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Author Topic: TheTommah's Mods (Free DLC) (Read 58,363 times)
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25TheTommah'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] [/spoiler] There was a lot of moving around and I did test it, but please let me know if there are any problemsRecruitable Survivors [spoiler] [/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.txtCode: 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.txtCode: 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.
anno1404 Administrator member is offline Joined: Oct 2010 Posts: 1,695 Karma: 11Re: 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]
thommoboy Junior Member member is offline Joined: Nov 2010 Gender: Male Posts: 85 Karma: 1Re: Custom Weapons « Reply #2 on Jan 18, 2011, 1:57am »
can we include this in the infinity mode?
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: Custom Weapons « Reply #3 on Jan 18, 2011, 3:54pm »
absolutely.... can't think of any reason why not
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: 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.txtCode: 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.txtCode: 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.txtCode: 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
moloko Senior Member member is offline Got Milk? Joined: Dec 2010 Gender: Male Posts: 494 Karma: 4Re: Custom Weapons « Reply #5 on Feb 1, 2011, 3:16pm »
Considering backup issues, could you also post the code?
[moloko]
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: 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
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: 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] [/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
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: 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] [/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
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: 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] [/spoiler] Download link is on first post in this thread
ruber2 New Member member is offline Joined: Feb 2011 Gender: Male Posts: 7 Karma: 0Re: 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?
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: 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".
ruber2 New Member member is offline Joined: Feb 2011 Gender: Male Posts: 7 Karma: 0Re: 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
tommah Administrator member is offline Where's My Wiskey Joined: Jan 2011 Gender: Male Posts: 987 Karma: 25Re: TheTommah's Custom Weapons « Reply #13 on Feb 8, 2011, 11:16am »
sorry forgot to post the new iceboard
moloko Senior Member member is offline Got Milk? Joined: Dec 2010 Gender: Male Posts: 494 Karma: 4Re: 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.
[moloko]