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Dead Rising 2/OTR PC Mods :: Dead Rising 2 Modding (PC) :: Mod Releases :: Level Modifications :: SPAWN POINTS: Safehouse teleport
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allcases
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 SPAWN POINTS: Safehouse teleport
« Thread Started on Oct 9, 2010, 1:34pm »

Download Sullivan's .exe file


[image]

Safehouse Teleport Modification v1.

This mod adds the following teleport locations to the safehouse:

- Atlantica Casino
- Slot Ranch Casino
- Yucatan Casino
- Fortune City Arena

They are in the shower next to the save toilet.
They act like doors so simply press B at the desired location.

How to use:

Place the "waypoints_safehouse.txt" file in your extracted datafile.BIG directory, replacing the old one. Compile the datafile.BIG and place it in your \dead rising 2\data folder.

Download Link:

http://www.4shared.com/document/C64rH-LI/waypoint_safehouse.html

Alternatively, if you don't use any other safehouse mods replace this datafile.big with your own.

http://www.4shared.com/file/GX1Tp9mo/datafile.html






Old message:

I've been trying to figure out how to manipulate the TeleportOnUse attribute items like doors have, but I can't figure out what property decides the teleport location.

Here's an example:

Code:
cDoorPlacement FoodCourt
{
    CustomInteractionText = "714"
    InitialState = "0"
    ItemName = "door_standardknob"
    KeyItem = "85017"
    Level = "FOOD_BARN"
    LevelSpawnPoint = "EntryUnderground"
    Location = "116.515,1.436,-238.389"
    LockedMessage = "50407"
    Rotation = "0.000,-0.376,0.000,0.926"
    TeleportOnUse = "true"
    TextureSubType = "9"
    UnlockedMessage = "85390"
}


I figure the teleport location has something to do with
(KeyItem = "85017")
But I havent found the keyitems file yet.

So to keep this topic going, has anyone been messing around with teleport locations yet? and what did you find out

« Last Edit: Jul 4, 2011, 3:47pm by anno1404 »Link to Post - Back to Top  IP: Logged
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 Re: TeleportOnUse Discussion
« Reply #1 on Oct 9, 2010, 2:07pm »

LevelSpawnPoint = "EntryUnderground"
There has to be file somewhere that has a bunch of spawn points in it, and the cords your looking for are named "EntryUnderground"




Yeah I found it.
In Datafile, look for the file "food_barn"
Then use Search on Notepad, and look for EntryUnderground
You'll see this

"
cSpawnPoint EntryUnderground
{
CameraHeading = "-138.456"
CameraPitch = "-7.313"
Location0 = "94.858,-1.618,-245.105"
Rotation0 = "-2.226"
« Last Edit: Jul 7, 2011, 8:33am by anno1404 »Link to Post - Back to Top  IP: Logged

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allcases
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 Re: TeleportOnUse Discussion
« Reply #2 on Oct 9, 2010, 2:13pm »

Thanks for the reply :)

I just figured out the teleport locations all have to be defined in the waypoint files (waypoint_americana_casino for example) so they can't be bound to items, only on fixed locations.

Also is there a way to find out the coordinates of places ingame?




What I'm trying to do is basicely add some teleport triggers in the saveroom where the shortcut is, so you can travel around the map really fast :P
« Last Edit: Jul 7, 2011, 8:34am by anno1404 »Link to Post - Back to Top  IP: Logged
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 Re: TeleportOnUse Discussion
« Reply #3 on Oct 9, 2010, 2:51pm »


Oct 9, 2010, 2:30pm, allcases wrote:
What I'm trying to do is basicely add some teleport triggers in the saveroom where the shortcut is, so you can travel around the map really fast :P


Hmm, that's an interesting idea.
Should be very possible, just have to figure out the files a bit better is all.




I'm going to try your suggestion, I think I have it figured out how it all works, now.
« Last Edit: Jul 7, 2011, 8:35am by anno1404 »Link to Post - Back to Top  IP: Logged

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 Safehouse - Teleport Anywhere
« Reply #4 on Oct 9, 2010, 5:59pm »

This was a mod idea by a member on these forums, by the name of "allcases"
I to a few days ago thought about doing something like this.

Basically, it's real simple.
I'm going to mod a room in the safe house, so you can teleport to anywhere you want through out fortune city!

It'll look a bit something like this :

[spoiler][image] [/spoiler]

I already have the custom spawn locations I'm going to be using for every area already written down, now I just have to put them in the files :)
All spawn points will put you near the center of the area you teleport to.




I totally missed this release XD
Well my version of it that I'm working on has these locations to teleport to :

Amerciana Casino
Fortune City Arena
South Plaza
Fortune Park
Atlantica Casino
Palisades Mall
Yucatan Casino
Food Court
Underground Tunnels
« Last Edit: May 31, 2011, 2:13am by anno1404 »Link to Post - Back to Top  IP: Logged

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 Re: TeleportOnUse Discussion
« Reply #5 on Oct 9, 2010, 6:03pm »

I released a version where the teleport points are located in the safehouse and it works pretty good.

Just remember to change the DisplayName = "{}" to the a similar teleport that carries the location name (Like a door for example).
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 Re: Safehouse - Teleport Anywhere
« Reply #6 on Oct 10, 2010, 4:32am »

Thanks for the credit :P
Finding all those locations manually is very time consuming, or do you have a way to find them you aren't sharing here lol
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 Re: Safehouse Teleport
« Reply #7 on Oct 10, 2010, 1:20pm »

I've noticed it's possible to add spawns to "TKOT_Battle".
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 Re: Safehouse Teleport
« Reply #8 on Oct 10, 2010, 1:24pm »


Oct 10, 2010, 1:20pm, ripc wrote:
I've noticed it's possible to add spawns to "TKOT_Battle".


You can add spawns to every location.
testlevel and the dr1 maps crash the game though
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 SPAWN POINTS: Waypoints for Slot Ranch?
« Reply #9 on Oct 31, 2010, 11:52am »

Well, I'm working on a mod and I can't seem to find the Waypoints file for Slot Ranch Casino. Are they put in another Waypoints.txt? Like "waypoint_royal_flush.txt"? Specifically I'm looking for the Waypoints in the Slot Ranch Casino bathroom. Any light shed on this will mean a lot.



Another thought is how can I/ is it possible to find the exact coordinates on where I am standing in game? If I can find those coordinates it will be a lot faster instead of me doing "Guess and Check" over and over.




Found the waypoints for Slot Ranch Casino. They were with the "Food Barn" waypoints.

Still looking for an easier way to find coordinates.
« Last Edit: May 31, 2011, 2:14am by anno1404 »Link to Post - Back to Top  IP: Logged

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 Re: Waypoints for Slot Ranch...?
« Reply #10 on Nov 1, 2010, 3:11pm »


Nov 1, 2010, 3:09pm, Dread wrote:
Found the waypoints for Slot Ranch Casino. They were with the "Food Barn" waypoints.

Still looking for an easier way to find coordinates.


Glad you found it.

I have this Script here that is used by Cheat Engine, made by Zaia, which tells you where Chuck is standing in X,Z,Y Cords.

Only problem is, it only works on the Skidrow EXE, because that's what Zaia was using when he made it.

Update by anno1404: debug mode has a player coordinate option, RenderLocalPlayerPosition="true"
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 Re: Waypoints for Slot Ranch...?
« Reply #11 on Nov 1, 2010, 3:48pm »

Sooo... What your saying is I won't be able to use it? Because I have no idea what this "Skidrow EXE" is.
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 Re: Waypoints for Slot Ranch...?
« Reply #12 on Nov 1, 2010, 3:58pm »

the skidrow.exe is a torrent file dude as wizard says on another thread, cant post it you will have to do a google.

check your pm dread
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 how teleportation done, teleport and keys any door
« Reply #13 on Mar 27, 2011, 8:37pm »

No description was given on how this was done. Probably because it is fairly simple.

using the free program winmerge I was able to quickly determine the only change to data\datafile.big\waypoint_safehouse.txt is the following:

[spoiler]
Code:
cTriggerVolume AtlanticaCasinoTeleport
{
    ActionType = "3"
    Cooperative = "true"
    DisplayName = "695"
    Height = "2.0"
    InteractButton = "true"
    InteractionRadius = "1.5"
    Level = "LEVEL_ATLANTICA_CASINO"
    LevelSpawnPoint = "EntryFortunePark"
    Location = "12.000,0.007,20.000"
    Radius = "3"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,0,1"
    Vertex2 = "1,0,1"
    Vertex3 = "1,0,-1"
    Vertex4 = "-1,0,-1"
}

cTriggerVolume SlotRanchCasinoTeleport
{
    ActionType = "3"
    Cooperative = "true"
    DisplayName = "10"
    Height = "2.0"
    InteractButton = "true"
    InteractionRadius = "1.5"
    Level = "LEVEL_FOOD_BARN"
    LevelSpawnPoint = "EntryNorthStrip"
    Location = "12.000,0.007,20.250"
    Radius = "3"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,0,1"
    Vertex2 = "1,0,1"
    Vertex3 = "1,0,-1"
    Vertex4 = "-1,0,-1"
}

cTriggerVolume YucatanCasinoTeleport
{
    ActionType = "3"
    Cooperative = "true"
    DisplayName = "705"
    Height = "2.0"
    InteractButton = "true"
    InteractionRadius = "1.5"    
    Level = "LEVEL_YUCATAN_CASINO"
    LevelSpawnPoint = "EntryNorthStrip"
Location = "12.000,0.007,20.750"
    Radius = "3"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,0,1"
    Vertex2 = "1,0,1"
    Vertex3 = "1,0,-1"
    Vertex4 = "-1,0,-1"
}

cTriggerVolume FortuneCityArenaTeleport
{
    ActionType = "3"
    Cooperative = "true"
    DisplayName = "835"
    Height = "2.0"
    InteractButton = "true"
    InteractionRadius = "1.5"
    Level = "LEVEL_ARENA_BACKSTAGE"
    LevelSpawnPoint = "EntrySouthPlaza"
    Location = "12.000,0.007,21.000"
    Radius = "3"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,0,1"
    Vertex2 = "1,0,1"
    Vertex3 = "1,0,-1"
    Vertex4 = "-1,0,-1"
}
[/spoiler]

Here is teleport to the empty arena, with the wrong name, you may need to remove one of the above teleport sections:

Code:
cTriggerVolume FortuneCityArenaTeleport
{
ActionType = "3"
Cooperative = "true"
DisplayName = "835"
Height = "2.0"
InteractButton = "true"
InteractionRadius = "1.5"
Level = "BIKETUTORIAL"
LevelSpawnPoint = "Start"
Location = "12.000,0.007,20.50"
Radius = "3"
Rotation = "0,0,0,1"
Vertex1 = "-1,0,1"
Vertex2 = "1,0,1"
Vertex3 = "1,0,-1"
Vertex4 = "-1,0,-1"
}


Every area has a waypoint.


bike tutorial

The bike tutorial is in an empty stadium. It is only accessible if a player:
turns of cinematics in created user.ini file with debugger, or
severely alters the tutorial1 mission in the mission.txt file for example:


Code:
cMissionDefinition Tutorial1
{
    Duration = "3600"
    ExplicitStart = "true"
    LevelToStartAtIfDebuggingMission = "BIKETUTORIAL"
    ShowInDebugMenu = "true"
    cMissionObjective Tutorial1-Objective
    {
}


for the ENTIRE Tutorial1 section.

The file which has all of the times for the beginning tutorial arena is: datafile.big/gs_biketutorial.txt

The waypoint file for the beginning tutorial arena is: waypoint_gs_biketutorial.txt

It is confusing because there are three arena stadium files, arena_stadium files and tkot_battle.

I just accidentally found out that you can transport back to a section of the same map so lets say you don't want to walk all the way across royal flush plaza and simply click a button and after load screen you are on other side of map.

key words: transport transportation



The location names which are displayed in the HUD when Chuck walks into an area is found in the data/datfile.big/'''fe_map_f1.csv''' file, this includes the location of the underground doors.

Strangely, the teleports to other areas are found in the waypoint files, but the underground teleports are found in the area files. For example in food_barn.txt:


cDoorPlacement FoodUnderground
{
CustomInteractionText = "1541" // 01541 Underground Access
InitialState = "0"
IsStatic = ""
ItemName = "door_standardknob"
KeyItem = "85017" // 85017 Underground Access Key
Level = "UNDERGROUND"
LevelSpawnPoint = "EntryFoodCourt"
Location = "97.779,-1.647,-243.335"
LockedMessage = "50407" //50407 Locked
Rotation = "0.000,0.925,0.000,-0.381"
TeleportOnUse = "true"
TextureSubType = "9"
}
[image]

cDoorPlacement FoodUnderground
coding removed


This appears to be an easy way to make:
1) any door locked until the keyitem is acquired, and
2) any door a teleport.




I was able to "break" the lock, the key is to edit out InitialState = "0". In that state, the door is locked, and only a KeyItem can open it.

Code:
cDoorPlacement FoodUnderground
{
    CustomInteractionText = "1541" // 01541 Underground Access
//    InitialState = "0"
    IsStatic = ""
    ItemName = "door_standardknob"
//    KeyItem = "85017" // 85017 Underground Access Key
    Level = "UNDERGROUND"
    LevelSpawnPoint = "EntryFoodCourt"
    Location = "97.779,-1.647,-243.335"
//    LockedMessage = "50407" //50407 Locked
    Rotation = "0.000,0.925,0.000,-0.381"
    TeleportOnUse = "true"
    TextureSubType = "9"
}


Several doors in food_barn.txt also have InitialState = "0", including the combo rooms, which were also opened by Keyitem (KeyItem = "85019")

The Cashier Cage is only open after a prerequisite mission (PrerequisiteMission = "Case3-1") Freezer Door (PrerequisiteMission = "Chef")




Change door teleports.

Here I can teleport from the food court to the arena from the underground door, which is unlocked:

Code:
cDoorPlacement FoodUnderground
{
    CustomInteractionText = "00879" // 00879 South Plaza
    IsStatic = ""
    ItemName = "door_standardknob"
    Level = "South_Plaza"
    LevelSpawnPoint = "EntryArena"
    Location = "97.779,-1.647,-243.335"
    Rotation = "0.000,0.925,0.000,-0.381"
    TeleportOnUse = "true"
    TextureSubType = "9"
}
[image]

Telport to south plaza
from underground door in food court






I think you can also set any individual item to InitialState = "0" and then add a LockedMessage. So when Chuck picks the item up, you can give any item a message alert.

Didn't work, no special text appeared:

Code:
cItemPlacement StoneStatue1
{
    FixedOnInitialPlacement = "true"
    ItemName = "HeadStatue"
    Location = "102.983,-1.232,-253.472"
    Rotation = "0.000,-0.439,0.000,0.898"
    InitialState = "0"
    LockedMessage = "50407"
    CustomInteractionText = "00879" // 00879 South Plaza
}


also did not work:

Code:
cItemPlacement StoneStatue2
{
    FixedOnInitialPlacement = "true"
    ItemName = "HeadStatue"
    Location = "95.056,-1.231,-261.525"
    Rotation = "0.000,-0.347,0.000,0.938"
    CustomInteractionText = "00879" // 00879 South Plaza
}


Failure:

[spoiler][image] [/spoiler]

It appears this naming will only work on:
1) examine items OR
2) items that do not already have a name (the original name has priority over the customized name).





3 of the 7 teleports use standard waypoints instead of cDoorPlacement:

The royal flush plaza uses the standard waypoint to teleport to the underground, found in data/datafile.big/waypoint_royal_flush.txt:

Code:
cTriggerVolume UndergroundAccess{
    ActionType = "3"
    DisplayName = "1541"
    Height = "2.0"
    InteractButton = "true"
    Level = "LEVEL_UNDERGROUND"
    LevelSpawnPoint = "EntryRoyalFlush"
    Location = "-137.486,-1.556,-61.694"
    Radius = "2"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,0,1"
    Vertex2 = "1,0,1"
    Vertex3 = "1,0,-1"
    Vertex4 = "-1,0,-1"
}


The Yucatan casino also uses a standard waypoint to teleport to the underground, found in data/datafile.big/waypoint_yucatan_casino.txt:

Code:
cTriggerVolume Underground{
    ActionType = "3"
    DisplayName = "1541"
    Height = "2.0"
    InteractButton = "true"
    ItemName = "Underground Access"
    Level = "LEVEL_UNDERGROUND"
    LevelSpawnPoint = "EntryYucatan"
    Location = "324.339,0.020,-352.920"
    Radius = "2.5"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,0,1"
    Vertex2 = "1,0,1"
    Vertex3 = "1,0,-1"
    Vertex4 = "-1,0,-1"
}



all other underground teleport locations use the special cDoorPlacement

Finally, data/datafile.big/waypoint_fortune_exterior.txt:

Code:
cTriggerVolume UndergroundLadder
{
    ActionType = "3"
    DisplayName = "1541"
    Height = "2.0"
    InteractButton = "true"
    InteractionRadius = "2"
    Level = "LEVEL_UNDERGROUND"
    LevelSpawnPoint = "EntryExteriorAlley"
    Location = "8.500,0.975,-24.623"
    Radius = "3"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,0,1"
    Vertex2 = "1,0,1"
    Vertex3 = "1,0,-1"
    Vertex4 = "-1,0,-1"
}


« Last Edit: May 31, 2011, 3:37am by anno1404 »Link to Post - Back to Top  IP: Logged

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 Bike repair shop.
« Reply #14 on Jul 3, 2011, 7:33pm »

Den ask me how to teleport into the Bike repair shop

The link below are the two infinity mode 1.0 files which make it possible.

This is the start point of infinity mode:

Code:
cSpawnPoint Start // start spawn point for Chuck
{
    CameraHeading = "-65"
    CameraPitch = "-7.196"
    Location0 = "-72.2, -9.4, -64.9"
    Rotation0 = "45"
}


This is a start point in the short hallway:

Code:
cSpawnPoint Returned //infinity mode test return to bike room
{
    CameraHeading = "-6.9"
    CameraPitch = "-0.11"
    Location0 = "-93.4,-8.7,-69.9"
    Rotation0 = "-0.4"
}


These files also have doors out of the bike room (1) and arena (3), and a spawn point into the arena.

Anno's Weapons arena mod uses these doors and exits also.



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