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Post by dyingfeto on May 9, 2011 8:30:27 GMT -5
Okay, I just tried to make something to unlock every door, so you can access for example the Lab right after you get in the Shelter. I've made a list which door should be unlocked (and when it gets unlocked) and a second list which includes every key-item: DOORs (May be a SPOILER?): -Case 1-3: *Arena TV-Room *Arena grids to the south plaza and the Americana -Meet the Contestants: *Leon's Trailer -Case 2-2: *Underground-Access -Here Comes the Groom: *Chapel-Access -Case 5-1: *Rooftop-Access Safehouse (Elevator) -Case 5-2: *Rooftop-Access Fortune City Hotel (Elevator) -Case 6-2: *Underground-Access Silver Strip (Grid) -Case 7-3: *Lab-Elevator Access -The Facts: *Rooftop-Access Yucatan-Casino (Elevator) KEYs: -Underground Access Key -Lab Key Card -Pharmacy Key -Maintenance Room Key -and the four Keys for the Vehicles (Bike, Chopper, Sport Car, SUV) but these should stay to buy (»cheating?) I hope there is something someone could do about this, greez FeTo
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Post by anno1404 on May 9, 2011 8:44:28 GMT -5
Really great list, we need that. Here is the missions.txt coding which Tom found: cMissionSetChuckState GiveKeystoUnderground { ChuckState = "20" Value = "85017" } cMissionSetChuckState GiveKeystoBike { ChuckState = "20" Value = "85009" } cMissionSetChuckState GiveKeystosportscar { ChuckState = "20" Value = "85022" } cMissionSetChuckState GiveKeystocommando { ChuckState = "20" Value = "85023" //SUV Key } cMissionSetChuckState GiveKeystochopper { ChuckState = "20" Value = "85024" } cMissionSetChuckState GiveKeystotrain { ChuckState = "20" Value = "85036" } cMissionSetChuckState GiveLAbKey { ChuckState = "20" Value = "85008" } cMissionSendCommandToProp UnlockDoor1 { PropCommand = "8" PropName = "TIODEntranceDoor" }
Here are the keys in items.txt. masterkey, which is not used in mission.txt Tom found out it is the "shed key" from case zero: cKeyItem Key_undergroundkey { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85017" DR2 = "true" InteractDistance = "1.2" KeyItemID = "85017" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
cKeyItem Key_sportscar { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85022" DR2 = "true" InteractDistance = "1.2" KeyItemID = "85022" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
cKeyItem Key_commando { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85023" //SUV Key DR2 = "true" InteractDistance = "1.2" KeyItemID = "85023" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
cKeyItem Key_chopper { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85024" DR2 = "true" InteractDistance = "1.2" KeyItemID = "85024" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
cKeyItem Key_MasterKey { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85038" DR2PRO = "true" InteractDistance = "1.2" KeyItemID = "85038" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
cKeyItem Key_train { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85036" DR2 = "true" InteractDistance = "1.2" KeyItemID = "85036" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
cKeyItem Key_superbike { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85023" DR2 = "true" InteractDistance = "1.2" KeyItemID = "85009" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
From another post of mine: Vehicle keys in pawnshops: Key_chopper Key_commando Key_sportscar Key_superbike Case 2-2 Key_undergroundkey Unknown: Key_MasterKey Key_train
from closed thread: Here is what i have after playing around with Dead Rising 2. Most of the cars need a key to use them if you checked your item.txt under SportsCar you would see the line: Key = "key_SportsCar" I removed all the Keys from all the vehicles. So now you can use all the cars without needing the key! leave a message here if i missed any. Download:www.megaupload.com/?d=YDIWRUZH (link broken) Some guns are modded to have more ammo in my item.txt so if you don't want the gun mod then just CTRL + F and find SportsCar, Hummer etc and copy paste into your item.txt
Just decided to look at the door codes again and sure enough the key doors got Key codes assigned to them for opening. So for doors like the bank doors that are closed until a mission is completed instead could be assigned a key or even better make a new set of keys to assign to doors Something really simple yet it could be used to make a whole bunch of new possibilities when paired with missions.txt and even when not its still go a lot of potential for making secret rooms. BTW Anno your theory of the Atlantica having a Door Assigned to the wall was way off. I had to keep door closed for back of vault otherwise when area was loaded without the hole in the wall you would fall through the floor as there is no collision there until the new room is set up.
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Post by anno1404 on May 16, 2011 16:46:05 GMT -5
it would be nice if we can open linnette's passage, but we can save that for 2.0. Ubig wrote me a personal message: Here is the code for keys you requested. Need testers to test if I missed any locked stuff. Since I have been unable to find the damage for vehicles might want to keep those locks and have the keys as sellable items and the reward for them being no damage while in vehicles // Give player keys cMissionSetChuckState Give_Keys_Pharmacy { ChuckState = "20" Value = "85000" } cMissionSetChuckState Give_Keys_Maintenance { ChuckState = "20" Value = "85019" }cMissionSetChuckState Give_Keys_Underground { ChuckState = "20" Value = "85017" }
cMissionSetChuckState Give_Keys_Lab { ChuckState = "20" Value = "85008" }
cMissionSetChuckState Give_Key_Card { ChuckState = "20" Value = "85018" }
cMissionSetChuckState Give_Keys { ChuckState = "20" Value = "85000" }
cMissionSetChuckState Give_Keys_Shed { ChuckState = "20" Value = "85038" }
cMissionSetChuckState Give_Keys_Train { ChuckState = "20" Value = "85036" }
cMissionSetChuckState Give_Keys_Superbike { ChuckState = "20" Value = "85009" }
cMissionSetChuckState Give_Keys_Sportscar { ChuckState = "20" Value = "85022" }
cMissionSetChuckState Give_Keys_Hummer { ChuckState = "20" Value = "85023" }
cMissionSetChuckState Give_Keys_Chopper { ChuckState = "20" Value = "85024" }
cMissionSetChuckState Bike_Combo_Trailer { ChuckState = "46" }
Keys that Tom found:
cMissionSetChuckState GiveKeystoUnderground { ChuckState = "20" Value = "85017" } cMissionSetChuckState GiveKeystoBike { ChuckState = "20" Value = "85009" } cMissionSetChuckState GiveKeystosportscar { ChuckState = "20" Value = "85022" } cMissionSetChuckState GiveKeystocommando { ChuckState = "20" Value = "85023" } cMissionSetChuckState GiveKeystochopper { ChuckState = "20" Value = "85024" } cMissionSetChuckState GiveKeystotrain { ChuckState = "20" Value = "85036" } cMissionSetChuckState GiveLAbKey { ChuckState = "20" Value = "85008" } cMissionSendCommandToProp UnlockDoor1 { PropCommand = "8" PropName = "TIODEntranceDoor" }
As I mentioned in that poorly written message to Anno lol some doors do not have keys assigned to them and are instead locked with mission Prerequisite. At least that what I got from looking at the code yesterday. I deleted the Prerequisite line and set InitialState = "1" and doors without keys were unlocked. I'm sure the same could be done for they doors that require keys and vehicles as well.
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Post by anno1404 on Jul 5, 2011 22:06:59 GMT -5
see also teleporting thread
how we added maintenance keys as a mission in infinity mode (removed many of the walls of fire) //Start Day 1 part 1 hour 0 to 8 DONE FIRST DAY ONE MOST RECENT cMissionDefinition Sarah_in_Arena //day 1 1st { CantFailOnLevel = "ARENA_BACKSTAGE" Color = "16422912" DebugSpawnPoint = "Arenaexit" //DescriptionSummary = "65528" DisplayName = "50206" // name above Duration = "17940" //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" } cMissionChangeNPCState No_Zombie_Grapples { InvulnerableToGrapples = "true" } } }
cMissionDefinition Sarah_in_Arena_mission_reward //day 1 1st { Duration = "17940" LevelRequiredToStartName = "ARENA_BACKSTAGE" MissionType = "12" PrerequisiteMission = "Sarah_in_Arena" StartTime = "10800" //WaitUntilEnd = "true" cMissionLevelReady Sarah_in_Arena_reward { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSpawnItem WallOfFireDay1-1-1 // WallOfFire { ItemName = "WallOfFire" Location = "-112.5,11,14" PropState = "-2" } cMissionSetChuckState Give_Keys_Maintenance //KEY KEY { ChuckState = "20" Value = "85019" } cMissionSpawnItem TenThousandDollarsDay1-1-1 { ItemName = "TenThousandDollars" Location = "-112.5,9.34,14" PropState = "-1" }
cMissionSpawnItem BakedPotatoDay1-1-1 { ItemName = "BakedPotato" Location = "-113,9.34,14" }
cMissionSpawnItem PaintCanDay1-1-1 { ItemName = "PaintCan" Location = "-111.4,9.34,13.5" }
cMissionSpawnItem BowlingBallDay1-1-1 { ItemName = "BowlingBall" Location = "-112.5,9.34,12.5" } cMissionSpawnItem AmpDay1-1-1 { ItemName = "Amp" Location = "-112,9.34,12" Rotation = "3" } cMissionSpawnItem MailboxDay1-1-1 { ItemName = "Mailbox" Location = "-112,9.34,11.5" }
}
}
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