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May 18, 2013, 4:50pm





Dead Rising 2/OTR PC Mods :: Dead Rising 2: Off The Record Modding (PC) :: Mod Releases :: Level Modifications :: New Safehouse Entrance/Exit
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 AuthorTopic: New Safehouse Entrance/Exit (Read 2,912 times)
Freako
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 New Safehouse Entrance/Exit
« Thread Started on Nov 6, 2011, 4:48am »

This lets you leave and enter the safe house though its main doors.
Originally I was going to spawn an object at the stairs so you could climb up, but I couldn't quite figure out how to spawn something I was able to climb.
So I put the teleporter at the bottom of the stairs and I've placed some items around the hallway for good measure.

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To install:

extract your datafile.big and insert these lines into the appropriate files:

Put this in waypoint_safehouse.txt
Code:
cTriggerVolume SafetoHallEnter
{
    ActionType = "3"
    DontRenderSphere = "false"
    Height = "2.0"
    InteractButton = "true"
    Level = "LEVEL_SAFEHOUSE"
    LevelSpawnPoint = "SafetoHallEnter"
    Location = "17.95,0.127,9.95"
    Radius = "5"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,1,1"
    Vertex2 = "1,1,1"
    Vertex3 = "1,1,-1"
    Vertex4 = "-1,1,-1"
}

cTriggerVolume SafetoHallExit
{
    ActionType = "3"
    DontRenderSphere = "false"
    Height = "2.0"
    InteractButton = "true"
    Level = "LEVEL_SAFEHOUSE"
    LevelSpawnPoint = "SafetoHallExit"
    Location = "8.5,0.127,9.95"
    Radius = "5"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,1,1"
    Vertex2 = "1,1,1"
    Vertex3 = "1,1,-1"
    Vertex4 = "-1,1,-1"
}

cTriggerVolume SafeHalltoPlatinum
{
    ActionType = "3"
    DisplayName = "847"
    DontRenderSphere = "false"
    Height = "2.0"
    InteractButton = "true"
    Level = "LEVEL_FORTUNE_EXTERIOR"
    LevelSpawnPoint = "SafeHalltoPlatinum"
    Location = "53.2,0.22,-5.7"
    Radius = "5"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,1,1"
    Vertex2 = "1,1,1"
    Vertex3 = "1,1,-1"
    Vertex4 = "-1,1,-1"
}

cTriggerVolume SafeHalltoPlatinum2
{
    ActionType = "3"
    DisplayName = "847"
    DontRenderSphere = "false"
    Height = "2.0"
    InteractButton = "true"
    Level = "LEVEL_FORTUNE_EXTERIOR"
    LevelSpawnPoint = "SafeHalltoPlatinum"
    Location = "62.13,4.2,-16.25"
    Radius = "5"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,1,1"
    Vertex2 = "1,1,1"
    Vertex3 = "1,1,-1"
    Vertex4 = "-1,1,-1"
}


And this in waypoint_fortune_exterior.txt
Code:
cTriggerVolume PlatinumtoSafeHall
{
    ActionType = "3"
    DisplayName = "707"
    DontRenderSphere = "false"
    Height = "2.0"
    InteractButton = "true"
    Level = "LEVEL_SAFEHOUSE"
    LevelSpawnPoint = "PlatinumtoSafeHall"
    Location = "-267.5,-6.3,-32.45"
    Radius = "5"
    Rotation = "0,0,0,1"
    Vertex1 = "-1,1,1"
    Vertex2 = "1,1,1"
    Vertex3 = "1,1,-1"
    Vertex4 = "-1,1,-1"
}


And this in safehouse.txt
Code:
cItemPlacement Snack
{
    ItemName = "Snack"
    Location = "56.9,2.96,-13.89"
    Rotation = "0.408,-0.403,-0.545,0.614"
}

cItemPlacement GarbageBag3
{
    ItemName = "GarbageBag"
    Location = "57.2,3.15,-14.1"
    Rotation = "0.014,-0.011,0.013,1.000"
}

cItemPlacement Bucket2
{
    ItemName = "Bucket"
    Location = "25.8,-0.886,7.78"
    Rotation = "-0.002,-0.007,0.003,1.000"
}

cItemPlacement AcetyleneTank
{
    ItemName = "AcetyleneTank"
    Location = "36.9,-0.5,11.8"
    Rotation = "-0.002,-0.007,0.003,1.000"
}

cItemPlacement BoxOfNails
{
    ItemName = "BoxOfNails"
    Location = "35.9,-1.14,12.0"
    Rotation = "-0.002,-0.007,0.003,1.000"
}

cItemPlacement StepLadder
{
    ItemName = "StepLadder"
    Location = "54.6,-0.68,-6.9"
    Rotation = "-0.002,-0.007,0.003,1.000"
}

cItemPlacement Flare1
{
    ItemName = "Flare"
    Location = "45.9,-1.1,-3.1"
    Rotation = "0.408,-0.403,-0.545,0.614"
}

cItemPlacement Flare2
{
    ItemName = "Flare"
    Location = "45.7,-1.04,-3.3"
    Rotation = "-0.002,-0.007,0.003,1.000"
}

cSpawnPoint PlatinumtoSafeHall
{
    CameraHeading = "-45"
    CameraPitch = "-12.435"
    Location0 = "59.4,2.9,-13.6"
    Rotation0 = "-0.8"
    ZoneMask = "532284928"
}

cSpawnPoint SafetoHallExit
{
    CameraHeading = "90"
    CameraPitch = "-12.435"
    Location0 = "21.2,-1.1,10.0"
    Rotation0 = "1.5"
    ZoneMask = "532284928"
}

cSpawnPoint SafetoHallEnter
{
    CameraHeading = "-90"
    CameraPitch = "-12.435"
    Location0 = "5.9,-1.1,9.95"
    Rotation0 = "-1.5"
    ZoneMask = "532284928"
}


And finally, this in fortune_exterior.txt
Code:
cSpawnPoint SafeHalltoPlatinum
{
    CameraHeading = "0"
    CameraPitch = "-12.435"
    Location0 = "-267.5,-7.3,-30.5"
    Rotation0 = "0"
    ZoneMask = "532284928"
}


Repack your datafile.big and you're done! Now go enjoy your new exit/entrance.
« Last Edit: Nov 6, 2011, 5:27am by Freako »Link to Post - Back to Top  IP: Logged

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maddacheeb
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Posted using the ProBoards Mobile AppNew Safehouse Entrance/Exit
« Reply #1 on Nov 6, 2011, 1:12pm via the ProBoards Mobile App »

Hey thanks for posting the code, I actually need this for my new mod...
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benjaminxdr
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 Re: New Safehouse Entrance/Exit
« Reply #2 on Nov 6, 2011, 3:43pm »

I was looking for a file and YOU DONT KNOW WHAT I FOUND!!! i found a file called waypoint_dr1_paradiseplaza
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Freako
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 Re: New Safehouse Entrance/Exit
« Reply #3 on Nov 6, 2011, 4:08pm »

I do know what you found, and that file does nothing.
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benjaminxdr
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 Re: New Safehouse Entrance/Exit
« Reply #4 on Nov 6, 2011, 4:12pm »

oh,i replace americana casino and its paradise plaza but,im in a black place and i dont stop falling
but i have backup :D
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Wizard
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 Re: New Safehouse Entrance/Exit
« Reply #5 on Nov 6, 2011, 6:48pm »

Awesome work, I figured someone would make a mod like this in time :)
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djlarryt
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 Re: New Safehouse Entrance/Exit
« Reply #6 on Nov 9, 2011, 8:43am »

Great mod, but what happens when you reach the part about the Safehouse Breach? If you run into this area will the portal not take you out of the safehouse and away from the mission? (Haven't got to that point myself yet- but this just occurred to me).
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Freako
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 Re: New Safehouse Entrance/Exit
« Reply #7 on Nov 9, 2011, 5:05pm »

It will, I haven't seen what happens though. Should be a hoot!
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billsy
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 Re: New Safehouse Entrance/Exit
« Reply #8 on Jan 16, 2012, 9:35am »

I was contemplating making this mod a while back, but never got round to it. Great mod, noticed Freako said he was going to add some form of item that you can climb in order to get to the top of the stairs, so I've added those and and altered the teleports to accompany this, if anyones interested as oppose to the current setup. Here's the code, not much different to the original:

Place this into waypoint_safehouse.txt

Code:
cTriggerVolume SafetoHallEnter
{
ActionType = "3"
DisplayName = "707"
DontRenderSphere = "false"
Height = "2.0"
InteractButton = "true"
Level = "LEVEL_SAFEHOUSE"
LevelSpawnPoint = "SafetoHallEnter"
Location = "17.95,0.127,9.95"
Radius = "5"
Rotation = "0,0,0,1"
Vertex1 = "-1,1,1"
Vertex2 = "1,1,1"
Vertex3 = "1,1,-1"
Vertex4 = "-1,1,-1"
}

cTriggerVolume SafetoHallExit
{
ActionType = "3"
DisplayName = "55092"
DontRenderSphere = "false"
Height = "2.0"
InteractButton = "true"
Level = "LEVEL_SAFEHOUSE"
LevelSpawnPoint = "SafetoHallExit"
Location = "8.5,0.127,9.95"
Radius = "5"
Rotation = "0,0,0,1"
Vertex1 = "-1,1,1"
Vertex2 = "1,1,1"
Vertex3 = "1,1,-1"
Vertex4 = "-1,1,-1"
}

cTriggerVolume SafeHalltoPlatinum
{
ActionType = "3"
DisplayName = "847"
DontRenderSphere = "false"
Height = "2.0"
InteractButton = "true"
Level = "LEVEL_FORTUNE_EXTERIOR"
LevelSpawnPoint = "SafeHalltoPlatinum"
Location = "62.13,4.2,-16.25"
Radius = "5"
Rotation = "0,0,0,1"
Vertex1 = "-1,1,1"
Vertex2 = "1,1,1"
Vertex3 = "1,1,-1"
Vertex4 = "-1,1,-1"
}


Place this in waypoint_fortune_exterior.txt

Code:
cTriggerVolume PlatinumtoSafeHall
{
ActionType = "3"
DisplayName = "55092"
DontRenderSphere = "false"
Height = "2.0"
InteractButton = "true"
Level = "LEVEL_SAFEHOUSE"
LevelSpawnPoint = "PlatinumtoSafeHall"
Location = "-267.5,-6.3,-32.45"
Radius = "5"
Rotation = "0,0,0,1"
Vertex1 = "-1,1,1"
Vertex2 = "1,1,1"
Vertex3 = "1,1,-1"
Vertex4 = "-1,1,-1"
}


Place this in safehouse.txt

Code:
cSpawnPoint PlatinumtoSafeHall
{
CameraHeading = "-45"
CameraPitch = "-12.435"
Location0 = "59.4,2.9,-13.6"
Rotation0 = "-0.8"
ZoneMask = "532284928"
}

cSpawnPoint SafetoHallExit
{
CameraHeading = "90"
CameraPitch = "-12.435"
Location0 = "21.2,-1.1,10.0"
Rotation0 = "1.5"
ZoneMask = "532284928"
}

cSpawnPoint SafetoHallEnter
{
CameraHeading = "-90"
CameraPitch = "-12.435"
Location0 = "5.9,-1.1,9.95"
Rotation0 = "-1.5"
ZoneMask = "532284928"
}

cItemPlacement HighRollerTable
{
ItemName = "pokertable_survivor"
Location = "54.600,-0.460,-6.900"
NonInteractableProp = "true"
PropState = "-2"
Rotation = "0.000,-1.650,0.001,0.712"
}

cItemPlacement HighRollerTable1
{
ItemName = "pokertable_survivor"
Location = "54.600,0.440,-6.900"
NonInteractableProp = "true"
PropState = "-2"
Rotation = "0.000,-1.650,0.001,0.712"
}


And finally place this into fortune_exterior.txt

Code:
cSpawnPoint SafeHalltoPlatinum
{
CameraHeading = "0"
CameraPitch = "-12.435"
Location0 = "-267.5,-7.3,-30.5"
Rotation0 = "0"
ZoneMask = "532284928"
}
« Last Edit: Jan 16, 2012, 9:36am by billsy »Link to Post - Back to Top  IP: Logged

superdemonsam1991
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 Re: New Safehouse Entrance/Exit
« Reply #9 on Apr 22, 2012, 10:12pm »

I think I'd like billsy's method. Nice work with the tables...
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