anu
Survivor
Posts: 39
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Post by anu on Oct 13, 2010 15:42:21 GMT -5
Been messing with the mission file a lot ,it seems you can easily change some of the variables ,like for example missions timing, or the weapons NPC's will spawn with in missions . and even replace NPC characters in the mission themselves, like for example i did here ,replaced snowflake and ted instead of gordon and lasawandra or what's her name . interesting to note that ted immediately attacked me even though the script for gordon is friendly ,so some other file effected this behavior instead of the mission thread. did anyone had any progress with the mission file ? cant wait to get to the point where people will start making their own missions. Category name Mission modifications
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anu
Survivor
Posts: 39
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Post by anu on Oct 13, 2010 16:14:56 GMT -5
well i haven't checked it yet but i assume that you are correct , because i tried to spawn 2 snowflakes and it messed the model pretty badly , both characters spawned as one and it looked like a scene from the exorcist , snowflake floating in the air on two legs and it's animation all broken .
so yeah it seems it's all or nothing scenario , you need to change all the missions with the NPC's involved to keep the game going normal .
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Post by ral1239 on Oct 13, 2010 16:32:58 GMT -5
So can you actually swap missions or just the characters?
(Spoiler Alert)
Would it be possible to replace all the zombies with the spitting zombies towards the end of the game? I want the game to be more of a challenge. Im not much of a modder but I assume it would be possible since you can replace other npcs with each other.
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anu
Survivor
Posts: 39
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Post by anu on Oct 13, 2010 16:41:59 GMT -5
or rename the npc's to an unused name and keep the model. I think that should work yep , later on i will try something i had in mind and if it will not work i'll try your suggestion (still haven't gave up on the idea of a pack of 8 tigers mod heh) . So can you actually swap missions or just the characters? (Spoiler Alert) Would it be possible to replace all the zombies with the spitting zombies towards the end of the game? I want the game to be more of a challenge. Im not much of a modder but I assume it would be possible since you can replace other npcs with each other. i think that is entirely possible according to what i saw in the mission file ,need to verify it though .
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anu
Survivor
Posts: 39
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Post by anu on Oct 13, 2010 17:54:00 GMT -5
ok ,by adding an item to the item txt called snowflex2 , with the same data of the original snowflake entry in the same file ,and then use that name in the mission file ,i was able to spawn 2 snowflakes : but one of them is non responsive ,need to find exactly how to reanimate the second one .
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anu
Survivor
Posts: 39
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Post by anu on Oct 13, 2010 18:09:31 GMT -5
he woke up to life, but the animation of the second snowflex is half broken half normal ,the first one is completely normal though , probably additional tweeking will make it work .
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anu
Survivor
Posts: 39
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Post by anu on Oct 14, 2010 21:30:02 GMT -5
update , the animation problem turned out to be something really minor , i managed to successfully have two functional snowflakes in the gang .
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anu
Survivor
Posts: 39
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Post by anu on Oct 21, 2010 20:06:45 GMT -5
thanks to bananeensucre , that linked me to a datafile of working added mission code ,that was originally released by boz83 or/and dany25 , i don't know who deserves the credit ,but thanks anyway. the important thing is that it's working and i was able to expand it without crashing the game . finally i was able to add stuff to the mission file ,and not just replace and change stuff . i also found out that you need to restart the story in order for the game not to crash(the story not your character) when making such big changes to missions . 6 tigers pack : i tried to spawn 8 but 6 seems to be the limit . however you can spawn 6 snowflakes models with other survivors as well : to my surprise i learned you can have more then 8 survivors in your group : OMG they ate katey !!!
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Post by thommoboy on Nov 30, 2010 22:17:32 GMT -5
how can you spawn a snowflake
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Post by wolfpup1989 on Dec 14, 2010 11:32:45 GMT -5
wanna post the file so we can all have many snow flake's ;D ;D
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Post by omeganuepsilon on Dec 15, 2010 21:21:36 GMT -5
In theory you could just edit zombiesets.txt cZombieLoadSetEntry e1 { start = "291600" //Day 4 at 9:0 end = "388800" //Day 5 at 12:0 type0 = "zombie_skinny" // 2200 type1 = "zombie_fat" // 6176 type2 = "zombie_fat_female" // 4828 type3 = "zombie_cop" // 1788 type4 = "zombie_showgirl" // 988 type5 = "zombie_dealer" // 684 type6 = "zombie_gas" // 1388 number = "7" total_cost = "18052" total_vert = "12859" }
and change all the types to "zombie_gas" and do that for every file (tip: use replace in notepad or something ) This would however, replace every zombie with a gas_zombie no matter the progress EDIT: Most entries even say start = "162000" //Day 2 at 21:0 end = "259200" //Day 4 at 0:0 So if you have loads of time on your hands, you could indeed replace every zombie to the spitter variant end-game I actually did this, replaced all fat zombies with skinny, so as to hopefully use less resources. It was all the further I dared take it because I haven't played the story through yet and didn't want to really break it.(IE any missions where you have to kill X of a zombie type or whatever) Note: I don't think you can change zombie types to types that are not natrually present. I tried putting showgirls in the main menu and other various places, as well as cocktail dresses, and nothing, still guy zombies, even in some of the zones that felt like they should be(the first casine you go through in the game, only saw dealers as "special" zombies). You can also edit the max number of zombies that will follow you(several entries for this), I put mine to 0(usually 1-5) but you could crank it up to 20. I set max number of updating zombies to 20 instead of 100 as well. I also edited the entries that will spawn X zombies if totals drop below Y. Y is usually really high, I put it down to like 3, instead of 400(Their limits for different zones go from 110-1700) I tend to go overboard when editing things of that nature, obviously. Open Office has a good search and replace feature, makes changing things like that a snap.(I tried about 10 programs yesterday, but it has a wildcard search, so you can replace variable #'s easily. Going to make a post in Tools section maybe.) (I also reduced the #'s by grand amounts, because my computer sucks(well the video card does, the rest is actually pretty beefy). Anyhow, if one wanted to make it really hard, you could do that. There is a 10x Zombies thread somewhere as well.
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Post by anno1404 on Dec 16, 2010 21:37:46 GMT -5
wanna post the file so we can all have many snow flake's ;D ;D Yes please post your file.
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Post by thommoboy on Dec 17, 2010 21:54:05 GMT -5
please
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sabi
Survivor
Posts: 7
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Post by sabi on Dec 18, 2010 13:11:24 GMT -5
Please post your file.Thanks
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anu
Survivor
Posts: 39
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Post by anu on Jan 8, 2011 9:55:41 GMT -5
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Jan 8, 2011 16:18:12 GMT -5
is there anyway you could tell us what you changed because I want to keep my current mods in datafile.big
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anu
Survivor
Posts: 39
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Post by anu on Jan 8, 2011 19:55:32 GMT -5
yes, but i cant extract the data file on the computer I'm at the moment, so I'll do it tomorrow or later today .
(short explanation is : basically if you don't use modified mission file in your modded datafile you can replace with the one from this mod ,and then you need to open the items file and copy all the additional snowflakes entries that i added ,and copy it to your items file ,and that's about it)
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anu
Survivor
Posts: 39
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Post by anu on Jan 9, 2011 15:01:09 GMT -5
ok , if you only want the 6 tigers in your modified datafile this is how to do it , this involves only 2 files , mission file and items file .
first open the mission file and make a search for :
SpawnPoint = "3.283,-1.088,12.518"
you will get :
SpawnPoint = "3.283,-1.088,12.518" UseRotationAndLocationIfSpawned = "true" cMissionDialogue x172 { Dialogue0 = "81062" LoopThisNode = "true" SpeakerID0 = "50222" }
}
press enter so there is one line space between the last } ,and the code you are about to add , and add this to your mission file :
cMissionSpawnNPC TigerPack0 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake3" Rotation = "-1.1" SpawnPoint = "4.283,-1.088,12.518" cMissionDialogue TigerPackD0 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" } } cMissionChangeNPCState SetInteractive6 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_snowflake3" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" } cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake4" Rotation = "-1.1" SpawnPoint = "6.283,-1.088,12.518" cMissionDialogue TigerPackD2 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" } } cMissionChangeNPCState SetInteractive7 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_snowflake4" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" } cMissionSpawnNPC TigerPack2 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake5" Rotation = "-1.1" SpawnPoint = "7.283,-1.088,12.518" cMissionDialogue TigerPackD3 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" Joiner0 = "srv_snowflake3" Joiner1 = "srv_snowflake4" Joiner2 = "srv_snowflake6" Joiner3 = "srv_snowflake7" Joiner4 = "srv_snowflake8" Joiner5 = "srv_sven" Joiner6 = "srv_gordon" Speaker0 = "srv_snowflake5" } } cMissionChangeNPCState SetInteractive8 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_snowflake5" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" } cMissionSpawnNPC TigerPack3 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake6" Rotation = "-1.1" SpawnPoint = "7.283,-1.088,13.518" cMissionDialogue TigerPackD4 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" } } cMissionChangeNPCState SetInteractive9 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_snowflake6" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" } cMissionSpawnNPC TigerPack4 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake7" Rotation = "-1.1" SpawnPoint = "4.283,-1.088,14.518" cMissionDialogue TigerPackD5 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" } } cMissionChangeNPCState SetInteractive10 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_snowflake7" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" } cMissionSpawnNPC TigerPack5 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake8" Rotation = "-1.1" SpawnPoint = "5.283,-1.088,10.518" cMissionDialogue TigerPackD6 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" } } cMissionChangeNPCState SetInteractive11 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_snowflake8" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" }
cMissionSpawnNPC TigerPack6 { DefaultBehaviour = "Idle" NPCName = "srv_sven" Rotation = "-1.1" SpawnPoint = "6.283,-1.088,14.518" cMissionDialogue TigerPackD7 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" Joiner0 = "srv_snowflake5" Joiner1 = "srv_snowflake8" Joiner2 = "srv_snowflake7" Joiner3 = "srv_snowflake6" Joiner4 = "srv_snowflake4" Joiner5 = "srv_snowflake3" } } cMissionChangeNPCState SetInteractive12 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_sven" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" } cMissionSpawnNPC TigerPack7 { DefaultBehaviour = "Idle" NPCName = "srv_gordon" Rotation = "-1.1" SpawnPoint = "4.283,-1.088,10.518" cMissionDialogue TigerPackD8 { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "false" Joiner0 = "srv_snowflake3" Joiner1 = "srv_snowflake4" Joiner2 = "srv_snowflake6" Joiner3 = "srv_snowflake7" Joiner4 = "srv_snowflake8" Joiner5 = "srv_sven" Joiner6 = "srv_snowflake5" } } cMissionChangeNPCState SetInteractive13 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_gordon" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" }
after you finished this open your item file and search for the original snowflake entry , right after it add this to your item file :
cSurvivorItem srv_snowflake2 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "1000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "8" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.15" }
}
cSurvivorItem srv_snowflake3 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "1000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "8" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.15" }
}
cSurvivorItem srv_snowflake4 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "1000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "8" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.15" }
}
cSurvivorItem srv_snowflake5 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "1000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "8" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.15" }
}
cSurvivorItem srv_snowflake6 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "1000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "8" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.15" }
}
cSurvivorItem srv_snowflake7 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "1000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "8" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.15" }
}
cSurvivorItem srv_snowflake8 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "1000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "8" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.15" }
}
and that's it .
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Post by spider3po on Jan 20, 2011 19:47:19 GMT -5
While this is all still early in our understanding of how missions work. It shouldn't be long before we're creating our own. data/datafile.big/mission.txt calls: - numbered lines which refer to the file str_en.bcs (or whatever your language is), these lines handle all the text of the game, including dialogue in items.txt, when a survivor is rescued they have assigned numbers of dialogue in items.txt. An example is Woodrow, RescueQuote = "65428" - model and model animations found in npcs.big - connection to waypoints, unclear yet (if any) - survivors are listed in missions.txt as just items. recommended tools: - XML editor, if only for sanity reasons (searching for function names and numbers) - bcs to txt converter (works both ways --attached below) Dialogue found in str_en.bcsThe bank run mission is listed in missions.txt as: cMissionDefinition BankRun { CantFailOnLevel = "FOOD_BARN" Color = "16422912" DebugSpawnPoint = "EntrySlotBarn" DescriptionSummary = "80536" DisplayName = "80015" Duration = "39600" LevelToStartAtIfDebuggingMission = "FORTUNE_EXTERIOR" MissionType = "3" ShowInDebugMenu = "true" StartTime = "194400" cMissionTimer Call_BankRun_OnTime { DeltaTimeSecondsRealTime = "2" TriggerXTimes = "1" cMissionPhoneCall Call_Civic_Phone { cMissionDialogue Call_Civic_Dialog { Dialogue0 = "65291" SpeakerID0 = "77510" }
}
}
Notice Dialogue0 = "65291", the dialogue number? You can search for this line in the str_en.bcs file. It will show the text used: 65291 chuck, there's someone trying to get into an ATM machine in the [00CC00FF,Slot Ranch Casino]... I think he's trying to rob it. Notes- 81698 Woodrow Rutherford, everyone's got a number - VoiceType = "107", voices are switchable (in case your bored and want to give someone the voice of girl for a dude, or a tiger sound set for a girl) - The poker survivors show up multiple times in items.txt and in npcs.big. Objectives cMissionObjective Bankl-Objective { cMissionObjectiveEvent TalkToWoodrow { EventString = "Talkedtowoodrow" MissionWaypoint = "FOOD_BARN,-16.606,-1.619,-123.365" cMissionSendEvent AddMoney11 { Value = "AddMoneyToCase" }
} cMissionObjective seems unique to mission.txt only. See the value above: Value = "AddMoneyToCase" This calls a another function, AddMoneyToCase within mission.txt. cMissionOnEvent AddMoney { EventString = "AddMoneyToCase" cMissionSendCommandToProp ATM9 { ExecuteOnce = "true" PropCommand = "3" PropName = "MoneyCase" Value = "500" } The value is set to only $500? Go to point GotopointcMissionDialogue EggingChuckOn21 { AutoStart = "true" Dialogue0 = "65309" LoopThisNode = "false" Speaker0 = "srv_woodrow_0" SpeakerID0 = "65185" cMissionSetNPCScriptedAction LeadATMThree1 { ExecuteOnce = "false" GotoPoint = "78.368,-1.338,-193.165" NPCName = "srv_woodrow_0" Orientation = "210.289" ReactionAnim = "15" SetOrientation = "false" UseOrientation = "true" cMissionSendEvent WoodrowGoThree1 { DialogManagerOnly = "true" Value = "WoodrowATMThree" } GoToPoint makes the character travel to a certain point. Survivor joining Chuck cMissionDialogue JoinChuck1 { AutoStart = "false" Dialogue0 = "65314" JoinChuckAfter = "true" Joiner0 = "srv_woodrow_0" Speaker0 = "srv_woodrow_0" SpeakerID0 = "65185" }
}
Notice, the srv_woodrow_0 is default. Numbers change, as it necessitates with mission animations. Debug mode mentionedConnection to debug mode, so if you create a custom mission this maybe your best hint on how to enable it in debug mode. examples of debug mention: LevelToStartAtIfDebuggingMission = "FORTUNE_EXTERIOR" MissionType = "3" ShowInDebugMenu = "true" As intimidating as this may seem, pick out the easiest mission, and start slow. Edit the text, see if it works. Make a new text file, and get the code to call it up. If you can do that much, it isn't long before you can get more elaborate. start with the case zero modelsFor starting a custom project, start with the case zero models. As they have no assigned values. Such as Sharon, or 85282 and/or 85283 in str_en. Also cSurvivorItem srv_sharon in mission.txt. Since there is no mission for these survivors in PC version, why not invent your own? Here's a list of DR2:0 - deadrisingwiki.com/wiki/Case_Zero_Survivors - use it to find the model you like. Type cSurvivorItem srv_(name you want) in items.txt. still early in our understanding If this seems too difficult to understand, give the more advanced programmers time to create a more step-by-step guide. This, is merely an early version in understanding how missions work. While, this is all still early in our understanding of how missions work. It shouldn't be long before we're creating our own. Just, as we placed items, created waypoints, and spawn points. This, is the next big move. I'll add more as I come to understand it. If you've got more to add on this subject (there's a little more to cover), or to correct me, please do. The more we understand, the better. For everyone. A proper tutorial will come out in the future. bcs to txt converter To work with .bcs, use this bcs to txt converter (it converts both ways) from Xentax, where a lot of talented programmers hang out. Made by bacter. It also doesn't hurt to offer content to Xentax. Category name Mission modificationsAttachments:
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tab
Survivor
Posts: 118
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Post by tab on Jan 20, 2011 22:57:33 GMT -5
survivors actually have different entries for their different models, but the only different entries are for the strip poker models.
I think the animation choosers are related to the survivor item too.
the custom animations for the missions aren't related to the survivor either. like kirsten's drunk vomiting and balancing is defined by
cMissionSetNPCScriptedAction KristinVomit { NPCName = "srv_kristin" ReactionAnim = "10" }
inside the cmissionspawnnpc thing
making basic new mission is super easy, posted this vid before:
I think the missiontypes seem to help define the goal of the mission. or maybe success conditions.
All the survivor rescue missions are missiontype = 3, most psychopath missions are missiontype = 4. second parts of missions or alternatives seem to be type 8, while story missions are labeled type 11, 13 and probably more.
there are ways to label prerequisites for missions too. see the rewards for psychopaths for a good example of the conditionparameter stuff.
i'm wondering what exactly the dialogueconditions link to, since those would be good for creating slightly more complex missions than 'find survivor / kill survivor / bring drink'.
bruce has already been showing examples of this stuff in his screenshot thread, and i'm betting he's got a pretty good idea of what's what
also the waypoint is right there in your example, it's the missionwaypoint value in the cmissionobjective.
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Post by spider3po on Jan 20, 2011 23:31:17 GMT -5
With waypoint, I meant waypoint_level,
cWaypoint SURV101 { Location = "32.03,-0.91,-236.13" Name = "SURV" Type = "0" }
This, is what I don't yet get. I should have explained that. What function does this serve? Maybe I'm thinking too much about this. It doesn't seem to call these waypoints in mission.txt, so maybe it's for debugging purposes. Like the default spawnpoints.
Although, you have clarified points I missed. And, I didn't really know the difference about types. Interesting.
I like the mod video though. You seem to have a good understanding of how this works already. I should've been taking notes from you. ^^ But, I think I can make a custom mission now after seeing this. Thanks.
And yeah, bruce is part of the inspiration of creating this thread. That, and mission creation resources seem to be low.
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Post by anno1404 on Jan 30, 2011 13:33:57 GMT -5
I am moving this to tutorials and sticking it, this is awesome. thank you. See also: Mod:Changing_Text for a tutorial on changing the text in the game. Also spider3po wrote: To work with .bcs, use this bcs to txt converter (it converts both ways). Note, I did not make it. I got it from Xentax, where a lot of talented programmers hang out. It's made by bacter. So, if you've got an account on Xentax, you can thank this user. It also doesn't hurt to offer content to Xentax.
spider3po did not provide a link. nevermind, it is: BCSTXTv02.rar above. I strongly encourage you to create a tutorial about what you have learned thus far, here on this wiki: [url=http://deadrisingwiki.com/wiki/Mod:Create_new_article ]Mod:Create_new_article[/url] Thus far, Moloko, Tom, Dengarde, otherworldbob, and Utrbi have all created tutorials. We need a central place where we can all brainstorm missions. you can start now, or Let me know if you are interested in doing this, and i can create a page, and help you along....
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Mar 29, 2011 13:06:32 GMT -5
If that's true, we have the way of creating own maps now, don't we? Anyway, interesting find.
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Post by anno1404 on Mar 30, 2011 18:52:08 GMT -5
Here is a basic "mission" stripped down to almost its most basic form. This coding is probably the most basic you can create, it spawns three survivors. cMissionDefinition Tutorial1 //INFINITY MODE START LOCATION { Duration = "3600" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "BIKETUTORIAL" ShowInDebugMenu = "true" cMissionLevelReady deadlyfriends { LevelName = "LEVEL_BIKETUTORIAL" //required line for survivor to spawn cMissionSpawnNPC SpawnKatey6-1 { NPCName = "cast_katey" Rotation = "1.554" SpawnPoint = "-6.3, 5.1, -54.6" } cMissionSpawnNPC Stacey_6-1 { NPCName = "cast_stacey" Rotation = "-2.0" SpawnPoint = "8.6, 5.1, -57.6" }
cMissionSpawnNPC Sullivan_6-1 { NPCName = "cast_sullivan" Rotation = "-1.5" SpawnPoint = "6.2, 5.1, -54.7" } } } This "mission" spawns Katey, Stacey, Walter and Sullivan in the safehouse. There are a few lines which are not required here, many which I do not yet know what they do.
cMissionDefinition Case6-1 { CaseFileScreenDescription = "80611" Color = "8117675" DebugSpawnPoint = "BoilerRoomEntry" DescriptionSummary = "80512" DisplayName = "81562" Duration = "3600" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "SAFEHOUSE" MissionType = "1" PrerequisiteMission = "Zombrex4GiveZombrex1" ShowInDebugMenu = "true" StartTime = "291600" cMissionLevelReady Safehouse6-1 { LevelName = "LEVEL_SAFEHOUSE" //required line for katey and stacey to spawn cMissionSpawnNPC SpawnKatey6-1 { NPCName = "cast_katey" Rotation = "1.554" SpawnPoint = "-10.613,-1.09,9.882" } cMissionSpawnNPC Spawnsrv_walter { NPCName = "srv_walter" Rotation = "1.554" SpawnPoint = "-6,-1.09,9.882" }
cMissionSpawnNPC Stacey_6-1 { NPCName = "cast_stacey" Rotation = "2.0" SpawnPoint = "-3.6,-1.110,7.1" }
cMissionSpawnNPC Sullivan_6-1 { NPCName = "cast_sullivan" Rotation = "-2.97" SpawnPoint = "-24.639,-1.097,34.428" }
}
}
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Mar 31, 2011 12:45:52 GMT -5
anno, sounds like you're learning a ton because of the Infinity Mode. That's "sweet".
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Post by anno1404 on Apr 11, 2011 13:16:03 GMT -5
Can someone modify the mission "Lush-ious Lady" and add the following characters: -Danni Bodine -Gemini Vargas -Nikki Valentino -Sharon Riesinger -Doris Elchart -Darcie Blackrock Sorry for my English, but i´m from Spain If I change the DefaultBehaviour to "Follow", will the survivors follow me? I don't think it is that easy. You must study missions.txt. While cool weapons and clothes are the most popular mods by far, mission mods have been neglected to the point of almost being forgotten. I am the only active editor working on missions right now. I can count on my hand editors in the past who have worked on missions in the past. Inactive modders, Tab, Denegarde, and one other guy, and that is pretty much it. So study our placing characters wiki tutorial, search for "follow" using google at the bottom of this page, and this forum entry: Creating new missions. Dengarde was able to add someone to a mission, and also check out the wiki tutorial which he wrote. But a lot of it is trial and error and patience, a lot of patience and resilience. Study missions.txt. AND POST ANYTHING YOU FIND ON THIS FORUM! I am building the infinity mode right now, but I am interested in the survivors killing chuck, not following him.
Also, please take a minute to set up forum email alerts.
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Post by anno1404 on Apr 15, 2011 23:37:32 GMT -5
All mission types in missions.txt listed and mission types explained: missions.txt
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Post by anno1404 on Apr 21, 2011 18:29:24 GMT -5
Every boss has a .txt file which controls what the boss does. If you notice in items.txt the bosses have no behavior controls, these are all in the .txt file. I am trying to replace boss_hangman with tom, creating a new psychopath boss_tom. 1. In items.txt I created a new boss with the name boss_tom by copying boss_hangman then changing: cNPCItem boss_hangman to cNPCItem boss_tom and AssetFilename = "data/models/npcs/boss_hangman" with AssetFilename = "data/models/npcs/srv_tom" cNPCItem boss_tom //infinity test { Age = "35" AssetFilename = "data/models/npcs/srv_tom" AudioChestFoleyType = "2" AudioLegFoleyType = "4" AudioShoeType = "0" AudioTauntInterval = "10" AudioTauntThreshold = "10" BossType = "5" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" Description = "85504" DisplayName = "50101" DR2 = "true" FullName = "81595" HealthAmount = "3200" InteractDistance = "1.5" NPCAnimationChooser = "0" NPCType = "2" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_hangman.bct" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" Tier = "1" VoiceType = "9" }
I tested this new boss in another area. It does appear. cMissionSpawnNPC archie00 { DefaultBehaviour = "Idle" NPCName = "boss_tom" SpawnPoint = "-295.756,-5.642,-65.320" WithProp = "BowieKnife" } 2. In missions.txt I changed the hangman line by adding tom: cMissionDefinition Security_Guard //infinity test { CantFailOnLevel = "SOUTH_PLAZA" Color = "13058304" DebugSpawnPoint = "EntryFortunePark" DescriptionSummary = "80567" DisplayName = "80011" Duration = "54000" LevelToStartAtIfDebuggingMission = "SOUTH_PLAZA" MissionType = "4" ShowInDebugMenu = "true" StartTime = "187200" cMissionObjective Security_Guard-Objective { cMissionObjectiveKillBoss KillProtester1 { BOSS_NAME = "tom" RESULTSNo change to boss_hangman.txtIf you do not change the " data/datafile.big/boss_hangman.txt" file at all, a fulfillment bonus of 10,000 PP is given even before the cutscene even starts in south plaza, as Chuck is running up to the boss area. The mission then runs normally with hangman spawed not tom (boss). Change boss_hangman.txtin data/datafile.big/battle_hangman.txt for the Security_guard mission, (WWJWD?) all of the 44 "boss_hangman" were changed to "boss_tom". The fulfillment bonus of 10,000 PP does not show up too early, but the game crash right after the cutscene. Security guard with most all information taking out. Interesting that all of the props for the cut scene were originally found in this missions.txt section originally: cMissionDefinition Security_Guard { CantFailOnLevel = "SOUTH_PLAZA" Color = "13058304" DebugSpawnPoint = "EntryFortunePark" DescriptionSummary = "80567" DisplayName = "80011" Duration = "54000" LevelToStartAtIfDebuggingMission = "SOUTH_PLAZA" MissionType = "4" ShowInDebugMenu = "true" StartTime = "187200" cMissionObjective Security_Guard-Objective { cMissionObjectiveKillBoss KillProtester1 { BOSS_NAME = "Hangman" MissionWaypoint = "SOUTH_PLAZA,-213.400,-6.672,84.418" cMissionCinematic Win7 { CinematicName = "094_security_guard_death" cMissionTeleportPlayer Start15 { SpawnPoint = "HangmanEnd" TeleportAllPlayers = "true" }
cMissionSetChuckState AddHangmanPP1 { ChuckState = "24" Value = "20000" } //kill body removed }
}
}
cMissionLevelReady South //radius of where to start hangman mission {
LevelName = "LEVEL_SOUTH_PLAZA" cMissionOnTrigger Trigger_Cinematic8 { InnerRadius = "25" Location = "-214.902,-6.637,85.575" Radius = "25" RenderSphere = "true" ZombieRotation = "0,0,0,1" cMissionSendEvent HangmanTrigger2 { Value = "StartHangman" }
}
}
cMissionOnEvent StartSecurity //starts video { EventString = "StartHangman" OnlyExecuteOnce = "true" cMissionCinematic Intro5 { CinematicName = "093_security_guard_intro" cMissionTeleportPlayer Start16 { SpawnPoint = "HangmanStart" TeleportAllPlayers = "true" }
cMissionBossBattle ProtesterBattle5 { BattleFile = "data/datafile/battle_hangman.txt" BattleName = "Hangman" }
}
}
}
cMissionDefinition Security_GuardReward { Color = "13058304" DebugSpawnPoint = "EntryFortunePark" Duration = "432000" LevelRequiredToStartName = "SOUTH_PLAZA" LevelToStartAtIfDebuggingMission = "SOUTH_PLAZA" MissionType = "12" PrerequisiteMission = "Security_Guard" ShowInDebugMenu = "false" StartTime = "187200" WaitUntilEnd = "true" cMissionLevelReady SixShooterReward { LevelName = "LEVEL_SOUTH_PLAZA" cMissionSpawnItem SixShooter { ItemName = "SixShooter" Location = "-228.302,-6.282,88.574" Rotation = "0.249,0.250,0.662,0.661" }
}
}
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Post by anno1404 on Apr 22, 2011 10:05:48 GMT -5
From tom, in his TheTommah's Mods page, pasted here:Cringer/Battlecat is spawned in the safehouse at the beginning of the game and is re-recruitable whenever you go back to the safe house. This took me quite a while to figure out and go figure it turned out to be quite easy. First you need to make a seperate Snowflake so it doesn't interfere with the original. So in items.txt enter this...
cSurvivorItem srv_snowflake1 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "200" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "3000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "12" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.05" }
}
now in missions.txt put this code: cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake1" Rotation = "-1.1" SpawnPoint = "-6.8,-3,34" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } here: This places it in the "Gifts for Katey" mission that lasts the entire game. Normally when you spawn snowflake and come back to the safehouse you rescue him and lose him. The way around this is the "LoopThisNode = "true"" line. You will still save him but whenever you approach him in the safehouse he will join you. odds are you can do these steps for any survivor if you find one you really like.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 22, 2011 10:27:00 GMT -5
although I just realized that I dunno if this will work in Overtime Mode....
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