Dead Rising 2/OTR PC Mods
« TheTommah's Mods (Free DLC) »

Welcome Guest. Please Login or Register.
May 25, 2013, 6:19am





Dead Rising 2/OTR PC Mods :: Dead Rising 2 Modding (PC) :: Mod Releases :: Other Modifications :: TheTommah's Mods (Free DLC)
Page 1 of 9 » Jump to page   Go    [Search This Thread] [Share Topic] [Print]
[poll] PollPoll Question: What do you want to see more of out of Tommah?
Poll Options:
 You must be logged in to vote in this poll.
More Weapons![******************] (10 votes, 45.4%)
More Models![*********************] (12 votes, 54.5%)

Poll Totals:
 Total Votes: 22
Total Voters: 22
 AuthorTopic: TheTommah's Mods (Free DLC) (Read 58,363 times)
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 TheTommah's Mods (Free DLC)
« Thread Started on Jan 16, 2011, 10:12pm »

shortcut: http://p.ly/toms


TOMMAH


Hey all, thanks to a personal tutorial from tab I was able to get my creative juices flowing...

no weapons replace existing weapons, all new additions. And fully functional with the workbench.

sorry for the low quality

I decided to combine my two mod threads: This one and the Beefy Storage Room 11. Also moved all my weapons inside the room, expanding it.
[spoiler][image]
[image] [/spoiler]
There was a lot of moving around and I did test it, but please let me know if there are any problems


Recruitable Survivors

[spoiler]
[image]
[/spoiler]
Down load HERE: Recruits.zip



DLC for FREE!?!?!?!

-Retail/Legit Copies of Dead Rising 2
-Other Copies of Dead Rising 2



Included weapons are:
(click for video)

-Electric Bow and Arrow
-Flamebike
-Gambit Cards
-Ice Punch
-Ice Shard
-Ice Board
-Mjollnir (Thor's Hammer)
-Gambit's Stick
-Sub-Machine Gun
-Burning Girl's Bike
-Nikita Missile Launcher
-Bag Of Explosives
-Grey Fox Sword
-Ghost Rider's Motorcycle
-Captain America's Shield
-Master Sword and Hylian Shield
-Force Lightning
-MegaMan Buster
-He-man's Sword
-He-man's Battle Axe
-He-man's Tiger - Cringer/Battlecat
-Sauron's Mace
-Bombow
-Electroballs
-Exploding Shotgun Shells
-Minigun
-Adam the Clown's chainsaw
-Laser Light Gun
-Super Massager
-Slicer Gun
-Fireball



Weapons Mod Download


Directions to use Weapons Mod:


-Just my mod-


1. click link and download file "DR2"
2. unzip
3. place "datafile.big" file and "dynamicprops" folder into games' /data/ folder
i.e. \Program Files\Capcom\Dead Rising 2\data\.

4. unpack "streamedassets.big", place contents of my "streamedassets_big" folder into your's.
5. Pack "streamedassets.big"
6. Play


-Part of my mod/To mix with other mods-

1. Unzip DR2.zip
2. Unpack, using Gibbed .Tools, datafile.big. Creating datafile_big.
3. Open my DIY.txt File
4. Search for Weapon/Item you want and copy section.
5. Open items.txt inside datafile_big and paste section anywhere (top is easiest) and save. Make sure it appears exactly as in the DIY.txt file. This gives the item its attributes.
6. Go back to my DIY.txt. At the bottom you'll find cItemPlacement codes. Look for your weapon and copy code. Remember which section its in. (ex. safehouse.txt, royal_flush.txt)
7. Open .txt file of location (ex. safehouse.txt) and paste code anywhere (top is easiest) and save. Make sure it appears exactly as in the DIY.txt file. This places the item in the location of the .txt file.
8. Pack, using Gibbed .Tools, datafile_big (backup original) and rename to datafile.big.
9. Delete datafile_big.
10. Drag and drop my "dynamicprops" folder into /data.
*Only for Gambit Stick and Master Sword*
11. Unpack, using Gibbed .Tools, streamedassets.big.
12. Drag and drop contents of my streamedasstes folder into newly created streamedassets_big folder and replace.
13. Pack, using Gibbed .Tools, streamedassets_big (backup original) and rename to streamedassets.big.



Models:


You can only use these one at a time since they all swap over the Tir Outfit. I would recommend saving these under different names: npcs(link).big, npcs(hulk).big, npcs(heman).big. Whatever you want to use just copy and paste, then rename to "npcs.big".

I just realized that most of my models swap out the Tir Outfit, but a lot of people might not have access to the Tir Outfit. To get the Tir Outfit open /data/datafile.big/safehouse.txt and paste this:
Code:
cItemPlacement TIRHelmetDispenser
{
    ItemName = "TIRHelmetDispenser"
    Location = "10.1,-1,19.9"
    Rotation = "0,0,0,1"
}

cItemPlacement TirOutfitDispenser
{
    ItemName = "TirOutfitDispenser"
    Location = "10.1,-1,20.3"
    Rotation = "0,0,0,1"
}

I have this included in my "Weapons Mod" but just in case, this will put the Tir Outfit and the Tir Helmet in the shower of the safehouse (in the savepoint bathroom)

Iceman - use suit by getting naked - pic

Solid Snake - Tir Outfit w/ helmet and hygiene mask - pic

Gambit - Tir Outfit w/o helmet, remove head_naked - pic

Indiana Jones - TIR outfit with helmet - pic

Gas Mask Soldier - TIR outfit with helmet and hygiene mask - pic

Agent Zero - TIR outfit with helmet - pic

The Hulk - Naked....just get naked - pic
*NOTE* copy and paste contents from my items.txt into your's, but replace your sgraph.txt completely with mine (backup your files)

The Mechanic - Tir Outfit w/ helmet - pic

Link - Tir Outfit w/ helmet - pic

Mega Man - Tir Outfit (will remove right hand) - pic

Archie Outfit - Tir Outfit - pic

New Tattered Outfit - Default Outfit - pic

He-man: Master of the Universe! - Tir Outfit w/default hair - pic


-To Use-

1. Unpack, using Gibbed .Tools, npcs.big. Creating npcs_big folder.
2. Drag and drop all .big and .tex files into newly created npcs_big folder and replace all.
*Only for Gambit*
-open bigfile.xml with a text editor, search for "head_naked.big" and "head_naked.tex" entries and delete them. Save.

3. Pack, using Gibbed .Tools, npcs_big folder (backup original) and rename to npcs.big.
4. Delete npcs_big folder.
5. Refer to outfit description on how to wear outfit.



first we have an Electrocution Bow and Arrow...


combine a bow and arrow and a battery to get it, or just place it in your safehouse, etc... .
[spoiler]
Code:
cProjectileLauncherItem electribow
{
    ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK"
    ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK"
    AnimationChooserValueForHand = "8"
    AnimationChooserValueForIdle = "0"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForPutdown = "0"
    AnimationChooserValueForThrow = "38"
    AnimationChooserValueForWalkRun = "0"
    AnimBankName = "BowandArrow"
    AssetFilename = "electribow"
    AttachAndShowNextProjectile = "true"
    AttachPropToBoneType = "1"
    AudioActionBits = "256"
    AudioFilename = "fx_bowandarrow"
    AudioItemName = "BowAndArrow"
    AudioLoadDistanceType = "1"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "0.2"
    CollisionType = "3"
    ComboBlendDuration0 = ".02"
    ComboBlendXZToUse0 = "2"
    ComboBlendYToUse0 = "2"
    DisplayName = "50517"
    DR2 = "true"
    DR2PRO = "true"
    Durability = "999"
    FiringRate = "0.000"
    Friction = "25"
    HandlingStyle = "0"
    IconFilename = "w_bowandarrow"
    InteractDistance = "1.4"
    InventoryInteractionType = "0"
    Is_Cliche = "true"
    Is_Humour = "true"
    Is_Sharp = "true"
    Is_Thrown = "false"
    IsWeapon = "true"
    LoadDistance = "35"
    NumberOfThrowables = "999"
    PropToThrow = "electricarrow"
    Restitution = ".01"
    RestrictedByRegion = "false"
    Reticle_AccuracyDecreasePerShot = "0"
    Reticle_ActiveInRangeMode = "true"
    Reticle_BestAccuracy = ".9"
    Reticle_MinMovementRateBeforeAccuracyDecrease = "0"
    Reticle_ReturnToNormalAccuracyRate = "1"
    Reticle_Type = "0"
    Reticle_WorstAccuracy = ".9"
    ThrowRange = "22.5"
    UseLobProjectilePhysics = "false"
    WeaponCanSliceLimbs = "true"
    WeaponType = "2"
    Weight = "15"
    cWeaponAimWarperInfoItem ba_aiminfo
    {
        HasPivots = "false"
        MaxRotationLeft = "0.785"
        MaxRotationRight = "0.785"
        RotationSpeed = "10"
        TargetHeight = "1.7"
    }
    cComboCardItem BowArrowExplosive_card
    {
        AchievementCategory = "9"
        Attack1 = "2700"
        Card_Label = "2818"
        CardIndexNumber = "43"
        ComboStationRotation_1 = "0,0,0.5,0.5"
        ComboStationRotation_2 = "0,0,-0.70710677,0.70710677"
        DR2 = "true"
        IconAsset = "comboc_blambow"
        PP_Multiplier = "2"
        Ticker_Description = "2518"
        Weapon_1 = "BowandArrow"
        Weapon_2 = "Battery"
        Weapon_Description = "2612"
    }
    cPrestigePointInfoItem blambow_pp
    {
        PrestigePointsAwarded0 = "5000"
        PrestigePointsAwarded1 = "5000"
        PrestigePointsAwarded2 = "5000"
        RewardCondition0 = "6"
        RewardCondition1 = "4"
        RewardCondition2 = "14"
    }
}    

cPlayerWeaponItem electricarrow
{
    AchievementCategory = "1"
    AnimationChooserValueForHand = "8"
    AnimationChooserValueForThrow = "38"
    AssetFilename = "electricarrow"
    AttachPropToBoneType = "0"
    AudioActionBits = "0"
    AudioFilename = "fx_arrow"
    AudioItemName = "Arrow"
    AudioUnloadDeferralTime = "1"
    CollidableQuality = "3"
    CollisionType = "3"
    DR2 = "true"
    Friction = "5"
    HandlingStyle = "3"
    InteractDistance = "0"
    InventoryInteractionType = "0"
    Is_Cliche = "true"
    Is_Sharp = "true"
    Is_Thrown = "true"
    IsWeapon = "false"
    MaxProjectileDamage = "22.5"
    PlayerInteractVisionAngle = "0"
    ProjectileFatalHitReaction = "50"
    ProjectileHitImpulse = "3"
    ProjectileHitReaction = "52"
    PropEffectDuration0 = "4.5"
    PropEffectLocator0 = "16"
    PropEffectLocator1 = "16"
    PropEffectLocatorIndex0 = "1"
    PropEffectLocatorIndex1 = "0"
    PropEffectsOnCondition0 = "4"
    PropEffectsOnCondition1 = "2"
    PropEffectStartDelay0 = "0.1"
    PyroEffect0 = "213"
    PyroEffect1 = "123"
    Restitution = "0.025"
    RestrictedByRegion = "false"
    Reticle_ActiveInRangeMode = "false"
    Support = "true"
    ThrowAngleDegrees = "0"
    ThrowEffectAudio = "1"
    ThrowEffectOnImpact = "279"
    ThrowEffectOnVictim = "14"
    ThrowForce = "35"
    ThrowSpin = ".275,0,-0.5"
    Weight = "0.25"
    cAttachedToZombieInfoItem arrow_impale
    {
        AnimSet = "-1"
        DamagePerSecondWhenAttachedToZombie = "2"
        PositionToStickTo = "2"
        StickableArea = "1"
        StickableAsProjectile = "true"
        StickArbitrarily = "true"
    }

    cPropLifetimeInfoItem arrow_die
    {
        DR2 = "true"
        LifetimeModifier = "0"
        Support = "true"
    }

}
[/spoiler]


second is a flamethrower bike...


you may get this either by using my instructions to place it in the boiler room in Royal Flush or by combining a M249 bike with Motor Oil
[spoiler]
Code:
cBikeItem flamebike
{
    AirDensity = ".5"
    AllwaysDisplayDebugText = "true"
    AssetFilename = "data/models/environment/props/m249_bike"
    AudioDownShiftDeltaKMH = "10"
    AudioEngineVolume = "0"
    AudioFilename = "fx_superbike"
    AudioHardBrakeDeltaRPM = "100"
    AudioIdleRPM = "2000"
    AudioItemName = "SuperBike"
    AudioLimiterRPM = "7500"
    AudioSuspensionVolume = "2"
    AudioTireVolume = "3"
    AudioTransmissionVolume = "3"
    AudioUnloadDeferralTime = "1.0"
    AudioUpShiftKMperHourForGear1 = "100"
    AudioUpShiftRPM = "8130"
    AutoReverse = "false"
    Axle0 = "0"
    Axle1 = "1"
    Brake_IsConnectedToHandbrake0 = "false"
    Brake_IsConnectedToHandbrake1 = "true"
    Brake_MaxBreakingTorque0 = "20"
    Brake_MaxBreakingTorque1 = "125"
    Brake_MinPedalInputToBlock0 = "0.75"
    Brake_MinPedalInputToBlock1 = "0.75"
    Brake_WheelsMinTimeToBlock = "0.1"
    CameraInteractionMode = "1"
    CanBeModdable = "true"
    CenterOfMassOffset = "0.0,-0.03,-0.2"
    ChassisUnitInertiaPitch = "0.5"
    ChassisUnitInertiaRoll = "0.3"
    ChassisUnitInertiaYaw = "0.3"
    CollidableQuality = "0"
    CollisionBits = "WORLDCOLLISIONFILTER_VEHICLE"
    CollisionSpinDamping = "5.0"
    CollisionThreshold = "1.57"
    CollisionType = "3"
    CounterFrontSideImpulse = ".06"
    DamageBOSS_Flat = "25"
    DamageBOSS_MinSpeed = "25"
    DamageBOSS_PerKMH = "5"
    DamageProp = "MotorcycleDmg"
    DeadZone = "0.5"
    DelayBeforeOther360 = "1.12"
    DelayBeforeOtherFlip = "1.24"
    DeltaPitchFactor = "1.15"
    DisplayName = "50224"
    DoesWheelSteer0 = "true"
    DoesWheelSteer1 = "false"
    Door1 = "0.4162, -0.9, -0.1194"
    Door2 = "0.4162, -0.9, -0.1194"
    DR2 = "true"
    DragCoefficient = "0.15"
    DrawSkidLines = "true"
    Durability = "250"
    EndoAngularImpulse = "0"
    EndoContinueImpulse = "0,0,0"
    EndoImpulse = "0"
    EndoPitchModel = "0"
    Engine_MaxRPM = "4950"
    Engine_MaxTorque = "40"
    Engine_MinRPM = "1000"
    Engine_OptRPM = "3500"
    Engine_ResistanceFactorAtMaxRPM = "0.35"
    Engine_ResistanceFactorAtMinRPM = "0.025"
    Engine_ResistanceFactorAtOptRPM = "0.15"
    Engine_TorqueFactorAtMaxRPM = "0.85"
    Engine_TorqueFactorAtMinRPM = "0.75"
    EngineRpmDecreasePerTick = "400"
    EngineRpmIncreasePerTick = "200"
    ExtraGravity = "0.0,-2.0,0.0"
    ExtraTorqueFactor = "-0.5"
    FIRE_WeaponToMimic = "flamebikegun"
    FlipImpulse = "0"
    FootDownMode = "1"
    ForceFeedbackMultiplier0 = "0"
    ForceFeedbackMultiplier1 = "0"
    Friction = "0.4"
    Friction_Donut0 = "3"
    Friction_Donut1 = "1.5"
    Friction_QuickSpin0 = "1.25"
    Friction_QuickSpin1 = "1.75"
    Friction0 = "3"
    Friction1 = "4"
    FrictionEqualizer = "0.5"
    FrontalArea = "1.0"
    GearRatio1 = "2.544"
    GearRatio2 = "1.892"
    GearRatio3 = "1.407"
    GearRatio4 = "1.166"
    GearRatio5 = "1.000"
    Gears_ClutchDelayTime = "0.1"
    Gears_DownShiftRPM = "3000"
    Gears_NumberOfGears = "5"
    Gears_ReverseGearRatio = ".6"
    Gears_ReverseGearTopSpeed = "6"
    Gears_TransmissionModel = "1"
    Gears_UpShiftRPM = "4950"
    GENERAL_FiringMode = "1"
    GENERAL_NumberOfFirePoints = "2"
    IgnoreSeatLocators = "false"
    IgnoreWheelLocators = "false"
    Impulse360 = "0"
    InitialSlope = "0.5"
    InteractDistance = "1.5"
    IsConsideredACoolVehicle = "true"
    IsCool = "true"
    Lean_CenterOfMassYAdj = "0"
    Lean_MaxLeanBack = "-.25"
    Lean_MaxLeanForward = ".25"
    LeaningAtStop = "0"
    LeaningDampener = "10"
    LeaningEaseout = "5.5"
    LeaningFactor = "23"
    LeaningFactorAtStop = "3"
    LeaningInitSpeed = ".8"
    LeaningMaxSpeed = "4"
    LeaningModel = "1"
    LeaningRestoreFactor = "20"
    LeaningSpeedup = "10"
    LiftCoefficient = "-0.7"
    LoadDistance = "100"
    ManualLength0 = "true"
    ManualLength1 = "true"
    Mass0 = "9"
    Mass1 = "9"
    MaxFriction0 = "5.0"
    MaxFriction1 = "5.0"
    MaxLeaningAtStop = "15"
    MaxTyremarkEnergy = "1000.0"
    MaxVelocityForPositionalFriction = "10"
    MaxWheelieAngle = "55"
    MergedFileNotUsed = "true"
    MinSpeedForFullTilt = "5"
    MinTyremarkEnergy = "15"
    MinVehicleSpeedForWheeliesAndEndos = "2"
    MinVehicleSpeedToEjectPlayer = "50"
    MinYRotationRequiredToBeFlipped = "0.78"
    NormalSpinDamping = "1.5"
    NumberOfDoors = "2"
    NumberOfGearsForAudio = "1"
    NumberOfSeats = "1"
    NumberOfWheels = "2"
    NumberOfWheelsPerAxle = "1"
    PropAudioType = "513"
    PropEffectLocator0 = "15"
    PropEffectLocator1 = "15"
    PropEffectLocator2 = "15"
    PropEffectLocator3 = "15"
    PropEffectsOnCondition3 = "0"
    PropEffectsOnCondition0 = "7"
    PropEffectsOnCondition1 = "7"
    PropEffectsOnCondition2 = "7"
    PyroEffect0 = "57"
    PyroEffect1 = "57"
    PyroEffect2 = "171"
    PyroEffect3 = "301"
    Radius0 = "0.328605"
    Radius1 = "0.324845"
    RelativeSpeedToEjectPlayer = "54"
    Restitution = "0.0"
    RestrictedByRegion = "false"
    Seat1 = "0.20, -1.0, -0.5"
    Seat2 = "0.20, -1.0, 0.5"
    SeatCanBeInjured1 = "true"
    SeatLocatorType1 = "23"
    SelfDamage_MaxDmgForDynamicProps = "5"
    SelfDamage_MaxDmgForOtherVehicles = "10"
    SelfDamage_MaxDmgForStaticProps = "10"
    SelfDamage_MaxDmgForZombies = "1"
    SelfDamage_MinSpeedRequired = "5"
    SelfDamage_mMaxDmgForSurvivors = "1"
    SlipAngle0 = "0"
    SlipAngle1 = "0"
    SlopeChangePointX = "0.7"
    Steering_AdditionalControlPoint = "false"
    Steering_AngleAtSpeedS = "4"
    Steering_AngularImpulseWhenAllWheelsUp = "20800"
    Steering_AngularImpulseWhenFrontWheelUp = "15280"
    Steering_CanQuickSpin = "true"
    Steering_DonutSideImpulse = "1500"
    Steering_DrivingSideImpulse0 = "0"
    Steering_DrivingSideImpulse1 = "1500"
    Steering_DrivingSideImpulse2 = "20"
    Steering_DrivingSideImpulseSpeed0 = "0"
    Steering_DrivingSideImpulseSpeed1 = "10"
    Steering_DrivingSideImpulseSpeed2 = "70"
    Steering_MaxAngle = "47.5"
    Steering_MaxSpeedForDonut = "1"
    Steering_MaxSpeedFullAngle = "25"
    Steering_Model = "1"
    Steering_PitchAngularImpulseInAir = "30800"
    Steering_QuickSpinDontBrakeOutTurnWindow = "true"
    Steering_QuickSpinFrontCounterImpulse = "0,0,1.6"
    Steering_QuickSpinMaxDuration = "0.4"
    Steering_QuickSpinSideImpulse = "1500"
    Steering_QuickSpinTurnWindow = "0.45"
    Steering_SpeedS = "40"
    Steering_TiltAngularImpulseInAir = "200.000"
    SteeringFactorInWheelie = ".3"
    Susp_Length0 = ".18"
    Susp_Length1 = ".35"
    Suspension_DampingCompression0 = "7.2"
    Suspension_DampingCompression1 = "6"
    Suspension_DampingRelaxation0 = "9.5"
    Suspension_DampingRelaxation1 = "9.5"
    Suspension_Padding0 = ".02"
    Suspension_Strength0 = "36.5"
    Suspension_Strength1 = "35"
    SuspensionBottomOutLimit = "0.25"
    SuspensionEquilibriumThreshold = "0.14"
    SuspensionModel = "0"
    TireNoiseScaler = "0.0001"
    TireSkidEnergyDecreasePerTick = "750"
    TireSkidEnergyIncreasePerTick = "300"
    TorquePitchFactor = "0.5"
    TorqueRollFactor = "0.25"
    TorqueYawFactor = "0.35"
    UnstuckImpulse = "1930"
    UseBoostStart = "true"
    VehicleJumpImpulse = "0,0,0"
    VehicleTopSpeed = "43.50"
    ViscosityFriction0 = "0.03"
    ViscosityFriction1 = "0.03"
    Weight = "120"
    WheelCollision_Model = "0"
    WheelCollision_NormalClip = ".8"
    WheelieAngularImpulse = "0"
    WheelieConstraintSpeed = "0"
    WheelieContinueImpulse = "0,0,0"
    WheelieEndoCounterContinueImpulseFactor = "0.4"
    WheelieEndoCounterImpulseFactor = "0.4"
    WheelieExtraTorque = "0.000"
    WheelieImpulse = "0"
    WheeliePitchModel = "4"
    WheelsTorqueRatio0 = "0.0"
    WheelsTorqueRatio1 = "1.0"
    Width0 = "0.08"
    Width1 = "0.1"
    cAlternateTextureInfoItem m249bike_alttex
    {
        AlternateTextureName0 = "data/models/environment/props/m249_bike_red"
        AlternateTextureName1 = "data/models/environment/props/m249_bike_blue"
        AlternateTextureName2 = "data/models/environment/props/m249_bike_green"
        AlternateTextureName3 = "data/models/environment/props/m249_bike_usa"
        AlternateTextureName4 = "data/models/environment/props/m249_bike_purple"
        AlternateTextureName5 = "data/models/environment/props/m249_bike_black"
    }

    cPrestigePointInfoItem m249bike_pp
    {
        PrestigePointsAwarded0 = "25"
        RewardCondition0 = "14"
    }
    cGunProjectileInfoItem flamebike
    {
        DR2 = "true"
        PropToShoot = "nothing"
        Support = "true"
    }
    cComboCardItem BowArrowExplosive_card
    {
        AchievementCategory = "9"
        Attack1 = "2700"
        Card_Label = "2818"
        CardIndexNumber = "43"
        ComboStationRotation_1 = "0,0,0.5,0.5"
        ComboStationRotation_2 = "0,0,-0.70710677,0.70710677"
        DR2 = "true"
        IconAsset = "comboc_blambow"
        PP_Multiplier = "2"
        Ticker_Description = "2518"
        Weapon_1 = "M249Bike"
        Weapon_2 = "MotorOil"
        Weapon_Description = "2612"
    }
}

cFirearmItem flamebikegun
{
    AchievementCategory = "-1"
    ActionTargetCrawlerOnly6 = "false"
    AimIKLeftAngleLimit = "50"
    AimIKRightAngleLimit = "30"
    AnimationChooserValueForEnhancedAnims = "1"
    AnimationChooserValueForFirearms = "0"
    AnimationChooserValueForHand = "11"
    AnimationChooserValueForIdle = "1"
    AnimationChooserValueForJump = "1"
    AnimationChooserValueForPickup = "1"
    AnimationChooserValueForPutdown = "4"
    AnimationChooserValueForWalkRun = "1"
    AttachPropToBoneType = "0"
    AudioActionBits = "256"
    AudioFilename = "fx_flamethrower"
    AudioItemName = "FlameThrower"
    AudioUnloadDeferralTime = "3"
    BaseBulletDamage = "75"
    CanBePlacedOnZombie = "false"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "0.2"
    CollisionType = "3"
    DisplayName = "50136"
    DR2 = "true"
    Durability = "9999"
    EffectOnImpact = "2"
    EffectOnVictim = "0"
    FatalHitReaction = "51"
    FiringRate = "13"
    Friction = "25"
    HandlingStyle = "3"
    HitReaction = "13"
    IconFilename = "w_m249"
    Impulse = "1"
    InteractDistance = "1.3"
    InventoryInteractionType = "0"
    IsAutomatic = "true"
    IsWeapon = "true"
    LocatorOrientationOffset = "0.000,0.000,0.000,1.000"
    LocatorPositionOffset = "0.000,0.000,0.000"
    MaxBulletDistance = "0.5"
    MaxBulletsPerClip = "9999"
    NumPelletsPerShot = "0"
    PropEffectLocator0 = "15"
    PropEffectLocator1 = "15"
    PropEffectLocator2 = "15"
    PropEffectLocator3 = "15"
    PropEffectsOnCondition3 = "0"
    PropEffectsOnCondition0 = "7"
    PropEffectsOnCondition1 = "7"
    PropEffectsOnCondition2 = "7"
    PyroEffect0 = "57"
    PyroEffect1 = "57"
    PyroEffect2 = "171"
    PyroEffect3 = "301"
    RequiresReload = "false"
    Restitution = "0.08"
    Reticle_AccuracyDecreasePerShot = "0.18"
    Reticle_ActiveInRangeMode = "true"
    Reticle_ActiveInThirdPerson = "false"
    Reticle_BestAccuracy = "0.7"
    Reticle_EnableAutoTargeting = "false"
    Reticle_MinMovementRateBeforeAccuracyDecrease = "1"
    Reticle_ReturnToNormalAccuracyRate = "0.05"
    Reticle_Type = "0"
    Reticle_WorstAccuracy = "0.0"
    RotationOffset = "0.045"
    SkillRequired = "0"
    Support = "true"
    SurvivorHandlingTwoHands = "true"
    SurvivorWeapon = "true"
    VertOffsetFromHandToMuzzle = "0.145"
    VibrationPattern = "10"
    WaveAmplitude = "0.05"
    WaveSpeed = "2.5"
    WeaponType = "15"
    Weight = "20"
    cLimbDestroyInfoItem LMG_M249_Limb_Removal1
    {
        Limb0 = "0"
        Limb1 = "1"
        Limb2 = "2"
        Limb3 = "3"
        Limb4 = "4"
        ProbabilityOfExploding0 = ".75"
        ProbabilityOfExploding1 = ".5"
        ProbabilityOfExploding2 = ".5"
        ProbabilityOfExploding3 = ".2"
        ProbabilityOfExploding4 = ".2"
    }
    cGunProjectileInfoItem flamebikegun
    {
        DR2 = "true"
        PropToShoot = "nothing"
        Support = "true"
    }

}

In royal_flush.txt
Code:
cItemPlacement flamebike
{
    ItemName = "flamebike"
    Location = "-315,-4.2,-131.5"
    Rotation = "0,-0.5,0,-1"
}
[/spoiler]


Lastly, and my favorite, is Gambit's Cards...


VERY FUN!!! You can acquire these by combining Playing cards and a battery.
[spoiler]
Code:
cProjectileLauncherItem gambitcards
{
    ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK"
    ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK"
    AlternateWeaponViewCam = "4"
    AnimationChooserValueForHand = "0"
    AnimationChooserValueForIdle = "0"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForPutdown = "0"
    AnimationChooserValueForThrow = "28"
    AnimationChooserValueForWalkRun = "0"
    AnimBankName = "Firecrackers"
    AssetFilename = "gambitcards"
    AudioFilename = "fx_cards"
    AudioItemName = "Cards"
    AudioLoadDistanceType = "1"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "0.1"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "11"
    ComboBlendDuration0 = "0.05"
    ComboBlendXZToUse0 = "2"
    ComboBlendYToUse0 = "2"
    DestroyOnThrownImpact = "false"
    DetonateOnThrow = "true"
    DetonationDelay = ".6"
    DisplayName = "50551"
    DR2 = "true"
    DR2PRO = "true"
    Durability = "30"
    ExplodeRadius = "5"
    ExplosionCausesExplosions = "true"
    ExplosionCausesImpulse = "true"
    FatalHitReaction = "38"
    Friction = "25"
    HandlingStyle = "0"
    HitsPerSecondReactionEarlyOutThreshold = "5"
    HitsPerSecondThreshold = "5"
    IconFilename = "w_playcards"
    InteractDistance = "1.2"
    InventoryInteractionType = "0"
    Is_Blunt = "false"
    Is_Cliche = "true"
    Is_Humour = "true"
    Is_Sharp = "true"
    Is_Thrown = "true"
    IsWeapon = "true"
    LoadDistance = "15"
    MaxDamage = "200"
    MaxDamageDealtPerAttack = "100"
    MaxDelayVariation = "0.2"
    MaxProjectileDamage = "10"
    MediumDamageRadius = "4"
    NumberOfThrowables = "999"
    ProjectileFatalHitReaction = "51"
    ProjectileHitImpulse = "1.1"
    ProjectileHitReaction = "13"
    PropEffectDuration0 = "4.5"
    PropEffectLocator0 = "16"
    PropEffectLocator1 = "16"
    PropEffectLocatorIndex0 = "1"
    PropEffectLocatorIndex1 = "0"
    PropEffectsOnCondition0 = "4"
    PropEffectsOnCondition1 = "0"
    PropEffectStartDelay0 = "1"
    PyroEffect0 = "213"
    PyroEffect1 = "80"
    PropToThrow = "gambitcards_pieces"
    Restitution = "0.05"
    Reticle_ActiveInRangeMode = "true"
    Reticle_Type = "1"
    ThrowAngleDegrees = "0"
    ThrowForce = "10"
    ThrowRange = "20"
    UseLobProjectilePhysics = "true"
    WeaponType = "1"
    Weight = "5"
    cComboCardItem BowArrowExplosive_card
    {
        AchievementCategory = "9"
        Attack1 = "2700"
        Card_Label = "2818"
        CardIndexNumber = "43"
        ComboStationRotation_1 = "0,0,0.5,0.5"
        ComboStationRotation_2 = "0,0,-0.70710677,0.70710677"
        DR2 = "true"
        IconAsset = "comboc_blambow"
        PP_Multiplier = "2"
        Ticker_Description = "2518"
        Weapon_1 = "PlayingCards"
        Weapon_2 = "Battery"
        Weapon_Description = "2612"
    }
}

cExplosiveItem gambitcards_pieces
{
    AchievementCategory = "4"
    AssetFilename = "gambitcards_pieces"
    AttachPropToBoneType = "1"
    AudioActionBits = "16"
    AudioFilename = "fx_cardpieces"
    AudioItemName = "Cards_Pieces"
    AudioUnloadDeferralTime = "1"
    BreakSpread = "2"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "0.1"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "11"
    DestroyOnThrownImpact = "false"
    DetonateOnThrow = "true"
    DetonationDelay = "2"
    DisplayName = "50320"
    DR2 = "true"
    Durability = "1"
    ExplodeRadius = "5"
    ExplosionCausesExplosions = "true"
    ExplosionCausesImpulse = "true"
    FatalHitReaction = "38"
    Friction = "25"
    HandlingStyle = "0"
    InteractDistance = "0"
    InventoryInteractionType = "2"
    Is_Humour = "true"
    Is_Thrown = "true"
    IsWeapon = "true"
    MaxDamage = "200"
    MaxDamageDealtPerAttack = "100"
    MaxDelayVariation = "0.2"
    MaxProjectileDamage = "10"
    MediumDamageRadius = "4"
    ProjectileFatalHitReaction = "51"
    ProjectileHitImpulse = "1.1"
    ProjectileHitReaction = "13"
    PropEffectDuration0 = "4.5"
    PropEffectLocator0 = "16"
    PropEffectLocator1 = "16"
    PropEffectLocator2 = "16"
    PropEffectLocator3 = "16"
    PropEffectLocatorIndex0 = "1"
    PropEffectLocatorIndex1 = "1"
    PropEffectLocatorIndex2 = "0"
    PropEffectLocatorIndex3 = "0"
    PropEffectsOnCondition0 = "4"
    PropEffectsOnCondition1 = "13"
    PropEffectsOnCondition2 = "3"
    PropEffectsOnCondition3 = "0"
    PropEffectStartDelay0 = "0.1"
    PropelledForwardImpulse = "18f"
    PropelledMaxAngularVelocity = "50f"
    PropelledMaxLinearVelocity = "50.f"
    PyroEffect0 = "213"
    PyroEffect1 = "67"
    PyroEffect2 = "56"
    PyroEffect3 = "80"
    Restitution = "0.05"
    RestrictedByRegion = "false"
    Support = "true"
    SurvivorWeapon = "false"
    ThrowAngleDegrees = "-3"
    ThrowEffectAudio = "0"
    ThrowEffectOnVictim = "0"
    ThrowForce = "7"
    ThrowSpin = "0,0,0"
    WeaponType = "1"
    Weight = "0.5"
    cPropHitZombieInfoItem sb_hzombie
    {
        DR2 = "true"
        PropHitZombieEffect = "0"
        Support = "true"
    }
    cAttachedToZombieInfoItem bzooka_attached_info
    {
        AnimSet = "-1"
        PositionToStickTo = "2"
        StickableArea = "1"
        StickableAsProjectile = "true"
        StickArbitrarily = "true"
    }
}

In safehouse.txt
Code:
cItemPlacement gambitcards
{
    ItemName = "gambitcards"
    Location = "2.4,-0.575,27.7"
    PropState = "-2"
    Rotation = "0,0,1,0"
}
[/spoiler]

I have also included a combo of Flaming Sword and Spiked Shield, you can acquire this by combining Flaming swordandshield and Spiked swordandshield.



I'm sorry if I left something out, feel free to ask any questions.

« Last Edit: Apr 1, 2012, 3:10pm by tommah »Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 Re: Custom Weapons
« Reply #1 on Jan 16, 2011, 10:28pm »

Nice job tom, I notice you posted on msn... I didn't even know you could do this! The 3 videos are awesome.

[clothingbox]
« Last Edit: Jul 29, 2011, 12:18pm by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
thommoboy
Junior Member
**
member is offline

[avatar]



Joined: Nov 2010
Gender: Male
Posts: 85
Karma: 1
 Re: Custom Weapons
« Reply #2 on Jan 18, 2011, 1:57am »

can we include this in the infinity mode?
Link to Post - Back to Top  IP: Logged

tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: Custom Weapons
« Reply #3 on Jan 18, 2011, 3:54pm »

absolutely.... can't think of any reason why not
Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: Custom Weapons
« Reply #4 on Feb 1, 2011, 11:32am »

NEW WEAPONS

With Iceman being one of my favorite X-Men, I decided to do a Weapon Theme Mod

1. Ice Shards

as always I didn't have the audio one while modding and recording... I have since changed the audio
Can be made by combing Fire Extinguisher and Bowie Knife
[spoiler]
Code:
cProjectileLauncherItem iceshards
{
    ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK"
    ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK"
    AlternateWeaponViewCam = "4"
    AnimationChooserValueForHand = "0"
    AnimationChooserValueForIdle = "0"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForPutdown = "0"
    AnimationChooserValueForThrow = "28"
    AnimationChooserValueForWalkRun = "0"
    AnimBankName = "Firecrackers"
    AssetFilename = "iceshards"
    AudioFilename = "fx_cards"
    AudioItemName = "Cards"
    AudioLoadDistanceType = "1"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "0.1"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "3"
    ComboBlendDuration0 = "0.05"
    ComboBlendXZToUse0 = "2"
    ComboBlendYToUse0 = "2"
    DisplayName = "50551"
    DR2 = "true"
    DR2PRO = "true"
    Durability = "999"
    EffectOnVictim0 = "189"
    Friction = "25"
    HandlingStyle = "0"
    HitsPerSecondReactionEarlyOutThreshold = "5"
    HitsPerSecondThreshold = "5"
    IconFilename = "w_playcards"
    InteractDistance = "1.2"
    InventoryInteractionType = "0"
    Is_Blunt = "false"
    Is_Cliche = "true"
    Is_Humour = "true"
    Is_Sharp = "true"
    Is_Thrown = "true"
    IsWeapon = "true"
    LoadDistance = "15"
    NumberOfThrowables = "999"
    PropToThrow = "iceshard_pieces"
    PropEffectLocator0 = "16"
    PropEffectsOnCondition0 = "0"
    PyroEffect0 = "215"
    PropEffectLocator1 = "16"
    PropEffectsOnCondition1 = "0"
    PyroEffect1 = "80"
    PropEffectLocator2 = "16"
    PropEffectLocatorIndex2 = "1"
    PropEffectsOnCondition2 = "0"
    PyroEffect2 = "32"
    PropEffectLocator3 = "16"
    PropEffectsOnCondition3 = "0"
    PyroEffect3 = "225"
    Restitution = "0.05"
    Reticle_ActiveInRangeMode = "true"
    Reticle_Type = "1"
    ThrowAngleDegrees = "0"
    ThrowForce = "10"
    ThrowRange = "15"
    UseLobProjectilePhysics = "true"
    WeaponType = "1"
    Weight = "5"
    cComboCardItem iceshards_card
    {
        AchievementCategory = "12"
        Attack1 = "2700"
        CanBeBuiltInProlog = "true"
        Card_Label = "2831"
        CardIndexNumber = "2"
        ComboStationRotation_1 = "0,-0.707106770,0,0.70710677"
        ComboStationRotation_2 = "0.5,-0.5,0.5,0.5"
        DR2 = "true"
        IconAsset = "comboc_molotov"
        PP_Multiplier = "2"
        Ticker_Description = "2531"
        Weapon_1 = "BowieKnife"
        Weapon_2 = "FireExtinguisher"
        Weapon_Description = "2619"
    }
}

cPlayerWeaponItem iceshard_pieces
{
    AchievementCategory = "1"
    ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK"
    ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
    AlternateWeaponViewCam = "4"
    AnimBankName = "SawBlade"
    AssetFilename = "iceshard_pieces"
    AssociatedMagazineType0 = "8"
    AttackDamage0 = "20"
    AudioActionBits = "256"
    AudioFilename = "fx_sawblade"
    AudioItemName = "SawBlade"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "0.1"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "3"
    ComboBlendDuration0 = "0.05"
    ComboBlendXZToUse0 = "2"
    ComboBlendYToUse0 = "2"
    DestroyOnThrownImpact = "true"
    DisplayName = "50332"
    DR2 = "true"
    DR2PRO = "true"
    Durability = "10"
    EffectAudio0 = "4"
    EffectOnImpact0 = "281"
    EffectOnVictim0 = "31"
    EffectOnWeapon0 = "155"
    FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL"
    Friction = "1"
    HandlingStyle = "0"
    HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL"
    IconFilename = "w_sawblade"
    Impulse0 = "1"
    InteractDistance = "1.15"
    InventoryInteractionType = "0"
    Is_Sharp = "true"
    Is_Thrown = "true"
    IsNotInteractable = "true"
    IsWeapon = "true"
    LoadDistance = "20"
    MaxProjectileDamage = "20"
    ProjectileFatalHitReaction = "44"
    ProjectileHitReaction = "44"
    PropEffectLocator0 = "16"
    PropEffectsOnCondition0 = "0"
    PyroEffect0 = "215"
    PropEffectLocator1 = "16"
    PropEffectsOnCondition1 = "0"
    PyroEffect1 = "80"
    PropEffectLocator2 = "16"
    PropEffectLocatorIndex2 = "1"
    PropEffectsOnCondition2 = "0"
    PyroEffect2 = "32"
    ResetComboSeqCounter0 = "true"
    Restitution = "0.005"
    RestrictedByRegion = "false"
    Reticle_ActiveInRangeMode = "true"
    Reticle_Type = "1"
    SecondsBeforeDeadPropVanishes = "1"
    SurvivorWeapon = "true"
    ThrowAngleDegrees = "0"
    ThrowEffectAudio = "4"
    ThrowEffectOnImpact = "279"
    ThrowEffectOnVictim = "10"
    ThrowEffectOnWeapon = "0"
    ThrowForce = "15"
    ThrowRange = "10"
    ThrowSpin = "0,-10,0"
    UseLobProjectilePhysics = "true"
    WeaponCanSliceLimbs = "false"
    WeaponType = "1"
    Weight = "15"
    cAttachedToZombieInfoItem iceshard_pieces_impale
    {
        AnimSet = "-1"
        DamagePerSecondWhenAttachedToZombie = "0"
        PositionToStickTo = "2"
        StickableArea = "1"
        StickableAsProjectile = "true"
        StickArbitrarily = "true"
    }
    cPropHitZombieInfoItem iceshard_pieces
    {
        DR2 = "true"
        PropHitZombieEffect = "1"
        Support = "true"
    }
    cPropLifetimeInfoItem iceshard_pieces_die
    {
        DR2 = "true"
        LifetimeModifier = "0"
        Support = "true"
    }
}

In safehouse.txt
Code:
cItemPlacement iceshards
{
    ItemName = "iceshards"
    Location = "2.4,-0.575,28.2"
    PropState = "-2"
    Rotation = "0,0,1,0"
}
[/spoiler]


2. Ice Punch

Can be made by Combining Fire Extinguisher and MMA Gloves
[spoiler]
Code:
cPlayerWeaponItem icegloves
{
    AchievementCategory = "-1"
    AnimationChooserValueForHand = "2"
    AnimationChooserValueForIdle = "0"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForPutdown = "0"
    AnimationChooserValueForThrow = "14"
    AnimationChooserValueForWalkRun = "-1"
    AnimBankName = "NoveltyBoxingGloves"
    AssetFilename = "icegloves"
    AssociatedMagazineType0 = "12"
    AssociatedMagazineType1 = "13"
    AudioActionBits = "272"
    AudioFilename = "fx_mmagloves"
    AudioItemName = "MMAGloves"
    CollidableQuality = "0"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "3"
    DisplayName = "50828"
    DR2 = "true"
    Durability = "20"
    Friction = "25"
    HandlingStyle = "0"
    InteractDistance = "1.3"
    InventoryInteractionType = "0"
    Is_Blocking = "true"
    Is_Blunt = "true"
    Is_Humour = "true"
    IsWeapon = "true"
    LoadDistance = "25"
    MaxProjectileDamage = "5"
    ProjectileFatalHitReaction = "51"
    ProjectileHitReaction = "52"
    Restitution = "0.01"
    RestrictedByRegion = "false"
    ThrowAngleDegrees = "7"
    ThrowForce = "10"
    ThrowSpin = "0,0,0"
    UnlimitedDurability = "true"
    WeaponType = "2"
    Weight = "5"
    cSecondaryPropInfoItem mma_SecondaryProp
    {
        DR2 = "true"
        SecondaryPropAssetName = "liceglove"
        Support = "true"
    }

    cOverridePrimaryPropInfoItem mma_PrimaryProp
    {
        PrimaryPropAssetName = "riceglove"
    }
    cComboCardItem icegloves_card
    {
        AchievementCategory = "12"
        Attack1 = "2700"
        Card_Label = "2849"
        CardIndexNumber = "30"
        ComboStationRotation_1 = "-0.5,-0.5,0.5,0.5"
        ComboStationRotation_2 = "0,1,0,0"
        DR2 = "true"
        IconAsset = "comboc_superbfg"
        PP_Multiplier = "2"
        Ticker_Description = "2544"
        Weapon_1 = "MMAGloves"
        Weapon_2 = "FireExtinguisher"
        Weapon_Description = "2639"
    }

}

cPlayerWeaponItem liceglove
{
    ActionButton6 = "PLAYERBUTTON_STOMP"
    ActionDesiredAnimState6 = "ANIMSTATE_WEAPONSTOMP"
    ActionTargetCrawlerOnly6 = "true"
    AnimationAttackChooserValue6 = "0"
    AnimationAttackName0 = "male_attack_1hand_club_a"
    AnimationAttackName6 = "male_attack_curb_stomp"
    AnimationChooserValueForHand = "20"
    AnimationChooserValueForIdle = "0"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForThrow = "0"
    AnimationChooserValueForWalkRun = "0"
    AssetFilename = "liceglove"
    AttachPropToBoneType = "1"
    AttackDamage6 = "50"
    AudioActionBits = "0"
    AudioFilename = "fx_mmagloves"
    AudioItemName = "MMAGloves"
    CollidableQuality = "0"
    CollisionType = "3"
    DestroyOnThrownImpact = "false"
    DisplayName = "50828"
    DR2 = "true"
    Durability = "100"
    Friction = "25"
    HandlingStyle = "0"
    InteractDistance = "0"
    InventoryInteractionType = "2"
    Is_Blocking = "true"
    Is_Blunt = "true"
    Is_Cliche = "true"
    Is_Humour = "true"
    IsWeapon = "true"
    MaxProjectileDamage = "35"
    ObjectPaddingRadius = "0.25"
    ProjectileFatalHitReaction = "51"
    ProjectileHitReaction = "51"
    PropEffectLocator0 = "16"
    PropEffectsOnCondition0 = "0"
    PyroEffect0 = "215"
    PropEffectLocator1 = "16"
    PropEffectsOnCondition1 = "0"
    PyroEffect1 = "225"
    Restitution = "0.05"
    Reticle_ActiveInRangeMode = "false"
    Reticle_ActiveInThirdPerson = "false"
    Support = "true"
    ThrowAngleDegrees = "6"
    ThrowEffectAudio = "0"
    ThrowEffectOnImpact = "0"
    ThrowEffectOnVictim = "20"
    ThrowEffectOnWeapon = "0"
    ThrowForce = "35"
    ThrowSpin = "0,0,0"
    UnlimitedDurability = "true"
    WeaponType = "1"
    Weight = "5"
    cPropHitZombieInfoItem liceglove_pieces
    {
        DR2 = "true"
        PropHitZombieEffect = "1"
        Support = "true"
    }
}

cPlayerWeaponItem riceglove
{
    AchievementCategory = "0"
    ActionButton0 = "PLAYERBUTTON_QUICKRELEASE"
    ActionButton1 = "PLAYERBUTTON_QUICKRELEASE"
    ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT"
    ActionButton3 = "PLAYERBUTTON_CHARGEATTACK_SHORT"
    ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK"
    ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK"
    ActionButton6 = "PLAYERBUTTON_QUICKRELEASE"
    ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState5 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK"
    ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionRequiredAnimState5 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK"
    ActionTargetCrawlerOnly6 = "false"
    AnimationAttackChooserValue0 = "242"
    AnimationAttackChooserValue1 = "243"
    AnimationAttackChooserValue2 = "244"
    AnimationAttackChooserValue3 = "245"
    AnimationAttackChooserValue4 = "246"
    AnimationAttackChooserValue5 = "247"
    AnimationAttackName0 = "male_attack_Rightcross_a"
    AnimationAttackName1 = "male_attack_Leftcross_b"
    AnimationAttackName2 = "male_attack_Righthook_a"
    AnimationAttackName3 = "male_attack_Lefthook_b"
    AnimationAttackName4 = "male_attack_Rightuppercut_a"
    AnimationAttackName5 = "male_attack_Leftuppercut_b"
    AnimationChooserValueForHand = "20"
    AnimationChooserValueForIdle = "-1"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForPutdown = "0"
    AnimationChooserValueForThrow = "42"
    AnimationChooserValueForWalkRun = "-1"
    AnimBankName = "NoveltyBoxingGloves"
    AssetFilename = "riceglove"
    AttachPropToBoneType = "0"
    AttackAudioAssetName0 = "MMAGlovesHitBody"
    AttackAudioAssetName1 = "MMAGlovesHitBody"
    AttackAudioAssetName2 = "MMAGlovesHitBodyBig"
    AttackAudioAssetName3 = "MMAGlovesHitBodyBig"
    AttackAudioAssetName4 = "MMAGlovesHitBodyBig"
    AttackAudioAssetName5 = "MMAGlovesHitBodyBig"
    AttackAudioAssetName6 = "MMAGlovesHitBody"
    AttackDamage0 = "25"
    AttackDamage1 = "25"
    AttackDamage2 = "40"
    AttackDamage3 = "40"
    AttackDamage4 = "40"
    AttackDamage5 = "40"
    AttackDamage6 = "25"
    AudioActionBits = "256"
    AudioFilename = "fx_mmagloves"
    AudioItemName = "MMAGloves"
    CollidableQuality = "0"
    CollisionType = "3"
    ComboBlendDuration0 = "0.1"
    ComboBlendDuration1 = "0.1"
    ComboBlendDuration2 = "0.15"
    ComboBlendDuration3 = "0.15"
    ComboBlendDuration4 = "0.1"
    ComboBlendDuration5 = "0.1"
    ComboBlendDuration6 = "0.05"
    ComboBlendXZToUse0 = "2"
    ComboBlendXZToUse1 = "2"
    ComboBlendXZToUse2 = "2"
    ComboBlendXZToUse3 = "2"
    ComboBlendXZToUse4 = "2"
    ComboBlendXZToUse5 = "2"
    ComboBlendXZToUse6 = "2"
    ComboBlendYToUse0 = "2"
    ComboBlendYToUse1 = "2"
    ComboBlendYToUse2 = "2"
    ComboBlendYToUse3 = "2"
    ComboBlendYToUse4 = "2"
    ComboBlendYToUse5 = "2"
    ComboBlendYToUse6 = "2"
    DestroyOnThrownImpact = "false"
    DisplayName = "50828"
    DR2 = "true"
    Durability = "50"
    EffectAudio0 = "0"
    EffectAudio1 = "0"
    EffectAudio2 = "0"
    EffectAudio3 = "0"
    EffectAudio4 = "0"
    EffectAudio5 = "0"
    EffectAudio6 = "0"
    EffectOnImpact0 = "279"
    EffectOnImpact1 = "279"
    EffectOnImpact2 = "279"
    EffectOnImpact3 = "279"
    EffectOnImpact4 = "279"
    EffectOnImpact5 = "279"
    EffectOnImpact6 = "279"
    FatalHitReaction0 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction1 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction2 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction3 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction4 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction5 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction6 = "HITREACTION_FATAL_GROUP2"
    Friction = "25"
    HandlingStyle = "0"
    HitReaction0 = "HITREACTION_STAGGER_MEDIUM"
    HitReaction1 = "HITREACTION_STAGGER_MEDIUM"
    HitReaction2 = "HITREACTION_WEAPON_HEAVY_MEDIUM"
    HitReaction3 = "HITREACTION_WEAPON_HEAVY_MEDIUM"
    HitReaction4 = "HITREACTION_FATAL_GROUP2"
    HitReaction5 = "HITREACTION_FATAL_GROUP2"
    HitReaction6 = "HITREACTION_STAGGER_MEDIUM"
    IconFilename = "w_mma_gloves"
    IgnoreAnyComboRequests2 = "false"
    IgnoreAnyComboRequests4 = "false"
    Impulse0 = "1"
    Impulse1 = "1"
    Impulse2 = "1.1"
    Impulse3 = "1.1"
    Impulse4 = "1"
    Impulse5 = "1"
    Impulse6 = "0.85"
    InteractDistance = "0"
    InventoryInteractionType = "0"
    Is_Blocking = "true"
    Is_Blunt = "true"
    Is_Cliche = "true"
    Is_Humour = "true"
    IsWeapon = "true"
    MaxProjectileDamage = "25"
    ObjectPaddingRadius = "0.15"
    ProjectileFatalHitReaction = "74"
    ProjectileHitImpulse = "0.9"
    ProjectileHitReaction = "52"
    PropEffectLocator0 = "16"
    PropEffectsOnCondition0 = "0"
    PyroEffect0 = "215"
    PropEffectLocator1 = "16"
    PropEffectsOnCondition1 = "0"
    PyroEffect1 = "225"
    RequiredComboSeqCounter0 = "0"
    RequiredComboSeqCounter1 = "1"
    RequiredComboSeqCounter2 = "0"
    RequiredComboSeqCounter3 = "1"
    RequiredComboSeqCounter4 = "2"
    RequiredComboSeqCounter5 = "3"
    RequiredComboSeqCounter6 = "9"
    ResetComboSeqCounter2 = "false"
    ResetComboSeqCounter3 = "false"
    ResetComboSeqCounter4 = "false"
    ResetComboSeqCounter5 = "true"
    ResetComboSeqCounter6 = "true"
    Restitution = "0.05"
    RestrictedByRegion = "false"
    Reticle_ActiveInRangeMode = "false"
    Reticle_ActiveInThirdPerson = "false"
    Support = "true"
    ThrowEffectAudio = "1"
    ThrowEffectOnImpact = "279"
    ThrowEffectOnVictim = "279"
    ThrowEffectOnWeapon = "0"
    UnlimitedDurability = "true"
    VibrationPattern0 = "4"
    VibrationPattern1 = "4"
    VibrationPattern2 = "4"
    VibrationPattern3 = "4"
    VibrationPattern4 = "4"
    VibrationPattern5 = "4"
    VibrationPattern6 = "4"
    WeaponType = "1"
    Weight = "5"
    cWeaponImpactPoseWarperInfoItem riceglove_impactwarp
    {
        Bone0 = "4"
        Bone1 = "7"
        Rotation0 = "0.000,0.000,-0.1,0.955"
        Rotation1 = "0.000,0.000,-0.296,0.955"
        SpeedToRecovery0 = "2.5"
        SpeedToRecovery1 = "2.5"
        Translation0 = "0,0,0"
        WarpTime0 = "0.2"
        WarpTime1 = "0.2"
    }
    cPropHitZombieInfoItem riceglove_pieces
    {
        DR2 = "true"
        PropHitZombieEffect = "1"
        Support = "true"
    }

}

In safehouse.txt
Code:
cItemPlacement icegloves
{
    ItemName = "icegloves"
    Location = "2.4,-0.575,28.7"
    PropState = "-2"
    Rotation = "0,0,1,0"
}
[/spoiler]


3. Iceboard.... or something

you freeze every zombie you run into, plus the effect is a little glitchy but sometimes it will shoot out and freeze zombies from a distance... tried many things to get this a more common effect, but no luck. Just sometimes.
Can be made by Combining Fire Extinguisher and Skateboard.
[spoiler]
Code:
cRideableItem iceman
{
    AnimationChooserValueForHand = "15"
    AnimationChooserValueForIdle = "0"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForPutdown = "0"
    AnimationChooserValueForThrow = "16"
    AnimationChooserValueForWalkRun = "0"
    AnimBankName = "Skateboard"
    AssetFilename = "iceman"
    AssociatedMagazineType0 = "18"
    AudioFilename = "fx_fireextinguisher"
    AudioItemName = "FireExtinguisher"
    BaseHitDamage = "80"
    BrakeRotationSpeed = "4"
    BrakingRate = "4.5"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "1000000"
    CollisionAudioMaxEnergy = "0"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "3"
    DamagePerKMH = "20"
    DisplayName = "50823"
    DR2 = "true"
    Durability = "4"
    EjectSpeed = "999"
    Friction = "5"
    HandlingStyle = "0"
    HitReactionSpeedModifier = "5"
    IconFilename = "w_skateboard"
    InitialSpeed = "2.5"
    InteractDistance = "1.4"
    InventoryInteractionType = "0"
    IsWeapon = "true"
    LeanRate = "15"
    LoadDistance = "30"
    MaxProjectileDamage = "35"
    MaxRideSpeed = "18"
    MaxRotationSpeed = "2"
    MaxSpeed = "18"
    MinSpeedBrakeTurn = ".05"
    MinStairSpeed = "2.5"
    ProjectileFatalHitReaction = "51"
    ProjectileHitImpulse = "1"
    ProjectileHitReaction = "13"
    PropAudioType = "4096"
    PushImpulse = "10"
    PropEffectLocator0 = "16"
    PropEffectsOnCondition0 = "0"
    PyroEffect0 = "215"
    PropEffectDuration1 = "1"
    PropEffectLocator1 = "16"
    PropEffectsOnCondition1 = "2"
    PyroEffect1 = "213"
    PropEffectLocator2 = "16"
    PropEffectsOnCondition2 = "0"
    PyroEffect2 = "215"
    PropEffectDuration0 = ".2"
    PropEffectLocator0 = "16"
    PropEffectsOnCondition0 = "20"
    PyroEffect3 = "213"
    Restitution = "0.05"
    Reticle_ActiveInRangeMode = "true"
    Reticle_Type = "1"
    RotationOffset = "45"
    RotationSpeed = "1"
    SpeedDecayRate = "0"
    ThrowAngleDegrees = "6"
    ThrowEffectOnImpact = "279"
    ThrowEffectOnVictim = "162"
    ThrowForce = "8"
    ThrowSpin = "-0.600,1.400,-2.000"
    TurningFriction = ".1"
    Type = "1"
    UnlimitedDurability = "true"
    WeaponType = "16"
    Weight = "10"
    ZombieBaseHitDamage = "1"
    ZombieDamagePerKMH = "15"
    ZombieHitReactionSpeedModifier = "1"
    cPropHitZombieInfoItem iceman
    {
        DR2 = "true"
        PropHitZombieEffect = "1"
        Support = "true"
    }
    cComboCardItem iceman_card
    {
        AchievementCategory = "12"
        Attack1 = "2700"
        Card_Label = "2829"
        CardIndexNumber = "14"
        ComboStationRotation_1 = "0,0,0.70710677,0.70710677"
        ComboStationRotation_2 = "0,0,-0.70710677,0.70710677"
        DR2 = "true"
        IconAsset = "comboc_stickybomb"
        PP_Multiplier = "2"
        Ticker_Description = "2529"
        Weapon_1 = "Skateboard"
        Weapon_2 = "FireExtinguisher"
        Weapon_Description = "2625"
    }
}

In safehouse.txt
Code:
cItemPlacement iceman
{
    ItemName = "iceman"
    Location = "2.4,-0.525,27.2"
    PropState = "-2"
    Rotation = "0,0,1,0"
}
[/spoiler]



Download link is on first post in the thread
« Last Edit: Mar 4, 2011, 10:21am by tommah »Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
moloko
Senior Member
****
member is offline

[avatar]

Got Milk?



Joined: Dec 2010
Gender: Male
Posts: 494
Karma: 4
 Re: Custom Weapons
« Reply #5 on Feb 1, 2011, 3:16pm »

Considering backup issues, could you also post the code?
Link to Post - Back to Top  IP: Logged

[moloko]
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: Custom Weapons
« Reply #6 on Feb 1, 2011, 3:34pm »

I can do it later if you want me to (can't at the moment) but the items.txt code is in the downloaded zip file in the readmediy.txt file.... but I'll do it as soon as I can, if you still want it
Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: Custom Weapons
« Reply #7 on Feb 1, 2011, 10:44pm »

NEW WEAPON!!!

Mjollnir (Thor's Hammer)


Very devastating. You need to kill a couple zombies to charge the hammer, after that you can just pound it on the ground (not hit a zombie) and will electrocute nearby zombies. Those that don't die from the lightning will most likely have their head exploded. I was trying to figure out a way to be able to throw the hammer and have it returned to you, but couldn't get it done.
Can be created by combining Sledgehammer and Toys Magazine (closest thing I could think of for a comic book reference).

I suggest using the ItemPlacement included in the readmediy.txt file included in the DR2.zip file or already in the datafile.big. It is located in Storage Room 11.

I think its pretty epic...
[spoiler][image] [/spoiler]

already updated the download link.

its through skydrive so I don't there's a download limit, but if you still want me to start posting codes I could... it'd get pretty lengthy though.
[spoiler]
Code:
cPlayerWeaponItem thortable
{
    AchievementCategory = "0"
    ActionButton0 = "PLAYERBUTTON_QUICKRELEASE"
    ActionButton1 = "PLAYERBUTTON_QUICKRELEASE"
    ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT"
    ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
    AnimationAttackChooserValue0 = "292"
    AnimationAttackChooserValue1 = "291"
    AnimationAttackChooserValue2 = "293"
    AnimationAttackName0 = "male_attack_metalbarrier_7_to_3_a"
    AnimationAttackName1 = "male_attack_metalbarrier_3_to_7_b"
    AnimationAttackName2 = "male_attack_metalbarrier_8_to_6_heavy"
    AnimationAttackName8 = "male_throw_large_item"
    AnimationChooserValueForHand = "0"
    AnimationChooserValueForIdle = "4"
    AnimationChooserValueForPickup = "3"
    AnimationChooserValueForPutdown = "3"
    AnimationChooserValueForThrow = "23"
    AnimationChooserValueForWalkRun = "4"
    AnimBankName = "MetalBarrier"
    AssetFilename = "patio_table"
    AttackAudioAssetName0 = "PatioTableHitBody"
    AttackAudioAssetName1 = "PatioTableHitBody"
    AttackAudioAssetName2 = "PatioTableHitBodyBig"
    AttackDamage0 = "60"
    AttackDamage1 = "60"
    AttackDamage2 = "60"
    AudioActionBits = "256"
    AudioFilename = "fx_patiotable"
    AudioItemName = "PatioTable"
    AudioUnloadDeferralTime = "2"
    CameraInteractionMode = "1"
    CanBePlacedOnZombie = "false"
    CollidableQuality = "0"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "3"
    ComboBlendDuration0 = "0.1"
    ComboBlendDuration1 = "0.1"
    ComboBlendDuration2 = "0.2"
    ComboBlendXZToUse0 = "2"
    ComboBlendXZToUse1 = "2"
    ComboBlendXZToUse2 = "2"
    ComboBlendYToUse0 = "2"
    ComboBlendYToUse1 = "2"
    ComboBlendYToUse2 = "2"
    DisplayName = "50879"
    DR2 = "true"
    Durability = "30"
    EffectAudio0 = "1"
    EffectAudio1 = "1"
    EffectAudio2 = "1"
    EffectOnImpact0 = "280"
    EffectOnImpact1 = "280"
    EffectOnImpact2 = "280"
    EffectOnVictim0 = "20"
    EffectOnVictim1 = "20"
    EffectOnVictim2 = "20"
    FatalHitReaction0 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction1 = "HITREACTION_FATAL_GROUP2"
    FatalHitReaction2 = "HITREACTION_FATAL_GROUP2"
    Friction = "0.4"
    GoesTransparentInRangeMode = "true"
    HandlingStyle = "5"
    HitReaction0 = "HITREACTION_FATAL_GROUP2"
    HitReaction1 = "HITREACTION_FATAL_GROUP2"
    HitReaction2 = "HITREACTION_FATAL_GROUP2"
    IconFilename = "w_patiotable"
    IgnoreAnyComboRequests1 = "false"
    IgnoreAnyComboRequests2 = "false"
    IgnoreAnyComboRequests3 = "false"
    Impulse0 = "1.25"
    Impulse1 = "1.25"
    Impulse2 = "1.25"
    InteractDistance = "1.5"
    InventoryInteractionType = "1"
    Is_Blunt = "true"
    IsWeapon = "true"
    LoadDistance = "30"
    MaxProjectileDamage = "100"
    MergedFilename = "data/dynamicprops/PatioTable"
    ProjectileFatalHitReaction = "74"
    ProjectileHitImpulse = "1.1"
    ProjectileHitReaction = "74"
    PropEffectLocator1 = "15"
    PropEffectsOnCondition1 = "0"
    PyroEffect1 = "213"
    RequiredComboSeqCounter0 = "0"
    RequiredComboSeqCounter1 = "1"
    RequiredComboSeqCounter2 = "0"
    ResetComboSeqCounter1 = "false"
    ResetComboSeqCounter2 = "true"
    ResetComboSeqCounter3 = "false"
    Restitution = "0.05"
    RestrictedByRegion = "false"
    Reticle_ActiveInRangeMode = "true"
    Reticle_ActiveInThirdPerson = "false"
    Reticle_Type = "1"
    ThrowAngleDegrees = "6"
    ThrowEffectAudio = "1"
    ThrowEffectOnImpact = "281"
    ThrowEffectOnVictim = "10"
    ThrowForce = "7"
    ThrowSpin = "2,1,1"
    VibrationPattern0 = "10"
    VibrationPattern1 = "10"
    VibrationPattern2 = "10"
    WeaponType = "2"
    Weight = "40"
}


cPlayerWeaponItem thorshammer
{
    AchievementCategory = "0"
    ActionButton0 = "PLAYERBUTTON_CHARGEATTACK_SHORT"
    ActionButton1 = "PLAYERBUTTON_QUICKRELEASE"
    ActionButton2 = "PLAYERBUTTON_QUICKRELEASE"
    ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE"
    ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE"
    AnimationAttackChooserValue0 = "352"
    AnimationAttackChooserValue1 = "359"
    AnimationAttackChooserValue2 = "268"
    AnimationAttackName0 = "male_attack_sledgehammer_1_to_5_ground_v2"
    AnimationAttackName1 = "male_attack_sledgehammer_7_to_2"
    AnimationAttackName2 = "male_attack_sledgehammer_2_to_6_b_nv"
    AnimationChooserValueForHand = "15"
    AnimationChooserValueForIdle = "0"
    AnimationChooserValueForPickup = "0"
    AnimationChooserValueForPutdown = "0"
    AnimationChooserValueForThrow = "40"
    AnimationChooserValueForWalkRun = "0"
    AnimBankName = "SledgeHammer"
    AssetFilename = "thorshammer"
    AssociatedMagazineType0 = "9"
    AttackAudioAssetName0 = "SledgeHammerHitBodyBig"
    AttackAudioAssetName1 = "SledgeHammerHitBodyBig"
    AttackAudioAssetName2 = "SledgeHammerHitBodyBig"
    AttackDamage0 = "150"
    AttackDamage1 = "125"
    AttackDamage2 = "125"
    AudioActionBits = "256"
    AudioFilename = "fx_sledgehammer"
    AudioItemName = "SledgeHammer"
    CameraShake = "2"
    CollidableQuality = "0"
    CollisionAudioDissipationFactor = "0.2"
    CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
    CollisionType = "3"
    ComboBlendDuration0 = "0.1"
    ComboBlendDuration1 = "0.2"
    ComboBlendDuration2 = "0.2"
    ComboBlendXZToUse0 = "2"
    ComboBlendXZToUse1 = "2"
    ComboBlendXZToUse2 = "2"
    ComboBlendYToUse0 = "2"
    ComboBlendYToUse1 = "2"
    ComboBlendYToUse2 = "2"
    DisplayName = "50212"
    DR2 = "true"
    DR2PRO = "true"
    Durability = "35"
    EffectAudio0 = "5"
    EffectAudio1 = "2"
    EffectOnImpact0 = "86"
    EffectOnImpact1 = "280"
    EffectOnImpact2 = "280"
    EffectOnVictim0 = "30"
    EffectOnVictim1 = "9"
    EffectOnVictim2 = "9"
    EffectOnWeapon1 = "0"
    EffectOnWeapon2 = "0"
    EffectOnWeapon3 = "0"
    FatalHitReaction0 = "HITREACTION_QUEENBEE"
    FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY_SPIN"
    FatalHitReaction2 = "HITREACTION_WEAPON_CRUSH_FORWARD"
    Friction = "50"
    HandlingStyle = "0"
    HitReaction0 = "HITREACTION_QUEENBEE"
    HitReaction1 = "HITREACTION_WEAPON_MEDIUM"
    HitReaction2 = "HITREACTION_WEAPON_CRUSH_FORWARD"
    IconFilename = "w_sledgehammer"
    IgnoreAnyComboRequests1 = "false"
    IgnoreAnyComboRequests3 = "false"
    IgnoreAnyComboRequests7 = "false"
    Impulse0 = "1.25"
    Impulse1 = "1.75"
    Impulse2 = "1.75"
    InteractDistance = "90"
    InventoryInteractionType = "0"
    Is_Cliche = "true"
    IsWeapon = "true"
    LoadDistance = "30"
    MaxProjectileDamage = "125"
    NumberOfThrowables = "10"
    ObjectPaddingRadius = "7"
    ProjectileFatalHitReaction = "34"
    ProjectileHitImpulse = "1.25"
    ProjectileHitReaction = "34"
    PropEffectsOnCondition0 = "29"
    PyroEffect0 = "55"
    PropEffectDuration1 = ".2"
    PropEffectLocator1 = "16"
    PropEffectsOnCondition1 = "20"
    PyroEffect1 = "213"
    PropEffectDuration2 = ".2"
    PropEffectLocator2 = "16"
    PropEffectsOnCondition2 = "5"
    PyroEffect2 = "213"
    PropEffectLocator0 = "16"
    PropEffectsOnCondition0 = "5"
    PyroEffect0 = "239"
    PropToThrow = "thorproj"
    RequiredComboSeqCounter0 = "-1"
    RequiredComboSeqCounter1 = "0"
    RequiredComboSeqCounter2 = "1"
    ResetComboSeqCounter0 = "true"
    ResetComboSeqCounter1 = "false"
    ResetComboSeqCounter2 = "true"
    Restitution = "0.01"
    RestrictedByRegion = "false"
    Reticle_ActiveInRangeMode = "true"
    Reticle_Type = "1"
    SurvivorWeapon = "true"
    UnlimitedDurability = "true"
    VibrationPattern0 = "10"
    VibrationPattern1 = "10"
    VibrationPattern2 = "10"
    WeaponType = "2"
    Weight = "50"
    cLimbDestroyInfoItem sledgehammer_limb
    {
        Limb0 = "0"
        Limb1 = "2"
        Limb2 = "1"
        Limb3 = "4"
        Limb4 = "3"
        mFlags0 = "7"
        mFlags1 = "7"
        mFlags2 = "7"
        mFlags3 = "6"
        mFlags4 = "6"
        ProbabilityOfExploding0 = "1"
        ProbabilityOfExploding1 = ".9"
        ProbabilityOfExploding2 = ".9"
        ProbabilityOfExploding3 = ".5"
        ProbabilityOfExploding4 = ".5"
    }

    cPrestigePointInfoItem Sledgehammer_PrestigePoints
    {
        AttackAnimChooserRequired0 = "352"
        PrestigePointsAwarded0 = "10"
        RewardCondition0 = "2"
    }

    cIdleAnimDisableInfoItem sledgehammer_idle_anim_disable
    {
    }
    cComboCardItem thorshammer_Card
    {
        AchievementCategory = "12"
        Attack1 = "2700"
        Card_Label = "2804"
        CardIndexNumber = "12"
        ComboStationRotation_1 = "0,0,0.70710677,0.70710677"
        ComboStationRotation_2 = "0,0,0.70710677,0.70710677"
        DR2 = "true"
        IconAsset = "comboc_firespitter"
        PP_Multiplier = "2"
        Ticker_Description = "2504"
        Weapon_1 = "SledgeHammer"
        Weapon_2 = "Magazine_Item_Toy_Toyapalooza"
        Weapon_Description = "2615"
    }

}

In safehouse.txt (and recommended)
Code:
cItemPlacement thorshammer
{
    ItemName = "thorshammer"
    Location = "-18,-4.3,-5.5"
    PropState = "-2"
    Rotation = "0.002,-0.990,0.000,0.143"
}
[/spoiler]

Download link is on first post of this thread
« Last Edit: Apr 20, 2011, 9:10pm by tommah »Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: TheTommah's Custom Weapons
« Reply #8 on Feb 4, 2011, 11:28pm »

Hi all...

*UPDATE!*

I figured out how to get the iceboard effect to last (shoot out and freeze) it was the PropEffectDuration... I had it too high so the effect would get stuck where it was first activated, so now it keeps turning on. Because I fixed this I reuploaded a video showing off the board.

Also, decided to go out of my element and play around with skins...
[spoiler][image]
[image] [/spoiler]

I'll be the first one to say I don't have the best photoshop skills, at the very least I believe this will get the ball rolling. Also changed textures on a couple weapons so I suggest downloading the files again, especially the dynamicprops folder.


Also I'm still trying to figure out a way to be able to throw Thor's Hammer and have it return, or multiple throwables. I've tried turning it into a ProjectileLauncher, but I think it get confused when you try to throw it cause there's no animation for throwing it... any suggestions

Download link is on first post of this thread
« Last Edit: Mar 4, 2011, 10:22am by tommah »Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: TheTommah's Custom Weapons
« Reply #9 on Feb 6, 2011, 11:21am »

redid the iceman outfit, I think it looks much better...

just put the chest_naked and leg_naked files inside npcs.big and get naked in the game.

[spoiler][image] [/spoiler]

Download link is on first post in this thread
« Last Edit: Mar 4, 2011, 10:23am by tommah »Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
ruber2
New Member
*
member is offline





Joined: Feb 2011
Gender: Male
Posts: 7
Karma: 0
 Re: TheTommah's Custom Weapons
« Reply #10 on Feb 6, 2011, 1:50pm »

the gambit cards didn't appear outside the bench in the safehouse, can you list a location where i can find the playing cards?
Link to Post - Back to Top  IP: Logged
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: TheTommah's Custom Weapons
« Reply #11 on Feb 6, 2011, 1:55pm »

that's strange... I noticed I forgot to place it a while ago, but I reuploaded it last week. either way there's the itemplacement in the "spoiler" section right underneath the video of the cards. Under the "in the safehouse.txt".
Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
ruber2
New Member
*
member is offline





Joined: Feb 2011
Gender: Male
Posts: 7
Karma: 0
 Re: TheTommah's Custom Weapons
« Reply #12 on Feb 6, 2011, 2:32pm »

the gambit cards don't work at all,
using the ps3 version. not sure if it makes a difference
« Last Edit: Feb 6, 2011, 5:05pm by ruber2 »Link to Post - Back to Top  IP: Logged
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: TheTommah's Custom Weapons
« Reply #13 on Feb 8, 2011, 11:16am »

sorry forgot to post the new iceboard

Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
moloko
Senior Member
****
member is offline

[avatar]

Got Milk?



Joined: Dec 2010
Gender: Male
Posts: 494
Karma: 4
 Re: TheTommah's Custom Weapons
« Reply #14 on Feb 8, 2011, 11:52am »

Maybe PS3 uses other files or the files differently. This is all PC modding, after all.
Link to Post - Back to Top  IP: Logged

[moloko]
Page 1 of 9 » Jump to page   Go    [Search This Thread] [Share Topic] [Print]

Loading
Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!
Terms of Service | Privacy Policy | Notice | FTC Disclosure | Report Abuse | Mobile