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Post by Bigboomar on Oct 24, 2010 5:44:06 GMT -5
I'm not sure if this can be done yet, but is it possible to make real-time spawning of objects in 'barricade' mode?
Barricade mode is how you find props that Survivors have supposedly put up, such as in Workers Compensation, the objects don't move until the player picks them up or touches them, otherwise the zombies cannot get around them. Objects also appear like this in Once Bitten and Brains of Brawn.
Can anyone make it when you drop an object (Such as a police barricade) it freezes, allowing no zombies to just slide it out of the way like normal?
It'd also be cool if it gets broken the more zombies are near it or something.
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Post by ReaperTeh on Oct 25, 2010 0:35:13 GMT -5
Zombies can just walk right through benches and stuff, y'know.
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Post by Bigboomar on Oct 26, 2010 4:27:54 GMT -5
No, but on certain missions they are frozen, and zombies do not walk through them, they wave their arms over the object.
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ubtri©
Veteran
Zombies & Mods FTW
Posts: 225
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Post by ubtri© on Oct 26, 2010 19:39:41 GMT -5
tab was working on a gun that spawned an item, it was a rather large ramp but it's a start I suppose. I think we are a long way from any kind of barricade-gun, unfortunately. Good idea though! Hope someone can perfect it, like a gun that spits out sticky 2x4's
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Post by Bigboomar on Oct 28, 2010 5:03:15 GMT -5
Can't be that hard surely, is there a mission file that states whats added to the file?
If so we could use the properties of the spawned objects on regular drop props couldn't we?
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Post by anno1404 on Apr 15, 2011 16:37:49 GMT -5
it has nothing to do with the items themselves, but that in missions.txt there are lines of code to keep zombies away. for example, in cMissionDefinition PawnShopScoop: cMissionZombieRemoval ClearLooterArea { Location = "-207.699,-4.245,24.941" Radius = "10" }
and workers compensation: cMissionTimer delayRemoval2 { DeltaTimeSecondsRealTime = "3" TriggerXTimes = "1" cMissionZombieRemoval SafetyforWorkersComp1 { Location = "-341.119,-5.642,-9.238" Radius = "7" }
} I have never gotten this to work for me, but it does work, as I can see the difference when I remove this code. That you feel these items are solid, when they are not, says a lot about how good the designers did in creating this radius. That said, have worked one day to make items solid , with no luck. Trying to add the qualities of the solid door to the cinematic bridge so we can make our own areas. I could not even figure out the difference. Here is the full posting moved here: How do you make solid surfaces which Chuck can walk on? If we figure out how solid surfaces are made we can create new areas. Using easily created items like the bridge as the floors and ground.Every item I have attempted to walk on is not solid, with the exception of the SUV (hummer). If Chuck attempts to walk on these items, he falls through. The floor which Chuck walks on is not necessary. I have removed the floor and the solid invisible surface remains. waypoint text file In the data/datafile.big folder is a waypoint text file for every location/environment. For example there is the waypoints_safehouse.txt for the safe house. Some of these files may contain the points, called SURV which place the solid surfaces. UPDATE: I removed all of these SURV points from the safehouse waypoint file, and the solid surfaces were still there. I plotted the food barn (slot casino and food court) SURV points on an existing excel scatter graph I made, and these points correspond loosely to the floor of both locations. Why can you walk on a Humvee but not on the bridge? An even easier way to make new solid surfaces, is to figure out how the top roof of the hummer is solid, and apply these attributes to the bridge. The military hummer also is not solid, it has the line Unmoveable = "true" and the regular hummer does not have this line and is solid. The bridge is a cinematic item, which can be converted into a game item with attributes.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 15, 2011 18:56:29 GMT -5
hello,
There is a code when using cItemPlacement called "PropState"...
when you do not use this the item is spawned and drops to the ground. When placing items, I usually use
PropState = "-2"
this spawns an item at a location in mid-air (or wherever you spawn it) and allows you to walk through it like it doesn't exist
HOWEVER, recently I noticed another value of "PropState"
PropState = "-1"
and guess what this is used on.... Vehicles. For example the Sports Car in royal_flush.txt which you are able to jump and walk on.
I have not tested this myself on the Bridge or anything, but I figured you might be interested as I think this would solve the problem
Hope this helps!
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Post by anno1404 on Apr 15, 2011 19:52:10 GMT -5
interesting thank you. I will have to try it. I dont think that is it for three reasons: first, only parts of the vehicles are solid. On the hummer, you can fall through the back and hood, although the top is solid
second and most important, propstate is only found when placing the items, not when actually creating the items in items.txt. there is no mention of propstate in items.txt
third, the doors are solid. I even was able to walk on the doors when i rotated them, and they do not have this propstate. It could be either one of two features which make it solid, cDoorItem, all cDoorItem's are solid. I think I tried this and the item never spawned. Second some of the coding in this: cDoorItem door_chapel { AssetFilename = "data/models/interactables/door_chapel" AudioFilename = "fx_door" AudioItemName = "DoorMetalGeneric" AudioLoadDistanceType = "2" CameraInteractionMode = "2" CollidableQuality = "0" CollisionType = "3" DisplayName = "50280" DR2 = "true" ElevatorActorFacingDirection = "0" ElevatorActorSnapPosition = "0,0,0" InteractDistance = "1.5" LoadDistance = "500" LockedActorFacingDirection = "0" LockedActorSnapPosition = "0,0,0" MergedFileNotUsed = "true" PivotOffset = "0,0,0" PullClosedActorFacingDirection = "0" PullClosedActorSnapPosition = "0,0,0" PullOpenActorFacingDirection = "0" PullOpenActorSnapPosition = "0,0,0" PushClosed2ActorFacingDirection = "0" PushClosed2ActorSnapPosition = "0,0,0" PushClosedActorFacingDirection = "0" PushClosedActorSnapPosition = "0,0,0" PushOpenActorFacingDirection = "0" PushOpenActorSnapPosition = "0,0,0" Restitution = "0.05" RestrictedByRegion = "false" SpeedFactor = "2.0" Unmoveable = "true" Weight = "200" }
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Apr 17, 2011 9:39:50 GMT -5
I looked through some code and the only thing that could be worth looking into would be "CollisionType", though that's fairly obvious, I think.
Maybe the attributes are held within the models/interactable or the cinematic props files?
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