tab
Survivor
Posts: 118
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Post by tab on Apr 22, 2011 13:21:10 GMT -5
example of 'kill a survivor mission' and 'rescue a survivor' mission, both with rewards spawning in real time
kill mission in missions.txt:
cMissionDefinition test { CantFailOnLevel = "ROYAL_FLUSH" Color = "16422912" DebugSpawnPoint = "Exit_Safehouse" DescriptionSummary = "65528" DisplayName = "50052" Duration = "3600000" LevelRequiredToStartName = "SAFEHOUSE" LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH" MissionType = "8" ShowInDebugMenu = "true" ShowInHUD = "true" StartTime = "0" cMissionObjective testobjective { cMissionObjectiveSurvivorLives testdie { KillSurvivor = "true" MissionWaypoint = "ROYAL_FLUSH,-249.328,-0.421,-78.536" Name = "srv_sta" } } cMissionLevelReady testflush { LevelName = "LEVEL_ROYAL_FLUSH" cMissionSpawnNPC testmissionboss { DefaultBehaviour = "Idle" NPCName = "srv_sta" Rotation = "-3.037" SpawnPoint = "-249.554,-0.421,-66.914" UseRotationAndLocationIfSpawned = "true" WithProp = "M249" } } }
kill mission reward in missions.txt:
cMissionDefinition testmissionreward { Duration = "36000000" LevelRequiredToStartName = "ROYAL_FLUSH" MissionType = "12" PrerequisiteMission = "test" StartTime = "0" WaitUntilEnd = "true" cMissionLevelReady testreward { LevelName = "LEVEL_ROYAL_FLUSH" cMissionSpawnItem testrewarditem2 { ItemName = "TenThousandDollars" Location = "-248.118,1.019,-72.882" Rotation = "-0.596,0.717,-0.232,0.279" PropState = "-1" }
cMissionSpawnItem testrewarditem { ItemName = "KatanaSword" Location = "-247.118,1.019,-72.882" Rotation = "-0.596,0.717,-0.232,0.279" }
}
}
rescue mission in missions.txt:
cMissionDefinition testrescue { CantFailOnLevel = "ROYAL_FLUSH" Color = "16422912" DebugSpawnPoint = "Exit_Safehouse" DescriptionSummary = "1" DisplayName = "80000" Duration = "36000000" LevelRequiredToStartName = "SAFEHOUSE" LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH" MissionType = "3" ShowInHUD = "true" ShowInDebugMenu = "true" StartTime = "0" cMissionObjective testrescueobjective { cMissionObjectiveNPCJoin rescuesoldier { MissionWaypoint = "ROYAL_FLUSH,-281.732,-1.545,-121.191" NPCName = "srv_soldier" } }
cMissionLevelReady testrescueready { LevelName = "LEVEL_ROYAL_FLUSH" cMissionSpawnNPC srvsoldier { DefaultBehaviour = "Idle" NPCName = "srv_soldier" Rotation = "1.863" SpawnPoint = "-283.286,-1.558,-93.173" WithProp = "MercArmyM16" cMissionDialogue rescuejoin { ClearPreJoinAfterReaction0 = "false" Dialogue0 = "65618" JoinChuckAfter = "true" Speaker0 = "srv_soldier" } } cMissionChangeNPCState soldierown { InvulnerableToGrapples = "true" NPCName = "srv_soldier" SurvivorAttacksDisabled = "false" SurvivorLeavesTheParty = "false" } }
}
rescue mission reward in missions.txt:
cMissionDefinition testmissionreward2 { Duration = "36000000" LevelRequiredToStartName = "ROYAL_FLUSH" MissionType = "12" PrerequisiteMission = "testrescue" StartTime = "0" WaitUntilEnd = "true" cMissionLevelReady testreward2 { LevelName = "LEVEL_ROYAL_FLUSH" cMissionSpawnItem testrewarditem5 { ItemName = "OneThousandDollars" Location = "-283.286,-1.558,-93.173" Rotation = "-0.596,0.717,-0.232,0.279" PropState = "-1" }
cMissionSpawnItem testrewarditem6 { ItemName = "AutoShotgun" Location = "-283.286,-1.558,-93.173" Rotation = "-0.596,0.717,-0.232,0.279" }
}
}
Note that the missions both use custom survivors, kill mission survivor in items.txt:
cSurvivorItem srv_sta { Age = "25" AssetFilename = "data/models/npcs/cast_stacey_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "" AwarenessRange = "" BossType = "0" CanDefect = "false" CanFollow = "false" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "77623" DisplayName = "50052" DR2 = "true" FullName = "85809" HealthAmount = "50" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsBossSurvivor = "true" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" Nature = "4" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_lab1.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "true" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "3" cHostileBehaviour hostile_when6 { Condition = "1" }
cGunAttackBehaviour gun_attacks { HostileAttackDistance = "30" MaxShotInterval = "8" MinShotInterval = "4" RangedAttackDistance = "30" RangedEngagementDistance = "30" }
cMeleeAttackBehaviour melee_attack { }
}
rescue mission survivor in items.txt:
cSurvivorItem srv_soldier { Age = "34" AssetFilename = "data/models/npcs/cine_soldier_2" AttackZombiesAndBosses = "true" AudioShoeType = "2" AwarenessArc = "135" AwarenessRange = "25" BossType = "0" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65419" DisplayName = "67729" DR2 = "true" FullName = "81653" HealthAmount = "1000" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "24000" Nature = "2" NPCAnimationChooser = "10" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_michael.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65436" SafeHouseRoom = "5" SavedPrestigePoints = "48000" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "true" SubmitsSurvivorCall = "true" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "106" cGunAttackBehaviour x37 { MaxShotInterval = "1.0" MinShotInterval = ".5" RangedAttackDistance = "15" RangedEngagementDistance = "19" }
cMeleeAttackBehaviour x83 { }
}
just throwing out this stuff since i mentioned it in the chat earlier and since you've been asking for it or whatever
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Post by anno1404 on Apr 24, 2011 0:43:19 GMT -5
YEAH FOR TAB! Thank you so much man. Good to see you again.
LATER: this is exactly what i was looking for. thank you so much.
Do you know how to make these items a one time thing? So when you return to the area, the item that the survivor dropped does not spawn again?
UPDATE, tab taught me, by taking out WaitUntilEnd = "true" the item does not respawn in the area.
cMissionDefinition testmissionreward{ Duration = "1000" LevelRequiredToStartName = "ARENA_BACKSTAGE" MissionType = "12" PrerequisiteMission = "test" StartTime = "0" // WaitUntilEnd = "true" cMissionLevelReady testreward { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSpawnItem testrewarditem2 { ItemName = "TenThousandDollars" Location = "-114.8, 9.674, 14.306" Rotation = "-0.596,0.717,-0.232,0.279" PropState = "-1" }
cMissionSpawnItem testrewarditem { ItemName = "KatanaSword" Location = "-114 .8, 9.674, 14.306" Rotation = "-0.596,0.717,-0.232,0.279" }
}
attempting to spawn items next hostile survivor
I am currently attempting to spawn items next to the hostile survivor who died.
This is because the current hostile survivor will travel across the entire area to kill Chuck. So spawning the rewards where the survivor first spawns is impractical.
UPDATE: not possible. Looking closely at missions.txt, all of the rewards are at certain locations.
So as advanced as dead rising 2 is, dead rising is technically superior in that its infinity mode has:
1. rotating cardboard boxes 2. cardboard boxes that spawn multiple items 3. rewards that spawn were the hostile survivor dies, not to mention 4. reduced health.
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Post by anno1404 on Apr 26, 2011 21:26:34 GMT -5
the damage of the protester is very low. Any suggestions why and how i can fix it? cSurvivorItem srv_protester //infinity mode { AssetFilename = "data/models/npcs/boss_protester" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "100" // from sullivan DefectsCowardly = "false" Description = "85509" DisplayName = "50555" DR2 = "true" FullName = "81728" HealthAmount = "800" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" KnockedDownByGuns = "false" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" cHostileBehaviour TedAggressive { Condition = "1" }
cMeleeAttackBehaviour TabsMelee { } }
cMissionLevelReady protester_in_atlantica_flush { LevelName = "LEVEL_ATLANTICA_CASINO" cMissionSpawnNPC protester_in_atlantica_boss { NPCName = "srv_protester" Rotation = "3" SpawnPoint = "3, 1.758, 41" UseRotationAndLocationIfSpawned = "true" WithProp = "ProtesterShardKnife" } }
ProtesterShardKnife not changed from default: cNPCWeaponItem ProtesterShardKnife{ AssetFilename = "data/models/weapons/shardknife" AudioActionBits = "0" AudioFilename = "fx_protestorshard" AudioItemName = "ProtestorShard" AudioLoadDistanceType = "4" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_NPC_LINE_OF_SIGHT" CollisionType = "3" DR2 = "true" EffectOnImpact = "218" IsWeapon = "true" MaxDamageDealtPerAttack = "200" NPC = "true" RestrictedByRegion = "false" UnlimitedDurability = "true" }
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 27, 2011 7:28:35 GMT -5
in my items.txt "MaxDamageDealtPerAttack" is only like 90. If you changed it, it may be confused by the number if there's a number cap. try a lower number
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Post by anno1404 on Apr 27, 2011 9:20:13 GMT -5
in my items.txt "MaxDamageDealtPerAttack" is only like 90. If you changed it, it may be confused by the number if there's a number cap. try a lower number Ha good idea. Some of the survivors have a damage of 1.... Where have you been? I missed you!
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Post by anno1404 on May 18, 2011 22:10:58 GMT -5
From my chat with Ubiq:
anno1404 (10:24:12 PM): it appears like tutorial1, the first mission, is really particular in missions.txt anno1404 (10:24:35 PM): where it is placed in the misisons.txt file. I remembered before that the game crashed when i tried to move it up anno1404 (10:24:45 PM): so i simply moved ALL of the infinity mode missions to the bottom anno1404 (10:24:48 PM): it worked anno1404 (10:24:55 PM): well i don't want ALL the mission on the bottom anno1404 (10:25:09 PM): so i removed just the first 3 days and put them at top (from bottom before)
In infinity mode, we decided to not place the weapons in different places, but i post the coding here on how we did it:
Unused coding:
cMissionDefinition Toms_melee_weapon_in_chapel { CantFailOnLevel = "FORTUNE_EXTERIOR" Duration = "259200" //to end ExplicitStart = "true" MissionType = "12" StartTime = "259200" WaitUntilEnd = "true" cMissionLevelReady Toms_melee_weapon_in_chapel-Start1 { LevelName = "FORTUNE_EXTERIOR" cMissionSpawnItem melee { // DisablePhysicsOnInitialPlacement = "false" ItemName = "melee" Location = "-9.286,2.342,-128.093" PropState = "-2" } } }
cMissionDefinition Toms_ranged_weapon_in_bike_trailer { CantFailOnLevel = "FORTUNE_EXTERIOR" Duration = "172800" //to end ExplicitStart = "true" MissionType = "12" StartTime = "172800" WaitUntilEnd = "true" cMissionLevelReady Toms_ranged_weapon_in_bike_trailer-Start1 { LevelName = "FORTUNE_EXTERIOR" cMissionSpawnItem ranged { // DisablePhysicsOnInitialPlacement = "false" ItemName = "ranged" Location = "88.3, 2.2, -200.3" } } }
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Post by ubiquitous on Jul 29, 2011 2:15:59 GMT -5
Wasn't sure where to add this so did a search for Missions and found this thread which I thought would be the best fit since it can be added to new missions.
Ok so lets say you want to make a mission where even if Chuck dies you don't want a game over screen to come up. This is possible by adding this line of code
cMissionOnPlayerKilled Some_Name { }
By inserting that line of code into your mission it allows chuck to die and the game to keep on going. You can insert other code to execute afterwards to meet the conditions you want.
For example:
cMissionOnPlayerKilled Chuck_Died_Mission_32 //Code required for the game not to end. { }
cMissionOnFail Mission_32-Fail { cMissionLoadLevel Mission32_Fail { Level = "ROYAL_FLUSH" LevelSpawnPoint = "Exit_Safehouse" } }
In this example after Chuck dies and the mission fails Chuck will teleport to ROYAL_FLUSH at the Safehouse exit spawn point. That is just one of many things that you could do as that line creates an indefinite amount of possibilities.
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Post by anno1404 on Jul 29, 2011 8:32:53 GMT -5
Ha you posted it nice job and good work! Wasn't sure where to add this so did a search for Missions and found this thread which I thought would be the best fit since it can be added to new missions. Ok so lets say you want to make a mission where even if Chuck dies you don't want a game over screen to come up. This is possible by adding this line of code cMissionOnPlayerKilled Some_Name { }
By inserting that line of code into your mission it allows chuck to die and the game to keep on going. You can insert other code to execute afterwards to meet the conditions you want. For example: cMissionOnPlayerKilled Chuck_Died_Mission_32 //Code required for the game not to end. { }
cMissionOnFail Mission_32-Fail { cMissionLoadLevel Mission32_Fail { Level = "ROYAL_FLUSH" LevelSpawnPoint = "Exit_Safehouse" } }
In this example after Chuck dies and the mission fails Chuck will teleport to ROYAL_FLUSH at the Safehouse exit spawn point. That is just one of many things that you could do as that line creates an indefinite amount of possibilities.
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