the game does not crash if the time is exceeded.
As for the pillar of fire and rewards it might be that the mission was unlocked since it was never done. You can test by making the time travel mission happen at 4:00 A.M. first day and having it reset the time to 3:00 A.M. This should give you plenty of time to kill Sarrah and get your rewards along with entering a new zone.
Once the time travel mission happens time should go back to 3 A.M. and you can go back to the area and see if rewards have re-spawned along with Sarah. If so maybe a flag could be set for missions so they wont reload after time travel.
**Update** Ok went and tested out what would happen. I killed Sarah got my reward and went to fortune exterior. At 4A.M. I remembered I forgot ask Sarah for her phone number before I started beating her up for refusing so I went back to 3A.M. to try to find her but I was disappointed when I was greeted by zombies. I hoped she had left me a baked potato and some money like last time but it appears she had already moved on and left me without a meal or the sight of her angelic face and frying pan in her right hand. I was so devastated I did not try looking for other survivors so as of now it could go either way with option 2 or 3.
**2nd Update** Ok went back again did another test and started the game killed Sarah ate my potato and took my money. I then drove myself over to Yucatan as slowly as I could and the time was back to 3A.M. Jenny was there and no pillar of fire was there from what I could tell. I killed Jenny then my rewards spawned. Since I had already traveled back in time I went back to the beginning to look for Sarah or an extra potato or cash but found none of them. From what I can tell missions will continue until they expire once expired or completed they will disappear and wont reappear until a new game is started.
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Post by anno1404 on May 29, 2011 19:00:03 GMT -5
**Update** Ok went and tested out what would happen. I killed Sarah got my reward and went to fortune exterior. At 4A.M. I remembered I forgot ask Sarah for her phone number before I started beating her up for refusing so I went back to 3A.M. to try to find her but I was disappointed when I was greeted by zombies. I hoped she had left me a baked potato and some money like last time but it appears she had already moved on and left me without a meal or the sight of her angelic face and frying pan in her right hand. I was so devastated I did not try looking for other survivors so as of now it could go either way with option 2 or 3. Ha! Moloko has a fierce competitor for most funny. Your great jokes kind of muddled your findings though. FIRST Killed Sarah in the arena and picked up the baked patoto and money.
Traveled to fortune exterior.
At 4A.M. I went back to 3A.M.
Returned to arena and nothing was there: no sarah, no rewards
SECOND killed Sarah Ate potato and took money.
Went to Yucatan
Time returned back to 3A.M.
Jenny was there and no pillar of fire was there until I killed Jenny (from what I could tell).
I killed Jenny then my rewards spawned.
Since I had already traveled back in time I went back to the arena to look for Sarah or the rewards (extra potato or cash) but found none of them.
From what I can tell missions will continue until they expire once expired or completed they will disappear and wont reappear until a new game is started. So why in debug mode was the rewards there but no survivors when I did it? Time travel works at any time I just wanted to blend it in so it wouldn't look weird. The game crashes at 10A.M. on the 28th. Its like we are playing to different games. Remember how I tried your code before on the 4th day and it didnt work....I must have had code incorrect. I will try again.
Ubiquitous's rules of dead rising 2 time travelScenario1: Spawning on the Mission Time_Travel from debug modeResults: Rewards spawn and no survivors are to be found. Scenario2: Spawning on Sarah Mission and kill sarahResults: Kill Sarah, get rewards, run to fortune exterior kill some zombies till time is back to 3 A.M. return into area and NO sarah and NO rewards respawned. Scenario3: Spawning on Sarah Mission don't kill sarahResults: Run away from Sarah, run to Yucatan Casino, 3 A.M. Again, Kill Jenny, Rewards Spawn, Return to Sarah she is still there didn't get to killer her as I thought I had proved it was working by killing Jenny and getting rewards after time travel And don't forget:"Under rules of time travel ...have as much unprotected sex as you please as you won't have to worry about any kids popping up out of nowhere...Unless you are [chuck's a chic] then you will be having a kid in 9 months"
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 29, 2011 23:05:49 GMT -5
.....I leave for 2 days and I come back to you guys working on Time Travel?!.... What the hell did I miss?
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Post by anno1404 on May 31, 2011 14:19:55 GMT -5
Ubiquitous, you were right, I arrived 10 minutes before time travel was set to occur (9/28 at 9am). Nothing seemed to happen until I left the area, then the time immediately switched to 9/25 3 am after the load screen.
I know I stayed in an area (the arena) and had time travel happen, but that must have been an anomaly(?).
At this point, so close to being done, I say we make a message with otherworldbob's text skills which says at 9am on the 4th day:
Leave this area in 5 real minutes or the game will crash.
At 9/28 at 10am. Blunt and too the point, thoughts?
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Post by ubiquitous on May 31, 2011 16:15:28 GMT -5
I know when I've been in certain areas it has happened immediately I don't know what controls this. I noticed the change happened immediately when I was inside so it might be right away if the person is inside a building and not in fortune exterior. I still haven't tested it fully but it works out. Before you start making messages that will scare people away let me attempt to fix this whole issue. Maybe I can insert a cinematic the one on the first night with the zombies would work out as it would be night time in the cinematic and load back into a night mode if it works out. Another possible fix is to make a Prevent the Crash Mission starting at 9:55A.M. This mission would teleport the player to a new area forcing them to load up a new area and moving back time. ---------------------------------------------------------------------------------------- 05-31 used new underground door teleport, and teleported from palisades shawn mission to sarah in arena and sarah was missing but reward was there and got maintenance key
-anno
Maybe somehow make the reward missions dependent on the survivor missions? this is a reoccurring problem.
I am not sure when the mission starts but I think if you are starting it up in debug menu it counts previous missions as completed. So when you load a mission further then the beginning ones it counts the starting missions as completed and loads missions with the line PrerequisiteMission = "Mission"Example of what I mean: Starting at Day 2
Day1: Sarah (Counts as completed) Sarah Reward (Prerequisite = Sarah) (Spawns reward)
Day2: Shawn (Start Here) Shawn Reward (Prerequisite = Shawn) (Spawns when shawn killed)
Day3: Allen (Not Spawned) Allen Reward (Prerequisite = Allen) (Spawns when Allen Killed) I noticed this was happening with the Time_Travel mission since it started near the end of the time limit. Starting the game through Start Game button would not offer the same results and everything would happen as it was suppose to.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 31, 2011 18:30:20 GMT -5
if it works when the game reloads, can you tell the game to load a cutscene.... say the cutscene when it first turns from day to night... so when the area is reloaded the time will reset?
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Post by anno1404 on May 31, 2011 19:17:51 GMT -5
if it works when the game reloads, can you tell the game to load a cutscene.... say the cutscene when it first turns from day to night... so when the area is reloaded the time will reset? I like that idea, which builds on ubiquitous
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Post by ubiquitous on May 31, 2011 20:13:56 GMT -5
I was unable to get the cinematic to load but I was able to get the time travel code regardless of where you are at without the use of a cinematic.
cMissionDefinition Time_Travel { CantFailOnLevel = "FORTUNE_EXTERIOR" Color = "16422912" DebugSpawnPoint = "ROYAL_FLUSH" DisplayName = "50206" // name above Duration = "18000" LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH" MissionType = "12" ShowInDebugMenu = "False"
// 3 A.M. On 28th for smooth time transition to 3 A.M. on the 25th StartTime = "270000"
cMissionOnEnter Events { cMissionSetClock Reset_To_3AM { Time = "10800" } } }
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Post by anno1404 on Jul 30, 2011 21:23:30 GMT -5
In the special levels X_nVidia 3D and X_AutoChuckNvidia, accessible from debug mode, the zombies freeze.
[youtube] [/youtube]
Here is a line in X_AutoChuckNvidia but not in X_nVidia 3D:
cMissionPauseClock autopauseclock3 { }
cMissionDefinition X_nVidia_3D { Color = "15869409" DebugSpawnPoint = "EntryYucutan" Duration = "691200" ExplicitStart = "false" LevelToStartAtIfDebuggingMission = "FORTUNE_EXTERIOR" MissionType = "0" Module = "0" REMOVE_BEFORE_SHIP = "true" ShowInDebugMenu = "false" ShowInHUD = "true" StartTime = "302400" WaitUntilEnd = "true" cMissionLevelReady turnonautochuck3 { LevelName = "LEVEL_FORTUNE_EXTERIOR" cMissionPauseClock autopauseclock4 { }
cMissionSetChuckState disablegameplay { ChuckState = "67" }
}
}
cMissionDefinition X_AutoChuckNvidia { Color = "15869409" DebugSpawnPoint = "EntryYucutan" DescriptionSummary = "3143" DisplayName = "7" Duration = "691200" ExplicitStart = "false" LevelToStartAtIfDebuggingMission = "FORTUNE_EXTERIOR" MissionType = "0" Module = "0" REMOVE_BEFORE_SHIP = "true" ShowInDebugMenu = "false" ShowInHUD = "true" StartTime = "302400" WaitUntilEnd = "false" cMissionLevelReady turnonautochuck2 { LevelName = "LEVEL_FORTUNE_EXTERIOR" cMissionSetChuckState TurnAutoChuckOn10 { ChuckState = "59" }
cMissionSetChuckState TurnAutoChuckOn11 { ChuckState = "64" }
cMissionPauseClock autopauseclock3 { }
}
cMissionObjective NvidiaObjectives { cMissionObjectiveBeAtLocation GetToOtherEnd { MissionWaypoint = "FORTUNE_EXTERIOR,-222.068,-4.240,6.896" RadiusFromWaypoint = "5" }
}
cMissionOnEnd BackToFE { cMissionSetChuckState LeaveGame { ChuckState = "65" }
}
}
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