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Post by anno1404 on Jan 27, 2011 5:50:07 GMT -5
This is a thread which originally was part of the infinity mode project thread.Kant said the very first thing he was going to do when he returns, is to work on chuck's health decreasing. This is the only thing really holding us back from making this mod a reality. More on how the health is reduced in Dead Rising: Chat board conversation about Chuck's health: NOTLD: I have pretty much no idea about anything, but I know there's one type of damage in the game that continues as time passes: when zombies grab you and you have to release yourself from them. I don't know, maybe you can look for the place that code is, and transfer it somehow for what you wanna achieve. Thetommah: I was thinking of the abandoned survivors health depletion which is probably roughly in the same place... but I couldn't find anything NOTLD: Good idea, actually, may be better... and there's someone that could know where that is: aggies11, who made the Slow Down Timer trainer, which's latest version had a "Stop Survivor Health Depletion" option NOTLD: you should send a private message or something Anno1404: hi guys, regarding: "I was thinking of the abandoned survivors health depletion which is probably roughly in the same place... but I couldn't find anything" Anno1404: kant said this was hardcoded into the .exe file so it can't be edited very easily |
Kant made a program which works for him, using retail version, every 140 seconds it takes away 1 bar of health. He had the deadrising2.exe file, modified for debugger, but no debug file in the dead rising 2 file. So debugger was inactivated. Link: www.mediafire.com/?7ua61kry1dakontProblem is editors who have skid row and steam dead rising 2 versions, they were unable to make it work for them correctly. No one with the retail version of dead rising tested this yet. RESULTSFirst skid row editorOne editor with the skid row version said that every 100 seconds the task bar for the Infinity Mode V0.1 would go down to -1. At around -16 (he is unsure how much) Chuck would lose one box of life. Chuck did not lose any life at -20. He was not using debug mode.
Second skid row editorOne editor using skid row got health: 6.514371E+33 in the toolbar first time. The editor had debugger activated. He restarted the game, and tried a second time, health -0.226888 at first in task bar button for infinity mode. Then changing to -0.999...Every time the infinity mod button changed, there was no change in the health bar. Every 100 seconds the counter changes for this modder. Then changing to -1.997731 Then changing to -2.997731 Then changing to -3.9997731 Then changing to -4.9997731 etc... At -7.999773 a (very poor) recording was done showing 100 seconds between the button changing. At -23.99773 there is still no health reduced. Around -30 the editor clicked f2 and went into god mode/floating mode. At around this time the button went to 1.514371E+33. Around 100 seconds later, the health went to -1 then -2 Third skid row editorAnother editor using skid row got no change from health: 0. INSTRUCTIONSThe instructions to install are as follows: - Download Infinity Mode V0.1
- Start and load dead rising 2 (your exe must be named deadrising2)
- Minimize dead rising 2
- Start the Infinity Mode V0.1 application.
- When the Infinity Mode V0.1 app is selected, press F5
- F5- off will become F5 - On
Source files for how Kant did thiswww.mediafire.com/?hahu3r0av3fp5cx - DR2 Health source folder Screenshots Error message when game is not running and application is: -----------------------
------------------------------- Error Contact Kant Error code: B --------------------------- OK ---------------------------
From the boykin mission in missions.txt: cMissionStartEffect x790 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "168" Location = "-23.614,1.921,-45.025" Loop = "true" Number = "1" Rotation = "0,0,0,1" } There are 6 occurrences of cMissionStartEffect in missions.txt. Maybe a possibility for the reduction in life.
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Post by anno1404 on Mar 29, 2011 16:10:49 GMT -5
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Post by ole716 on Mar 29, 2011 16:29:41 GMT -5
it look like exe kant made used a non-static memory address (an address that only works on the pc the exe was made on) but luckely it takes 10 sec to find the addess in Cheat Engine and kant made it in .net that really easy to decomply the address he uses in the exe is 0x606b3c and i think i fix/remake the health hack
and i dont think im ever gona finish the spawn item code
and its 23:48 in denmark so.. night
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Post by anno1404 on Mar 29, 2011 16:56:57 GMT -5
yeah ole! So you can post a new .exe soon! thank you SO MUCH! Keep in mind, Kant posted his source code before he created a .exe: www.mediafire.com/?hahu3r0av3fp5cx - DR2 Health source folder Maybe this will help.
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Post by ole716 on Mar 30, 2011 7:48:58 GMT -5
i got it working now i just need to find a way to get it to work for other people can you test this beta .exe??? click the up/down puttons to increse/decrecse hp its a beta its buggy and its still a work in progress Attachments:
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moloko
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Post by moloko on Mar 30, 2011 15:28:01 GMT -5
I tried this on the Steam version, and it didn't seem to work. The interface also confused me a little. So I started the game, then the .exe, clicked on "Get Processes", chose "DeadRising2" and it said "Target found". And then what? What's the Up and Down buttons for, anyway? So I stood around for some minutes, but no health decrease. Btw, the "Target Found" is displayed, no matter which .exe I choose. Only if the process doesn't exist anymore it says "Error Contact Kant, Error Code B".
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Post by anno1404 on Mar 30, 2011 16:42:04 GMT -5
didn't work for me either. I figured out the interface after a few minutes. Instructions: Download Dr2 Health Test.rar. Unzip Dr2 Health Test.rar
Start Dead Rising 2 first.
Run Dr2 Health Test.exe
A small gray box will pop up.
click the Get Process's button
A list of all running programs will be shown.
Scroll down to Deadrising2
Press DeadRising2 once
A smaller box will pop up, which says, "Target found".
Press OK to close "Target found" button.
click the up/down buttons to increase/decrease hit points
Tom also tried it, and it did not work for him either. Thank you for trying, please continue ole!
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Post by anno1404 on Apr 28, 2011 22:03:04 GMT -5
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Post by ubiquitous on Apr 30, 2011 23:19:01 GMT -5
Suggestions about food being depleted found here. Health depletionRegarding the health depletion which has proved to be a difficult matter without using third party programs(trainers). As of now I have not found a damage over time variable which could possibly be right in front of my eyes but haven't found anything. I've searched through sgraph.txt and found cVomitEvent which I thought might have been a possible solution. I changed values around to see what it would do but it seems like there was no noticeable change. Regardless of my attempts at poking around that event chuck would vomit 3 times with spoiled food and the same when drinking too much. When looking through it more closely I saw coughing in one of the lines so this might have something to do with gas zombies and nothing to do with chucks food/drinking vomit event. After failing at that I found cHealthEvent and the line DeltaHealth = SomeValue some where negative and others positive. I don't know who's health, if any, it controls but it might be a step in the right direction. In items.txt all food items contain HealthBoost = "Value" and depending of the value Chuck either gains or looses health. Unfortunately this is a one time application and have not found a way to make it loop as for it to keep on making chuck lose health over time. I tried attaching the HealthBoost property to emitters in the items.txt but nothing as I had already predicted. ***Possible Solutions***For the health depletion solution I was thinking of perhaps finding Chucks movement in sgraph and attaching a health event to it where he gets damaged over time creating the desired effect in a way. Well that's all I've done and stuff I can think of in ways of fixing it. I will keep looking at stuff in hopes of finding something useful and will keep posting any findings.
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Post by ubiquitous on May 2, 2011 17:37:27 GMT -5
Tried a few more attempts at making health deplete and found a few interesting things. The first thing I tried was attaching in missions.txt I did the following DeltaHealth = -200.000000 JustApplySimpleDamage = "true" in a few places where I found anything related to chuck. I thought a few entries were related to his movement but can't be sure since the added code didn't do anything I also tried cHealthEvents to no success. I will be messing with chuck entries soon making changes that should be noticeable so I can attempt to figure out what's what. After figuring out I wouldn't be able to figure out sgraph.txt for a while I moved on to items.txt to try out new things. Since I know HealthBoost has a direct effect on Chucks health I decided to add the property to a weapon and see if every time it was used it would affect health. That attempt was also unsuccessful while the weapon could still be used like normal the health itself wasn't affected. After those attempts failed I wanted to learn more about the differences of different item types. I changed cFirearmItem and cPlayerWeaponItem into cFoodItem and sure enough they lost all their primary attack. While the the M16 could still be zoomed in but not shot. If you click LMB while not zoomed in then Chuck will eat the gun with the food animation. The same thing happened with the fire axe but since that one can be thrown if you hold RMB you can throw the axe. Chucks health won't be affected when the axe is thrown only when its consumed and if HealthBoost property is in that item. If I am applying to HealthBoost property correctly then it is restricted to cFoodItem. Since the animation also seems to be linked to cFoodItem I believe there is another file out there which has not found which controls which properties allowed into which items. I have not researched enough of sgraph.txt to rule it out but I doubt it will be in that file. While the file is found I will keep trying out new things in hopes of finding something that will work although I'm not very confident there will be. As for the survivor getting damaged when in different area I have not found that but I did find this line in items.txt DamagePerSecondWhenAttachedToZombie = "VALUE" which gets my hopes up knowing there are DOT effects just gotta find the directory the properties are made in and make one for Chuck
Ok so some of the best discoveries have been found by accident. I might have come across the beginning of that discovery While I was trying to analyze the .exe I came across some addresses so I wanted to try them out in cheat engine to see if they had any value in game. While I was inputing them into CE I was in debug mode in the warehouse case 1-1 so Chuck was just idling and before I finished putting the last address in Chuck died. I wondered what the hell had just happened so I restarted case 1-1 left him idling and noticed his health go down a bar after a while of just standing there. Slowly he was loosing health so I went and opened my non debug version to try it out left him idling he wasn't losing health so I dropped the items and let him idle for a while and he lost a bar of health. Left him idle for a bit longer lost another one. Somehow I found a way to hurt him by accident I need more people to test this out on their side just to make sure it was in sgraph. My sgraph isn't exactly organized any better than the original if anything it's a little worse since I was adding random stuff to find out what adverse effects it would have. If I can confirm its in this one I can narrow it down and possibly even have the effect down before we know it www.mediafire.com/?2ewe50ppm8vp44dOk weeded out all the extra code I had this one should have the line that worked for damage over time while idle if you all can confirm so I can try to adapt it to other movements. www.mediafire.com/?he7u7e5e98c5tz9Remember to make sure to just stand there while not holding anything in your hands for a minute or two just to confirm health is being lost while idling.
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tommah
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Post by tommah on May 3, 2011 2:06:16 GMT -5
insanely good find, I tested and it definitely works (while idle). Kills a lvl 50 in 10 min.
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Post by anno1404 on May 3, 2011 8:53:12 GMT -5
Somehow I found a way to hurt him by accident I need more people to test this out on their side just to make sure it was in sgraph. My sgraph isn't exactly organized any better than the original if anything it's a little worse since I was adding random stuff to find out what adverse effects it would have. If I can confirm its in this one I can narrow it down and possibly even have the effect down before we know it www.mediafire.com/?2ewe50ppm8vp44dOk weeded out all the extra code I had this one should have the line that worked for damage over time while idle if you all can confirm so I can try to adapt it to other movements. www.mediafire.com/?8e0g940bqoscmf2Remember to make sure to just stand there while not holding anything in your hands for a minute or two just to confirm health is being lost while idling. Hell yah! That is awesome! So it only works if chuck is not holding something? GREAT JOB! Can you list the code you changed?
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tommah
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Post by tommah on May 3, 2011 9:32:00 GMT -5
from what I can find he just used these in sgraph.txt
DeltaHealth = 75.000000 DeltaHealth = -100.000000 JustApplySimpleDamage = "true" HealthBoost = -100
odds are we have to put this in all the AnimEvents in sgraph.txt so that no matter what animation he does he's losing health
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tommah
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Post by tommah on May 3, 2011 9:46:36 GMT -5
ok, looking into it I think its the "JustApplySimpleDamage" because I'm finding that same value in the Chef Antoine battle (when he tackles you) although strangely they are all "false"
so maybe the deltahealth or healthboost control how often?
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Post by ubiquitous on May 3, 2011 17:27:21 GMT -5
Narrowed it down to cHealthEvent IdleDOT { Time = 0.000000 Duration = 0.000000 BooseHealthFromFood = "false" DeltaHealth = -150.000000 JustApplySimpleDamage = "true" }
Made it -150 just to make sure it was the line and sure enough it was So after roughly 2-3 minutes 3 bars are lost. For every 100 points of damage it equals 1 Bar of health. While this might be a possibility I'm still looking at trying to make it work for other movements but sgraph isn't exactly the most user friendly file. I have come up with another idea that might be easier if at all even possible I would like help from someone with enough knowledge in missions.txt to try and figure if this is possible. My idea is make a timed mission say every hour where once expired it damages Chuck. This might or might not be possible but if it is I think it would definitely be easier than finding all movements related to Chuck. ***Update*** Ok so for those who wanna try and help figure this out here are my findings so far # cHealthEvent Value This is found at the top of sgraph.txt a long with a whole bunch of other events. What matters here is the value after the event it must match the amount of events found in your sgraph. For example lets say there is 1 Health event is found in sgraph the line would read # cHealthEvent 1 Now lets say you add 5 cHealthEvent somewhere in the file you must also change the number at the top of the file for # cHealthEvent so now it would read # cHealthEvent 6 Ok onto the cHealthEvent itself cHealthEvent Anything_You_Want_Here { Time = 0.000000 Duration = 0.000000 BooseHealthFromFood = "false" DeltaHealth = (Positive For Health) (Negative For Damage) JustApplySimpleDamage = "true" }
This is the event I found to heal or damage the player when the event is called. The DeltaHealth line is that one thats important here depending on the value there is what will be used. I have not really played with the other lines so I don't know what they will do. Hoping that with everyone's help we can figure this whole thing out
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Post by anno1404 on May 3, 2011 19:35:13 GMT -5
Narrowed it down to cHealthEvent IdleDOT { Time = 0.000000 Duration = 0.000000 BooseHealthFromFood = "false" DeltaHealth = -150.000000 JustApplySimpleDamage = "true" }
Made it -150 just to make sure it was the line and sure enough it was So after roughly 2-3 minutes 3 bars are lost. For every 100 points of damage it equals 1 Bar of health. Winmerge is awesome yep IdleDOT is the difference. You added this coding to the file ubiquitous, do you work for Capcom? That is the only way I can think of you knowing to add this line. That is great if you do.
Is this some kind of practical joke? this does not work for me. Game crashes at beginning of game at dead rising logo
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Post by ubiquitous on May 4, 2011 15:17:40 GMT -5
Sgraph v1.2 out now its inside the datafile.big since I made small modifications to a few files to make allen friendly for testing and added a few items to the beginning of the level for testing as well. Still working everything out but I think I'm on the right path so far as long as I keep getting these brain surges that guide me in the right path Only bad thing I can find so far is the time involved for everything and the Jumping over the invisible rail before completely dying from the DoT. Ok here is the link so you can all get a taste of what I'm working on. www.mediafire.com/?owfcrc79ffai0dtLet me know what you guys think of it so far
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Post by ubiquitous on May 4, 2011 22:08:13 GMT -5
Ok everyone, yes all 3 of you, sgraph v1.3 Out now Here is the link: www.mediafire.com/?jfn8ob7b0kk8cuiAdditions to this sgraph file:24 New cHealthEvents from the original sgraph.txt Health Depletion on the following:After idle for around a minute you take damage Jumping around with almost any item if not all items will cause damage over time. Walking around with no items in hand will cause damage Walking around with any of the following items: -Most trash bins if not all -Recycle Bin -Steel Shelves -Propane Tank -Trash bag -Cardboard boxes -Guitars -Certain chairs That's all I can remember for now and/or have tested as of so far. While it's still far from complete it's getting there ***Update*** Thanks to Anno we noted a flaw with what I am doing. Since the event's are attached to certain items then they cause anyone holding them to lose health including survivors so back to being on hold till a solution comes up.
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Post by anno1404 on May 4, 2011 23:34:04 GMT -5
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Post by ubiquitous on May 5, 2011 0:07:29 GMT -5
Ok solution has been found and doesn't require any lost characters Let me know what you guys think of this solution. Items.txt v1.01 Sgraph v1.31 Link: www.mediafire.com/?1399g7pzpr6ae3mOk so before making all characters women here it is. I have tested it out on my game and it worked out. As mentioned by Anno there was a big flaw with damage being received by male characters even if they were NPCs so I suggest making weapon entries for these NPCs it is a really simple thing to do as I have tested it out. While making this it helped me understand sgraph better and will probably have this done in no time if it all goes right I have included both my sgraph.txt and items.txt so you can see what I have done. In Items.txt look for cPlayerWeaponItem AcousticGuitar2 and in there look at the value for AnimationChooserValueForHand = "24"
cPlayerWeaponItem AcousticGuitar2 { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" AnimationAttackChooserValue0 = "111" AnimationAttackChooserValue1 = "112" AnimationAttackChooserValue2 = "113" AnimationAttackChooserValue3 = "303" AnimationAttackName0 = "male_attack_bass_guitar_a" AnimationAttackName1 = "male_attack_bass_guitar_b" AnimationAttackName2 = "male_attack_bass_guitar_c" AnimationAttackName3 = "male_acousticguitar_1_to_5_miss" AnimationChooserValueForHand = "24" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "11" AnimationChooserValueForWalkRun = "0" AnimBankName = "BassGuitar" AssetFilename = "data/models/weapons/acousticguitar" AssociatedMagazineType0 = "13" AttackAudioAssetName0 = "AcousticGuitarHitBody" AttackAudioAssetName1 = "AcousticGuitarHitBody" AttackAudioAssetName2 = "AcousticGuitarHitBody" AttackDamage0 = "50" AttackDamage1 = "50" AttackDamage2 = "60" AttackDamage3 = "30" AudioActionBits = "256" AudioFilename = "fx_acousticguitar" AudioItemName = "AcousticGuitar" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.15" ComboBlendDuration1 = "0.15" ComboBlendDuration2 = "0.15" ComboBlendDuration3 = "0.175" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" DisplayName = "50342" DR2 = "true" DR2PRO = "true" Durability = "10" EffectAudio0 = "0" EffectAudio1 = "0" EffectAudio2 = "0" EffectAudio3 = "0" EffectOnImpact0 = "279" EffectOnImpact1 = "279" EffectOnImpact2 = "279" EffectOnImpact3 = "281" EffectOnVictim0 = "20" EffectOnVictim1 = "20" EffectOnVictim2 = "20" EffectOnVictim3 = "40" EffectOnWeapon0 = "0" EffectOnWeapon1 = "0" EffectOnWeapon2 = "0" EffectOnWeapon3 = "0" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_FATAL_GROUP2" FatalHitReaction2 = "HITREACTION_FATAL_GROUP2" FatalHitReaction3 = "HITREACTION_FATAL_GROUP1" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_HEAVY_MEDIUM" HitReaction1 = "HITREACTION_WEAPON_HEAVY_MEDIUM" HitReaction2 = "HITREACTION_WEAPON_HEAVY_MEDIUM" HitReaction3 = "HITREACTION_LIGHT_STAGGER" IconFilename = "w_acoustic" Impulse0 = "1.25" Impulse1 = "1.25" Impulse2 = "2.25" Impulse3 = "1" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "55" MergedFileNotUsed = "true" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "33" PropAudioType = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "-1" ResetComboSeqCounter2 = "true" ResetComboSeqCounter3 = "true" ResetComboSeqCounter5 = "false" Restitution = "0.005" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "0" ThrowEffectOnVictim = "15" ThrowForce = "8" ThrowSpin = "-2,0,-7" VibrationPattern0 = "4" VibrationPattern1 = "4" VibrationPattern2 = "5" VibrationPattern3 = "5" WeaponImpactAnimation3 = "37" WeaponType = "1" Weight = "15" cAlternateTextureInfoItem ag_alttex { AlternateTextureName0 = "data/models/weapons/acousticguitar_american" AlternateTextureName1 = "data/models/weapons/acousticguitar_dark" }
cAttachedToZombieInfoItem acousticguitar_stick { AnimSet = "5" AttackDirectionAngle = "2" DamagePerSecondWhenAttachedToZombie = "0" OnlyStickToBone = "15" StickArbitrarily = "false" }
}
Now if you look in sgraph in the entry I created it will have the value for 24 along with the parameters to execute for that animation. ADDED: cChooserEntryInt AcousticGuitar2 { Anim = 9999 Value = 24 } # cAnimRef 4729 ... # cChooserEntryInt 4386 ...
cAnimGroup 1129 {
cCategoryChooser random { ChooserType = "HANDTYPE"
cChooserEntryInt male_hand_hold_chair_pose40562 { Anim = 1131 Value = 3 }
cChooserEntryInt male_hand_hold_smallbox_pose40546 { Anim = 1132 Value = 2 }
cChooserEntryInt male_hand_idle_pose220578 { Anim = 1133 Value = 0 }
cChooserEntryInt male_hand_attack_hedgeclipper_hands90390 { Anim = 1134 Value = 5 }
cChooserEntryInt male_hand_right_hold_pole_pose520296 { Anim = 1135 Value = 1 }
cChooserEntryInt male_hand_hold_guitar_pose40578 { Anim = 1136 Value = 4 }
cChooserEntryInt male_hand_hold_thick_pole_pose60203 { Anim = 1137 Value = 6 }
cChooserEntryInt male_hand_hold_chair_pose_lhand580156 { Anim = 1138 Value = 7 }
cChooserEntryInt male_hand_hold_pole_pose470437 { Anim = 1139 Value = 8 }
cChooserEntryInt male_hand_right_hold_bucket_pose359 { Anim = 1140 Value = 9 }
cChooserEntryInt male_hand_shocker_pose570312 { Anim = 1141 Value = 10 }
cChooserEntryInt male_hand_M16_pose80406 { Anim = 1142 Value = 11 }
cChooserEntryInt male_hand_hold_firecracker_pose360250 { Anim = 1143 Value = 12 }
cChooserEntryInt male_hand_hold_bowlingball_pose140516 { Anim = 1144 Value = 14 }
cChooserEntryInt male_hand_hold_scissors_pose160188 { Anim = 1145 Value = 15 }
cChooserEntryInt male_hand_hold_drum_pose160188 { Anim = 1146 Value = 16 }
cChooserEntryInt male_hand_hold_molotov_pose510437 { Anim = 1147 Value = 17 }
cChooserEntryInt male_hand_hold_2x4_pose510437 { Anim = 1148 Value = 18 }
cChooserEntryInt male_hand_hold_football_pose570140 { Anim = 1149 Value = 19 }
cChooserEntryInt male_hand_fist_pose460578 { Anim = 1150 Value = 20 }
cChooserEntryInt male_hand_hold_flush_largebox_pose260468 { Anim = 1151 Value = 21 }
cChooserEntryInt male_hand_hold_drink_pose530471 { Anim = 1152 Value = 22 }
cChooserEntryInt male_hand_hold_6shooter_pose490062 { Anim = 1153 Value = 23 }
cChooserEntryInt AcousticGuitar2 { Anim = 9999 Value = 24 } }
cAnimRef 9999 { File = -2033553072 DataRate = 1.000000 Looping = "true" Mirror = "false" PhysicalStartSpeed = "PhysicalStartSpeed" PhysicalEndSpeed = "PhysicalEndSpeed" }
I believe that new weapons can be made for survivors so they don't take damage while using them and once they are killed destroy the weapon and spawn one that does DoT. This whole process took around 5 minutes to do and it worked.
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moloko
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Post by moloko on May 5, 2011 8:42:53 GMT -5
Pretty nice. I wonder though, if I change from running around / idling and other anims, is the counter reset for every event or does it run regardless of what I'm doing afterwards?
I mean, if I lose 1 block every 60 secs, and start moving around after 45 secs, would I still get the first damage after 15 secs and then other damage from running after 60 secs?
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Post by anno1404 on May 5, 2011 9:55:39 GMT -5
I believe that new weapons can be made for survivors so they don't take damage while using them and once they are killed destroy the weapon and spawn one that does DoT. This whole process took around 5 minutes to do and it worked. Great job! When the survivor is killed, will we have to create a code to destroy the item? cMissionSendCommandToProp DestroyBarricade1 { PropCommand = "17" PropName = "MetalBarricade1" }
Or can only npc's hold this item? Because Chuck can get around the lost health by holding the dead survivors weapon. I can't check this myself until this evening. Keep in mind Brandon the protester holds a shard of glass which disappears after he is killed. 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 = "90" NPC = "true" RestrictedByRegion = "false" UnlimitedDurability = "true" } There is no special coding in this section, so I suspect the weapon disappears because the weapon is a cNPCWeaponItem. Maybe we can make these new weapons cNPCWeaponItem weapons. If the item disappears or is unusable by chuck, we can recreate it in the reward coding to drop under the wall of fire.
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Post by ubiquitous on May 5, 2011 15:34:53 GMT -5
Pretty nice. I wonder though, if I change from running around / idling and other anims, is the counter reset for every event or does it run regardless of what I'm doing afterwards? I mean, if I lose 1 block every 60 secs, and start moving around after 45 secs, would I still get the first damage after 15 secs and then other damage from running after 60 secs? Well timer would reset which would have worked on v1.0 of the sgraph.txt but as of now animations have been found which damage you as soon as you start moving or holding a certain item so timer goes out the window. With the items found as of now regardless if you are moving or not they will damage you. The jumping and not getting damaged has been solved as well ----------------------------------------------------------------------------------------------------------------- As for anno1404's question the way the code is right now is a new weapon allowed to be used by Chuck as well which is why a code would have to be created in Mission.txt to destroy and spawn a new item once the survivor has been killed. I have not tried the NPC item out but might save a lot of coding if works since those items are probably reserved in their own section in sgraph. ***Update*** Ok so I copied one of the NPCItem entries to make a new one and turned it into a guitar. Made allen spawn with the item in his hand and he didn't lose health so it's possible to do it that way as well. Once I killed him the guitar fell but didn't disappear but it also wouldn't let me pick it up. So this might be an easier solution but don't know how limited or if its just as good as the first solution.
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Post by anno1404 on May 6, 2011 0:32:29 GMT -5
Wow congrats on your work.
I added the coding that you had changed in items.txt and sgraph.txt above
This is so complex. I need sometime to digest all this and make sure it all works right...
I will work on it this weekend exclusively.
Okay, starting to do this:
cGenericAnimState 9999 { AbsoluteTranslationMode = "false" cAnimGroup 9999 {
cCategoryChooser random { ChooserType = "HANDTYPE" cChooserEntryInt AcousticGuitar2 { Anim = 9999 Value = 24 } } } }
I am creating a new "handtype" cGenericAnimState, where we can include all survivor weapons in that category.
My question, is look at these additional values:
AnimationAttackChooserValue0 = "111" AnimationAttackChooserValue1 = "112" AnimationAttackChooserValue2 = "113" AnimationAttackChooserValue3 = "303" AnimationAttackName0 = "male_attack_bass_guitar_a" AnimationAttackName1 = "male_attack_bass_guitar_b" AnimationAttackName2 = "male_attack_bass_guitar_c" AnimationAttackName3 = "male_acousticguitar_1_to_5_miss" AnimationChooserValueForHand = "4" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "11" AnimationChooserValueForWalkRun = "0"
Does this mean that when the hostile survivors attack or are idle, we will also need a unique animation value for the attack animation and idle animation?
I have an idea, simply copy these values, then add a 9999 or 999 to all of these numbers and values in both sgraph and in items.txt.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 7, 2011 13:26:44 GMT -5
AnimationAttackChooserValue is the animation reference number of the AnimationAttackName... i.e. "AnimationAttackChooserValue0 = "111"" = "AnimationAttackname0 = ""male_attack_bass_guitar_a""....
althought I'm not EXACTLY sure what you guys are doing, I think you would only need to copy the ValueForHand, ValueForIdle, and ValueForWalkRun.... because the the survivors don't pickup, put down, or throw the items.
hope this helps
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Post by ubiquitous on May 7, 2011 14:43:23 GMT -5
Well I don't think we need to make any of the other animations but don't quote me on that. As of now the only values I have added anything to have been the hand values. If you wanna test its function out you can go into the game pick up a guitar and just stand there without moving. It should deplete your health no matter what you do even though no Idle, Attack or any other function was modified other than the code added into the Hand entry. So from that test the only culprit will be the Hand value itself which is why I only had to make 1 unique entry for it. I hadn't thought about the New animation group and genericstate if it works good work it will make the mod file a lot nicer
Ok so this health thingy has beaten me up lol I've uploaded my latest attempts and findings on the link I will provide at the end of the post. The sgraph is far from complete and still has the problem of the Male NPC getting hurt while holding certain weapons. While I attempted to fix this I came across other findings like the Damage when Chuck stops running. This combined with the Idle DOT doesn't hurt NPCs but its not complete since it doesn't hurt him while he is moving. In my first attempts I found entries to items which were for items and their poses. So while an item was held like the guitar or trash bins Chuck would get hurt but so would the Male NPCs holding the same item. The workaround for this one was creating a new weapon entry animation with the same information except the damage property from sgraph being removed so the Male NPCs would not get hurt while using it. The item would still work as intended but the downside to this was the item could be picked up by Chuck after the NPC was killed. The work around for that would be deleting the file in missions.txt after the NPC gets killed. Another solution to the first attempts were to make NPC items while I didn't experiment much with those I gave it a try and the advantage to this was once the NPC is killed the item drops but cannot be picked up by Chuck. I've attempted to make his watch have a Damaging property but it appears that the watch might be part of him and the one found in Items.txt is the one that pops up when you look at the time. For now I will be taking a break from this and hopefully someone can come up with a new solution. So far the only one I see is making a new weapon entry for the NPC items which isn't hard to do along with its animation just without the damage property. Link to File: www.mediafire.com/?8hay1ug88kbvpxd
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Post by anno1404 on May 8, 2011 7:03:37 GMT -5
For now I will be taking a break from this and hopefully someone can come up with a new solution. So far the only one I see is making a new weapon entry for the NPC items which isn't hard to do along with its animation just without the damage property. Link to File: www.mediafire.com/?8hay1ug88kbvpxdReally excellent job, as always I have been progressively updating my sgraph file, hopefully I can find where Chuck runs.
okay, i am back doing this again. I will quickly place all the survivors, (so i have a few successes) then work on the numerous inevitable failures in decreasing life.
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Post by ubiquitous on May 12, 2011 17:37:54 GMT -5
Gonna be a fun deadline for the health thing XD I looked briefly at the safe house attacks but wasn't able to get survivors to attack even adding the following code to the survivors.
cMissionSetChuckState EnableAttacksy65 { ChuckState = "37" }
cMissionChangeNPCState Aggressive2 { InvulnerableToGrapples = "false" Nature = "2" NPCName = "srv_kristopher" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "false" SurvivorLeavesTheParty = "false" }
That code is found in the original missions.txt when the breach happens. I'm not sure how the safe house is handled or from what file but will take a look at it later when I have more time on my hands.
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Post by anno1404 on May 13, 2011 7:39:31 GMT -5
this will probably help us figure out chuck's life decrease, it is an index for sgraph: deadrisingwiki.com/wiki/Mod:Chuck%27s_animations,_zombie_and_unarmed_damage A little note about the Tutorial screens: Try searching for the original DR ones in the files. The game uses DR's MT Framework engine, and kept a lot of engine properties from DR in DR2. Too bad I can't test it though.... I swear I read that they used a different engine in DR2. I wouldn't know what an original DR file looks like, unless it was obvious, like the paradise plaza stub file. No one can see the DR1 files.
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Post by ubiquitous on May 13, 2011 21:18:46 GMT -5
Ok posting findings first comes the code then the explanations. Sorry for being lazy my tab closed down on accident Items.txt Acoustic Guitar: AnimationAttackChooserValue0 = "111" AnimationAttackChooserValue1 = "112" AnimationAttackChooserValue2 = "113" AnimationAttackChooserValue3 = "303" AnimationAttackName0 = "male_attack_bass_guitar_a" AnimationAttackName1 = "male_attack_bass_guitar_b" AnimationAttackName2 = "male_attack_bass_guitar_c" AnimationAttackName3 = "male_acousticguitar_1_to_5_miss" AnimationChooserValueForHand = "4" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "11" AnimationChooserValueForWalkRun = "0" Sgraph.txtcGenericAnimState 215 { AbsoluteTranslationMode = "false"
cCategoryChooser cCategoryChooser { ChooserType = "SKELETON"
cChooserEntryInt Male320906 { Anim = 1129 Value = 0 }
cAnimGroup 1129 {
cCategoryChooser random { ChooserType = "HANDTYPE"
cChooserEntryInt male_hand_hold_guitar_pose40578 { Anim = 1136 Value = 4 } }
cAnimRef 1136 { File = -2033553072 DataRate = 1.000000 Looping = "true" Mirror = "false" PhysicalStartSpeed = "PhysicalStartSpeed" PhysicalEndSpeed = "PhysicalEndSpeed" } }
Ok sgraph.txt entry has been shortened in an attempt to make it easier to explain and easier for you all to understand since its less intimidating the shorter it is Ok lets look at the AnimationChooserValueForHand = "4" as you see the value here is 4 in other items it changes and according to its value it will be a different animation located in sgraph.txt. Looking through sgraph.txt I've come across entries which have been of great help. When I first started looking through sgraph I was intimidated at the amount of information contained in it but while looking for ways to cause damage the file has become a little easier. Ok back on topic since value = 4 you can see in my sgraph entry under cChooserEntryInt male_hand_hold_guitar_pose40578 Value = 4 which is the same number referenced in Items.txt From here cAnimRef 1136 is called up and the information in the portion of the code is ran. By adding code into cAnimRef 1136 you can make things happen when this value is called up. In this case AnimationChooserValueForHand = "4" is getting called while Chuck has any item in his hand with value of 4. Example of code added to the same entry above cAnimRef 1136 { File = -2033553072 DataRate = 1.000000 Looping = "true" Mirror = "false" PhysicalStartSpeed = "PhysicalStartSpeed" PhysicalEndSpeed = "PhysicalEndSpeed"
cHealthEvent Damage_Over_Time { Time = 0.000000 Duration = 0.000000 BooseHealthFromFood = "false" DeltaHealth = -05.000000 JustApplySimpleDamage = "true" } } With that code added it will slowly damage chuck over time the higher the negative value applied to DeltaHealth the higher the damage. It would also work in the opposite way as a healing item if you turned DeltaHealth into a positive amount. For ChooserType = "HANDTYPE" values they pertain to values for Held items. There are other ChooserType entries and depending on what you are looking for they might be of use to you. I have also noticed most of the things that will affect Chuck will also affect male characters as their entries are both placed under Male_ Entries. Well I know it's not much I just added but I guess any little thing will help hopefully someone finds this useful. If anything is not clear let me know so I can try to better explain it.
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