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Post by anno1404 on Apr 28, 2011 23:14:50 GMT -5
he-man battle axe is a sword? naming is swapped... the animation on the batle axe is INCREBILE!
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tommah
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Post by tommah on Apr 28, 2011 23:29:50 GMT -5
wow... I can't believe I over looked that... thanks for the update and thanks for the compliment
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tommah
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Post by tommah on May 9, 2011 22:07:58 GMT -5
Updated again:
Free DLC now includes all abilities except the new weapons animations. For those who already downloaded just re-paste the "items.txt" codes.
If anyone has any ideas on injecting the animations into the game, feel free to try. I have the files and the codes for them but haven't been successful.
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Post by chuck on May 13, 2011 9:18:34 GMT -5
hi tommah is possible to have a wesker model or skin for chuck??
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tommah
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Post by tommah on May 13, 2011 9:30:17 GMT -5
hey chuck, this was requested in the "mod request" thread already and I HAVE thought of it.
the problem is the only trench coat in the game is on Woodrow and he is wierdly skinny, so I'm limited as to what else I could use without body parts poking out of the coat. I suppose I could try and see if it looks decent. But its not gonna look exactly like him.
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tommah
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Post by tommah on Jun 27, 2011 10:57:27 GMT -5
Tommah!New Tattered outfit pretty simple, nothing big... I just like the Tattered Outfits look. Ya know, like he actually fighting for survival. Anyone interested I took the clothes from one of the Gas Zombies. Download link on first post of this thread
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Post by anno1404 on Jun 27, 2011 11:09:59 GMT -5
Timmy! nice job, glad you found something more to do.
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tommah
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Post by tommah on Jun 27, 2011 22:04:25 GMT -5
what can I say... I liked the clothes... thought others would....
....maybe I'll work on putting new outfit/dispensers into the game
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tommah
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Post by tommah on Jul 29, 2011 14:13:27 GMT -5
Tommah!!!Sauron's Mace: DIY: In items.txtcProjectileLauncherItem melee { AchievementCategory = "3" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "melee" AttachAndShowNextProjectile = "true" AttachPropToBoneType = "1" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_spikedswordshield" AudioItemName = "SpikedSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50744" DR2 = "true" Durability = "300" FiringRate = "0.000" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "50" NumberOfThrowables = "1" PropToThrow = "meleeL" Restitution = "0.01" ThrowRange = "22.5" WeaponType = "2" Weight = "5" cOverridePrimaryPropInfoItem ssword { PrimaryPropAssetName = "meleeR" }
cSecondaryPropInfoItem sshield { DR2 = "true" SecondaryPropAssetName = "meleehead" Support = "true" } }
cPlayerWeaponItem meleehead { AchievementCategory = "3" ActionButton0 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton1 = "PLAYERBUTTON_CHARGEUP" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKLOOP" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" AnimationAttackChooserValue0 = "317" AnimationAttackChooserValue1 = "317" AnimationAttackChooserValue2 = "344" AnimationAttackChooserValue3 = "345" AnimationAttackChooserValue4 = "318" AnimationAttackName0 = "male_superslicer_idle_to_charge" AnimationAttackName1 = "male_superslicer_charge" AnimationAttackName2 = "male_burningskull_attack_a" AnimationAttackName3 = "male_burningskull_attack_b" AnimationAttackName4 = "male_attack_superslicer_headbutt" AnimationChooserValueForHand = "20" AnimationChooserValueForIdle = "-1" AnimationChooserValueForPickup = "13" AnimationChooserValueForPutdown = "15" AnimationChooserValueForThrow = "17" AnimationChooserValueForWalkRun = "-1" AnimBankName = "Superslicer" AssetFilename = "meleehead" AttachPropToBoneType = "2" AttackAudioAssetName0 = "BurningSkullHitBodyBig" AttackAudioAssetName1 = "BurningSkullHitBodyBig" AttackAudioAssetName2 = "BurningSkullHitBody" AttackAudioAssetName3 = "BurningSkullHitBody" AttackAudioAssetName4 = "BurningSkullHitBody" AttackDamage0 = "10" AttackDamage1 = "10" AttackDamage2 = "10" AttackDamage3 = "10" AttackDamage4 = "10" AudioActionBits = "258" AudioFilename = "fx_burningskull" AudioItemName = "BurningSkull" AudioUnloadDeferralTime = "2" CameraShake = "1" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.1" ComboBlendDuration2 = "0.1" ComboBlendDuration3 = "0.1" ComboBlendDuration4 = "0.15" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" DisplayName = "50834" DR2 = "true" Durability = "300" EffectAudio0 = "4" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio3 = "4" EffectAudio4 = "4" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnVictim0 = "20" EffectOnVictim1 = "20" EffectOnVictim2 = "20" EffectOnVictim3 = "20" EffectOnVictim4 = "20" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_FATAL_GROUP2" FatalHitReaction2 = "HITREACTION_RAGDOLL" FatalHitReaction3 = "HITREACTION_RAGDOLL" FatalHitReaction4 = "HITREACTION_WEAPON_CRUSH_FORWARD" Friction = "0.175" HandlingStyle = "4" HitReaction0 = "HITREACTION_WEAPON_HEAVY_CHARGE" HitReaction1 = "HITREACTION_WEAPON_HEAVY_CHARGE" HitReaction2 = "HITREACTION_RAGDOLL" HitReaction3 = "HITREACTION_RAGDOLL" HitReaction4 = "HITREACTION_WEAPON_CRUSH_FORWARD" IconFilename = "w_burning_skull" Impulse0 = "2" Impulse1 = "2" Impulse2 = "300" Impulse3 = "300" Impulse4 = "1.25" InteractDistance = "1.4" InventoryInteractionType = "1" IsWeapon = "true" LoadDistance = "50" MaxProjectileDamage = "75" ObjectPaddingRadius = "0.1" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "51" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocator2 = "16" PropEffectLocator3 = "16" PropEffectLocatorIndex0 = "1" PropEffectLocatorIndex1 = "2" PropEffectLocatorIndex2 = "0" PropEffectLocatorIndex3 = "1" PropEffectsOnCondition0 = "30" PropEffectsOnCondition1 = "2" PropEffectsOnCondition2 = "2" PropEffectsOnCondition3 = "31" PyroEffect0 = "217" PyroEffect1 = "221" PyroEffect2 = "221" PyroEffect3 = "337" RequiredComboSeqCounter0 = "-1" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "1" RequiredComboSeqCounter4 = "0" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "true" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ThrowAngleDegrees = "5" ThrowEffectOnImpact = "279" ThrowForce = "8" ThrowSpin = "8,0,1.5" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "10" VibrationPattern3 = "10" VibrationPattern4 = "10" WeaponType = "1" Weight = "15" cPropHitZombieInfoItem fsw_hzombie1 { DR2 = "true" PropHitZombieEffect = "0" Support = "true" } }
cPlayerWeaponItem meleeR { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState5 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "142" AnimationAttackChooserValue1 = "143" AnimationAttackChooserValue2 = "356" AnimationAttackChooserValue4 = "1" AnimationAttackChooserValue5 = "2" AnimationAttackName0 = "male_attack_sword_6_to_1_a" AnimationAttackName1 = "male_attack_sword_6_to_1_b" AnimationAttackName2 = "male_sword_1_to_5_ground" AnimationAttackName4 = "male_sword_jump_1_to_5_lfoot_long" AnimationAttackName5 = "male_sword_jump_1_to_5_lfoot_short" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "Sword" AssetFilename = "meleeR" AttackAudioAssetName0 = "SledgeHammerHitBodyBig" AttackAudioAssetName1 = "SledgeHammerHitBodyBig" AttackAudioAssetName2 = "SledgeHammerHitBodyBig" AttackAudioAssetName4 = "SledgeHammerHitBodyBig" AttackAudioAssetName5 = "SledgeHammerHitBodyBig" AttackDamage0 = "25" AttackDamage1 = "25" AttackDamage2 = "25" AttackDamage4 = "25" AttackDamage5 = "25" AudioActionBits = "256" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.3" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.1" ComboBlendDuration4 = "0.05" ComboBlendDuration5 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" DisplayName = "50744" DR2 = "true" Durability = "300" EffectAudio0 = "5" EffectAudio1 = "4" EffectAudio2 = "5" EffectAudio4 = "5" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "37" EffectOnImpact4 = "37" EffectOnImpact5 = "37" EffectOnVictim0 = "20" EffectOnVictim1 = "20" EffectOnVictim2 = "20" EffectOnVictim4 = "20" EffectOnVictim5 = "20" EffectOnWeapon0 = "0" EffectOnWeapon1 = "0" EffectOnWeapon2 = "0" EffectOnWeapon4 = "0" EffectOnWeapon5 = "0" FatalHitReaction0 = "HITREACTION_RAGDOLL" FatalHitReaction1 = "HITREACTION_RAGDOLL" FatalHitReaction2 = "HITREACTION_RAGDOLL" FatalHitReaction4 = "HITREACTION_RAGDOLL" FatalHitReaction5 = "HITREACTION_RAGDOLL" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_RAGDOLL" HitReaction1 = "HITREACTION_RAGDOLL" HitReaction2 = "HITREACTION_RAGDOLL" HitReaction4 = "HITREACTION_RAGDOLL" HitReaction5 = "HITREACTION_RAGDOLL" IconFilename = "w_spikedswordandshield" ImpactIsSynchronized3 = "false" ImpactIsSynchronized4 = "true" Impulse0 = "500" Impulse1 = "500" Impulse2 = "500" Impulse4 = "500" Impulse5 = "500" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "false" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "25" ObjectPaddingRadius = "1" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "0.5" ProjectileHitReaction = "3" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" RequiredComboSeqCounter4 = "0" RequiredComboSeqCounter5 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "true" ResetComboSeqCounter4 = "false" ResetComboSeqCounter5 = "false" Restitution = "0.01" RestrictedByRegion = "false" Support = "true" UnlimitedDurability = "false" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" WeaponImpactAnimation4 = "27" WeaponType = "2" Weight = "5" cAttackCameraInfoItem Spikesword_attack_camera { AttackCutCamera0 = "15" AttackCutCamera1 = "17" AttackCutCamera2 = "21" }
cWeaponImpactPoseWarperInfoItem SpikedSwordAndShield_impactwarp { Bone0 = "10" Bone1 = "4" Rotation0 = "0.000,0.000,0.155,0.989" Rotation1 = "0.000,0.000,-0.080,0.997" SpeedToRecovery0 = "2.5" SpeedToRecovery1 = "0.5" Translation0 = "0,0,0" WarpTime0 = "0.2" WarpTime1 = "0.15" } cPropHitZombieInfoItem fs_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" } 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 = "1" ProbabilityOfExploding2 = "1" ProbabilityOfExploding3 = "1" ProbabilityOfExploding4 = "1" }
}
In safehouse.txt
cItemPlacement melee { ItemName = "melee" Location = "-14.535,-4,-0.6" PropState = "-2" Rotation = "0,-0,0,1" }
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tommah
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Where's My Wiskey
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Post by tommah on Jul 29, 2011 14:16:24 GMT -5
TOMMAH!!!Bombow: DIY: In items.txt
cProjectileLauncherItem ranged { ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "38" AnimationChooserValueForWalkRun = "0" AnimBankName = "BowandArrow" AssetFilename = "ranged" AttachAndShowNextProjectile = "false" 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 = "300" PropToThrow = "bombowexplosion" 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" } }
cExplosiveItem bombowexplosion { AssetFilename = "data/models/weapons/fire_spitter_ball" AttackDamage0 = "0" AudioFilename = "fx_gunship" AudioItemName = "GunshipBomb" AudioUnloadDeferralTime = "5" CanBePlacedOnZombie = "false" CanExplodeInExplosion = "true" CanExplodeOnCollision = "true" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DestroyOnThrownImpact = "true" DetonationDelay = "0" DisplayName = "50181" DR2 = "true" Durability = "40" ExplodeRadius = "10" ExplosionAudioEffect = "1" ExplosionCausesExplosions = "true" ExplosionCausesFire = "true" ExplosionCausesImpulse = "true" FatalHitReaction = "38" Friction = "3" HeavyDamageRadius = "2.5" HitReaction = "34" Impulse0 = "1.5" ImpulseAtCenter = "500" ImpulseAtEdge = "200" InteractDistance = "1.5" IsWeapon = "false" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxDamage = "500" MaxProjectileDamage = "1" MediumDamageRadius = "6.5" MergedFilename = "data/dynamicprops/FireSpitter_ball" NPC = "true" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex0 = "0" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "13" PropEffectsOnCondition1 = "6" PyroEffect0 = "350" PyroEffect1 = "358" PropEffectsOnCondition2 = "13" PyroEffect2 = "289" PropEffectsOnCondition3 = "13" PyroEffect4 = "176" Restitution = "0.01" RestrictedByRegion = "false" Support = "true" ThrowAngleDegrees = "8" ThrowForce = "9.5" ThrowSpin = "1,-1,1.5" WeaponType = "2" Weight = "50" } in safehouse.txt
cItemPlacement ranged { ItemName = "ranged" Location = "-15.535,-4,-0.6" PropState = "-2" Rotation = "-1,0,-1,0" }
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tommah
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Where's My Wiskey
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Post by tommah on Jul 29, 2011 14:18:56 GMT -5
TOMMAH!!!Electroballs: DIY: in items.txt
cPlayerWeaponItem AOEpieces { AchievementCategory = "1" AssetFilename = "AOEpieces" AttachPropToBoneType = "1" AudioFilename = "fx_gempieces" AudioItemName = "Gems_Pieces" AudioUnloadDeferralTime = "1" BreakSpread = "1.25" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DestroyOnThrownImpact = "false" DisplayName = "50320" DR2 = "true" DR2PRO = "true" Durability = "1" Friction = "1" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "2" IsWeapon = "true" MaxProjectileDamage = "2.5" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "0.9" ProjectileHitReaction = "52" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex0 = "1" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "0" PropEffectsOnCondition1 = "0" PropEffectStartDelay0 = "0.5" PyroEffect0 = "213" PyroEffect1 = "123" Restitution = "0.025" Support = "true" ThrowAngleDegrees = "0" ThrowEffectAudio = "0" ThrowEffectOnImpact = "252" ThrowEffectOnVictim = "0" ThrowForce = "8" ThrowSpin = "0,0,10" UseLobProjectilePhysics = "false" WeaponType = "1" Weight = "0.25" }
cClusterLauncherItem AOE { ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "28" AnimationChooserValueForWalkRun = "0" AnimBankName = "Firecrackers" AssetFilename = "AOE" AudioActionBits = "0" AudioFilename = "fx_gems" AudioItemName = "Gems" AudioLoadDistanceType = "1" AudioUnloadDeferralTime = "2" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.075" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50320" DR2 = "true" DR2PRO = "true" Durability = "30" Friction = "25" HandlingStyle = "0" HitsPerSecondReactionEarlyOutThreshold = "1" HitsPerSecondThreshold = ".5" IconFilename = "w_gems" InteractDistance = "1.2" InventoryInteractionType = "0" Is_Blunt = "true" Is_Thrown = "true" IsWeapon = "true" LoadDistance = "15" NumberOfThrowables = "300" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = ".9" ProjectileHitReaction = "52" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "0" PropToThrow = "AOEpieces" PyroEffect0 = "80" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" RightWristBend = "0,0,0" ThrowAngleDegrees = "3" ThrowForce = "10" ThrowRange = "5" ThrowSpin = "0,0,0" UnlimitedDurability = "true" UseLobProjectilePhysics = "true" WeaponType = "1" Weight = "5" } in safehouse.txt
cItemPlacement AOE { ItemName = "AOE" Location = "-13.535,-4,-0.6" PropState = "-2" Rotation = "1,-2,0,0" }
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 29, 2011 14:31:59 GMT -5
TOMMAH!!!Exploding Shotgun Shells: DIY: in safehouse.txt
cFirearmItem flameshotgun { AchievementCategory = "2" ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR" ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN" ActionTargetCrawlerOnly6 = "false" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForEnhancedAnims = "1" AnimationChooserValueForFirearms = "3" AnimationChooserValueForHand = "666" AnimationChooserValueForIdle = "1" AnimationChooserValueForJump = "1" AnimationChooserValueForPickup = "1" AnimationChooserValueForPutdown = "4" AnimationChooserValueForWalkRun = "1" AssetFilename = "flameshotgun" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_shotgun" AudioItemName = "Shotgun" AudioUnloadDeferralTime = "3" BaseBulletDamage = "100" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.02" CollisionType = "3" DisplayName = "50210" DR2 = "true" DR2PRO = "true" Durability = "20" EffectOnImpact = "2" EjectRagdollUpInTheAir = "true" FatalHitReaction = "38" FiringRate = "10" Friction = "25" HandlingStyle = "3" HitReaction = "13" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_shotgun_handgrip" Impulse = "450" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Cascading = "true" Is_Humour = "false" IsAutomatic = "true" IsWeapon = "true" LoadDistance = "25" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxBulletDistance = "20" MaxBulletsPerClip = "4" MaxPelletSpread = "0.25" NumPelletsPerShot = "12" MaxBulletDistance = "100" MaxBulletsPerClip = "8" MaxPelletSpread = ".5" NumPelletsPerShot = "15" PropEffectLocator0 = "30" PropEffectsOnCondition0 = "9" PyroEffect0 = "37" PropEffectLocator1 = "30" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition1 = "9" PyroEffect1 = "213" PropEffectLocator2 = "30" PropEffectsOnCondition2 = "9" PyroEffect2 = "213" PropEffectLocator3 = "15" PropEffectsOnCondition3 = "0" PyroEffect3 = "243" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "1" Reticle_MinMovementRateBeforeAccuracyDecrease = "0" Reticle_ReturnToNormalAccuracyRate = "1" Reticle_Type = "3" Reticle_WorstAccuracy = "1" SkillRequired = "0" SurvivorHandlingTwoHands = "true" SurvivorWeapon = "true" UnlimitedDurability = "true" VertOffsetFromHandToMuzzle = "0.1" VibrationPattern = "5" WeaponType = "15" Weight = "15" cPropHitZombieInfoItem sb_hzombiefire { DR2 = "true" PropHitZombieEffect = "0" Support = "true" } } in safehouse.txt
cItemPlacement flameshotgun { ItemName = "flameshotgun" Location = "-17.2,-4.3,-2.9" PropState = "-2" Rotation = "0.400,-0.400,0.400,0.400" }
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Post by anno1404 on Jul 29, 2011 14:41:28 GMT -5
When you are not figuring out how to kill survivors you have been busy i see. Great job.
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tommah
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Post by tommah on Jul 29, 2011 15:02:14 GMT -5
well three of them I created a while ago....for Infinity Mode.... decided to release them
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tommah
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Where's My Wiskey
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Post by tommah on Aug 21, 2011 9:56:28 GMT -5
TOMMAH!!!MINIGUNDownload link on first post of this thread DIY: in items.txt
cFirearmItem minigun { AchievementCategory = "2" ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR" ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN" ActionTargetCrawlerOnly6 = "false" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForEnhancedAnims = "1" AnimationChooserValueForFirearms = "0" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "1" AnimationChooserValueForJump = "1" AnimationChooserValueForPickup = "1" AnimationChooserValueForPutdown = "4" AnimationChooserValueForWalkRun = "1" AssetFilename = "minigun" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_shotgun" AudioItemName = "Shotgun" AudioUnloadDeferralTime = "3" BaseBulletDamage = "35" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.02" CollisionType = "3" DisplayName = "50210" DR2 = "true" DR2PRO = "true" Durability = "9999" EffectOnImpact = "2" EjectRagdollUpInTheAir = "true" FatalHitReaction = "38" FiringRate = "12" Friction = "25" HandlingStyle = "3" HitReaction = "13" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_shotgun_handgrip" Impulse = "450" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Cascading = "true" Is_Humour = "false" IsAutomatic = "true" IsWeapon = "true" LoadDistance = "25" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxBulletDistance = "40" MaxBulletsPerClip = "9999" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "9" PropEffectsOnCondition2 = "12" PyroEffect0 = "23" PyroEffect1 = "43" PyroEffect2 = "49" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "1" Reticle_MinMovementRateBeforeAccuracyDecrease = "999" Reticle_ReturnToNormalAccuracyRate = "1" Reticle_Type = "3" Reticle_WorstAccuracy = "1" SkillRequired = "0" SurvivorHandlingTwoHands = "true" SurvivorWeapon = "true" UnlimitedDurability = "true" VertOffsetFromHandToMuzzle = "0.1" VibrationPattern = "5" WeaponType = "15" Weight = "15" ZombiePunchThroughCount = "10" cLimbDestroyInfoItem shotgun_limbdestroyinfo { Limb0 = "0" Limb1 = "1" Limb2 = "2" Limb3 = "4" Limb4 = "3" ProbabilityOfExploding0 = "1" ProbabilityOfExploding1 = "1" ProbabilityOfExploding2 = "1" ProbabilityOfExploding3 = "1" ProbabilityOfExploding4 = "1" } cWeaponAimWarperInfoItem f5_warperinfo { HasPivots = "true" MaxRotationLeft = "1.5" MaxRotationRight = "1" RotationSpeed = "2" TargetHeight = "1.2" } }
in safehouse.txt
cItemPlacement minigun { ItemName = "minigun" Location = "-12.5,-4,-1.9" PropState = "-2" Rotation = "0,0,0,1" }
ADAM THE CLOWN'S CHAINSAWDownload link is on first post of this thread DIY: in items.txt
cChainsawItem dr1chainsaw { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" AnimationAttackChooserValue0 = "182" AnimationAttackChooserValue1 = "183" AnimationAttackName0 = "1hand_a_rand_1" AnimationAttackName1 = "1hand_b_rand_1" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_bank2" Arbitraty_Slice = "true" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "9" AttackAudioAssetName0 = "ChainsawHitBody" AttackAudioAssetName1 = "ChainsawHitBody" AttackAudioAssetName2 = "ChainsawHitBody" AttackDamage0 = "150" AttackDamage1 = "150" AttackDamage2 = "300" AudioActionBits = "256" AudioFilename = "fx_chainsaw" AudioItemName = "Chainsaw" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = ".15" ComboBlendDuration1 = ".10" ComboBlendDuration2 = ".1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" DisplayName = "50043" DR2 = "true" DR2PRO = "true" Durability = "30" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectOnImpact0 = "21" EffectOnImpact1 = "21" EffectOnImpact2 = "21" EffectOnVictim0 = "21" EffectOnVictim1 = "21" EffectOnVictim2 = "21" EffectOnWeapon0 = "5" EffectOnWeapon1 = "5" EffectOnWeapon2 = "5" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "6" HearingRadiusMultiplier = "5" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_Chainsaw" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Cliche = "false" Is_Sharp = "true" IsWeapon = "true" ItemBeingUsedHearingRadiusMultiplier = "10" LoadDistance = "30" MaxProjectileDamage = "90" PrestigePointsAwarded0 = "20" ProjectileFatalHitReaction = "44" ProjectileHitReaction = "44" PropAudioType = "2" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "1" PropEffectsOnCondition0 = "15" PyroEffect0 = "32" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "true" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" RewardCondition0 = "2" ThrowAngleDegrees = "6" ThrowEffectAudio = "2" ThrowEffectOnImpact = "281" ThrowEffectOnVictim = "13" ThrowForce = "7" ThrowSpin = "10,0,0" UnlimitedDurability = "true" VibrationPattern0 = "10" VibrationPattern1 = "10" VibrationPattern2 = "15" VibrationPatternWhenOn = "1" WeaponCanSliceLimbs = "true" WeaponType = "14" Weight = "25" cPrestigePointInfoItem saw_prestige_info { ActionButtonRequired0 = "PLAYERBUTTON_CHARGEATTACK_LONG" PrestigePointsAwarded0 = "10" RewardCondition0 = "2" }
} in safehouse.txt
cItemPlacement dr1chainsaw { ItemName = "dr1chainsaw" Location = "-16.7,-4,-1.9" PropState = "-2" Rotation = "0,0,0,1" }
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Post by kamikazeoncrack on Aug 21, 2011 20:46:17 GMT -5
TOMMAH!!!MINIGUN in items.txt
cFirearmItem minigun { AchievementCategory = "2" ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR" ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN" ActionTargetCrawlerOnly6 = "false" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForEnhancedAnims = "1" AnimationChooserValueForFirearms = "0" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "1" AnimationChooserValueForJump = "1" AnimationChooserValueForPickup = "1" AnimationChooserValueForPutdown = "4" AnimationChooserValueForWalkRun = "1" AssetFilename = "minigun" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_shotgun" AudioItemName = "Shotgun" AudioUnloadDeferralTime = "3" BaseBulletDamage = "35" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.02" CollisionType = "3" DisplayName = "50210" DR2 = "true" DR2PRO = "true" Durability = "9999" EffectOnImpact = "2" EjectRagdollUpInTheAir = "true" FatalHitReaction = "38" FiringRate = "12" Friction = "25" HandlingStyle = "3" HitReaction = "13" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_shotgun_handgrip" Impulse = "450" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Cascading = "true" Is_Humour = "false" IsAutomatic = "true" IsWeapon = "true" LoadDistance = "25" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxBulletDistance = "40" MaxBulletsPerClip = "9999" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "9" PropEffectsOnCondition2 = "12" PyroEffect0 = "23" PyroEffect1 = "43" PyroEffect2 = "49" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "1" Reticle_MinMovementRateBeforeAccuracyDecrease = "999" Reticle_ReturnToNormalAccuracyRate = "1" Reticle_Type = "3" Reticle_WorstAccuracy = "1" SkillRequired = "0" SurvivorHandlingTwoHands = "true" SurvivorWeapon = "true" UnlimitedDurability = "true" VertOffsetFromHandToMuzzle = "0.1" VibrationPattern = "5" WeaponType = "15" Weight = "15" ZombiePunchThroughCount = "10" cLimbDestroyInfoItem shotgun_limbdestroyinfo { Limb0 = "0" Limb1 = "1" Limb2 = "2" Limb3 = "4" Limb4 = "3" ProbabilityOfExploding0 = "1" ProbabilityOfExploding1 = "1" ProbabilityOfExploding2 = "1" ProbabilityOfExploding3 = "1" ProbabilityOfExploding4 = "1" } cWeaponAimWarperInfoItem f5_warperinfo { HasPivots = "true" MaxRotationLeft = "1.5" MaxRotationRight = "1" RotationSpeed = "2" TargetHeight = "1.2" } }
in safehouse.txt
cItemPlacement minigun { ItemName = "minigun" Location = "-12.5,-4,-1.9" PropState = "-2" Rotation = "0,0,0,1" }
ADAM THE CLOWN'S CHAINSAW in items.txt
cChainsawItem dr1chainsaw { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" AnimationAttackChooserValue0 = "182" AnimationAttackChooserValue1 = "183" AnimationAttackName0 = "1hand_a_rand_1" AnimationAttackName1 = "1hand_b_rand_1" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_bank2" Arbitraty_Slice = "true" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "9" AttackAudioAssetName0 = "ChainsawHitBody" AttackAudioAssetName1 = "ChainsawHitBody" AttackAudioAssetName2 = "ChainsawHitBody" AttackDamage0 = "150" AttackDamage1 = "150" AttackDamage2 = "300" AudioActionBits = "256" AudioFilename = "fx_chainsaw" AudioItemName = "Chainsaw" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = ".15" ComboBlendDuration1 = ".10" ComboBlendDuration2 = ".1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" DisplayName = "50043" DR2 = "true" DR2PRO = "true" Durability = "30" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectOnImpact0 = "21" EffectOnImpact1 = "21" EffectOnImpact2 = "21" EffectOnVictim0 = "21" EffectOnVictim1 = "21" EffectOnVictim2 = "21" EffectOnWeapon0 = "5" EffectOnWeapon1 = "5" EffectOnWeapon2 = "5" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "6" HearingRadiusMultiplier = "5" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_Chainsaw" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Cliche = "false" Is_Sharp = "true" IsWeapon = "true" ItemBeingUsedHearingRadiusMultiplier = "10" LoadDistance = "30" MaxProjectileDamage = "90" PrestigePointsAwarded0 = "20" ProjectileFatalHitReaction = "44" ProjectileHitReaction = "44" PropAudioType = "2" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "1" PropEffectsOnCondition0 = "15" PyroEffect0 = "32" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "true" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" RewardCondition0 = "2" ThrowAngleDegrees = "6" ThrowEffectAudio = "2" ThrowEffectOnImpact = "281" ThrowEffectOnVictim = "13" ThrowForce = "7" ThrowSpin = "10,0,0" UnlimitedDurability = "true" VibrationPattern0 = "10" VibrationPattern1 = "10" VibrationPattern2 = "15" VibrationPatternWhenOn = "1" WeaponCanSliceLimbs = "true" WeaponType = "14" Weight = "25" cPrestigePointInfoItem saw_prestige_info { ActionButtonRequired0 = "PLAYERBUTTON_CHARGEATTACK_LONG" PrestigePointsAwarded0 = "10" RewardCondition0 = "2" }
} in safehouse.txt
cItemPlacement dr1chainsaw { ItemName = "dr1chainsaw" Location = "-16.7,-4,-1.9" PropState = "-2" Rotation = "0,0,0,1" }
Download link is on first post of this thread Do you happen to have the dynamic prop file on you because it won't load in the safehouse. Thanks
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Post by anno1404 on Aug 21, 2011 22:59:55 GMT -5
original request for small chainsaw found here in locked thread. cItemPlacement dr1chainsaw { ItemName = "dr1chainsaw" Location = "-16.7,-4,-1.9" PropState = "-2" Rotation = "0,0,0,1" } [/code][/spoiler] Download link is on first post of this thread[/quote] Do you happen to have the dynamic prop file on you because it won't load in the safehouse. Thanks [/quote]
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Aug 21, 2011 23:25:55 GMT -5
I included the dynamic props folder in my installation, what's the problem?
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Post by kamikazeoncrack on Aug 21, 2011 23:38:38 GMT -5
I included the dynamic props folder in my installation, what's the problem? Its not spawning i re dl the dynamic prop folder twice and still wont spawn.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Aug 22, 2011 8:07:25 GMT -5
look in the folder for a file named "dr1chainsaw".... also, do you know where its SUPPOSED to spawn?
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Post by kamikazeoncrack on Aug 22, 2011 8:25:37 GMT -5
... Im really confused i dont see any dr1 folder i just copied the spoiler text from the post above where do i dl this?
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Post by anno1404 on Aug 22, 2011 8:53:04 GMT -5
... Im really confused i dont see any dr1 folder i just copied the spoiler text from the post above where do i dl this? first page, tom's first entry Read the instructions, download the link.
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Post by kamikazeoncrack on Aug 22, 2011 9:34:38 GMT -5
... Im really confused i dont see any dr1 folder i just copied the spoiler text from the post above where do i dl this? first page, tom's first entry Read the instructions, download the link. Right now im sorta in brain dead mode, been up for 34 hours straight, anyway when i click on it, meaning the Adam chainsaw link it brings me to this page, i already have the txt from the spoiler and download the gun install exe and have checked every file on the msn thing. Im so lost
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Post by anno1404 on Aug 22, 2011 9:48:42 GMT -5
have you created a data/dynamicprops folder? Then added the downloaded weapons into that folder? tom is the best to help you, but in the intern i can try. Right now im sorta in brain dead mode, been up for 34 hours straight, anyway when i click on it, meaning the Adam chainsaw link it brings me to this page, i already have the txt from the spoiler and download the gun install exe and have checked every file on the msn thing. Im so lost
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Aug 22, 2011 10:00:36 GMT -5
oooh ok, I see the problem now...
... you're making the weapon on your own using the text I included. See with my weapons I give a "Do it Yourself" option and a full mod option. You're doing the "Do It Yourself" option, which is fine, but you'll have to get the model of the chainsaw on your own out of "streamedassets.big".... its named "Chainsaw.big".... copy and paste that into "dynamicprops" and rename it to "dr1chainsaw.big" and it should work.
If you don't feel like doing all that, click on the "Weapons Mod Installer" button on the first post of this thread... the individual weapon buttons direct you to info about the weapon, in order to download the installer you have to click on the installer button.
Let me know if you have questions!
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Post by kamikazeoncrack on Aug 22, 2011 10:01:27 GMT -5
have you created a data/dynamicprops folder? Then added the downloaded weapons into that folder? tom is the best to help you, but in the intern i can try. Right now im sorta in brain dead mode, been up for 34 hours straight, anyway when i click on it, meaning the Adam chainsaw link it brings me to this page, i already have the txt from the spoiler and download the gun install exe and have checked every file on the msn thing. Im so lost Yep already have a couple of his weapons on my game in the folder there are about 40 files.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Aug 22, 2011 10:09:40 GMT -5
I'm guessing you downloaded that before I released the chainsaws.... you can either redownload, or just get the model yourself and rename it
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Post by kamikazeoncrack on Aug 22, 2011 10:33:13 GMT -5
oooh ok, I see the problem now... ... you're making the weapon on your own using the text I included. See with my weapons I give a "Do it Yourself" option and a full mod option. You're doing the "Do It Yourself" option, which is fine, but you'll have to get the model of the chainsaw on your own out of "streamedassets.big".... its named "Chainsaw.big".... copy and paste that into "dynamicprops" and rename it to "dr1chainsaw.big" and it should work. If you don't feel like doing all that, click on the "Weapons Mod Installer" button on the first post of this thread... the individual weapon buttons direct you to info about the weapon, in order to download the installer you have to click on the installer button. Let me know if you have questions! ooooooooohhhhhh i got it working now thanks
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Aug 22, 2011 11:23:21 GMT -5
no prob, enjoy
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Sept 9, 2011 8:20:32 GMT -5
TOMMAH!!!Laser Light GunSaw this gun in the CW and OTR trailers and wanted to make it, so here it is! DIY:in items:
cExplosiveItem llgball { AnimationAttackName0 = "male_attack_samurai_sword_a" AnimationChooserValueForThrow = "38" AssetFilename = "llgball" AttachPropToBoneType = "0" AudioActionBits = "0" AudioFilename = "fx_arrowexplosive" AudioItemName = "ArrowExplosive" AudioUnloadDeferralTime = "6" CollidableQuality = "0" CollisionType = "3" DetonateOnThrow = "true" DetonationDelay = "2" DR2 = "true" ExplodeRadius = "3" ExplosionCausesExplosions = "true" ExplosionCausesImpulse = "true" FatalHitReaction = "38" Friction = "50" HandlingStyle = "3" HeavyDamageRadius = "1.5" HitReaction = "79" ImpulseAtCenter = "400" ImpulseAtEdge = "175" InteractDistance = "0" InventoryInteractionType = "0" Is_Cliche = "true" Is_Sharp = "true" Is_Thrown = "true" MaxDamage = "0" MaxDamageDealtPerAttack = "0" MaxProjectileDamage = "0" MediumDamageRadius = "4" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1.1" ProjectileHitReaction = "13" PropAudioType = "1024" PropEffectLocator2 = "16" PropEffectLocatorIndex2 = "0" PropEffectsOnCondition2 = "0" PyroEffect2 = "236" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex0 = "0" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "16" PropEffectsOnCondition1 = "13" PyroEffect0 = "66" PyroEffect1 = "67" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "false" Support = "true" ThrowAngleDegrees = "0" ThrowEffectAudio = "0" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "24" ThrowForce = "999" ThrowSpin = ".275,0,-0.5" Weight = "0.25" cAttachedToZombieInfoItem llgball_impale { AnimSet = "-1" DamagePerSecondWhenAttachedToZombie = "0" PositionToStickTo = "2" StickableArea = "1" StickableAsProjectile = "true" StickArbitrarily = "true" } cPropHitZombieInfoItem llgball_hzombie { DR2 = "true" PropHitZombieEffect = "2" Support = "true" } }
cFirearmItem laserlightgun { AchievementCategory = "3" ActionTargetCrawlerOnly6 = "false" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForEnhancedAnims = "1" AnimationChooserValueForFirearms = "4" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "1" AnimationChooserValueForJump = "1" AnimationChooserValueForPickup = "1" AnimationChooserValueForPutdown = "4" AnimationChooserValueForWalkRun = "1" AssetFilename = "laserlightgun" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_sbfg" AudioItemName = "SBFG" AudioUnloadDeferralTime = "3" BaseBulletDamage = "2" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "50830" DR2 = "true" Durability = "15" EffectOnImpact = "0" EffectOnVictim = "123" EjectRagdollUpInTheAir = "true" FatalHitReaction = "83" FiringRate = "0.8" Friction = "25" HandlingStyle = "3" HitReaction = "83" IconFilename = "w_bfg_super" Impulse = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsAutomatic = "false" IsBurstGun = "false" IsWeapon = "true" LoadDistance = "50" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxBulletDistance = "40" MaxBulletsPerClip = "9999" PropEffectLocator0 = "15" PropEffectLocator1 = "15" PropEffectLocatorIndex0 = "0" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "0" PropEffectsOnCondition1 = "0" PropToShoot = "llgball" PyroEffect0 = "226" PyroEffect1 = "189" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0.3" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "0.8" Reticle_MinMovementRateBeforeAccuracyDecrease = "0" Reticle_ReturnToNormalAccuracyRate = "0.035" Reticle_Type = "3" Reticle_WorstAccuracy = "0.3" SkillRequired = "0" SurvivorHandlingTwoHands = "false" ThrowForce = "999" UnlimitedDurability = "true" VertOffsetFromHandToMuzzle = "0.1" VibrationPattern = "10" WeaponType = "15" Weight = "20" cGunProjectileInfoItem llg_proj { DR2 = "true" NumberOfThrowables = "999" PropToShoot = "llgball" Support= "true" } } in safehouse.txt:
cItemPlacement laserlightgun { ItemName = "laserlightgun" Location = "-16,-5,-7.2" Rotation = "0,0,0,1" }
Download Link is on first post of this thread.
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