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Post by brucelee00088 on Jan 30, 2011 2:09:41 GMT -5
It's perfectly okay that you stick to whatever your original plan of what you intend to have. Pls don't get me wrong, I'm just sharing what I find about this. Some aspect of the game have to be considered too when upping the zombies health by that much, it does raise the difficulty level no doubt but certain mission required chuck to eliminate a existing threat before npc can be talked to to recruit them, take chad of Lost and tape it or die gang for example, the zombies surrounding the npc must be cleared and I mean dead and not even crawling infront of them then the npc will start to listen to chuck and follow him.
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Post by brucelee00088 on Jan 29, 2011 2:28:40 GMT -5
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Post by brucelee00088 on Jan 27, 2011 21:45:31 GMT -5
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Post by brucelee00088 on Jan 27, 2011 21:40:31 GMT -5
I didn't actually bypass the limit, I'm just occupying all the 10 npc slots in one area which means no other survivors or even boss will be spawned as long chuck has all 10 tag along.
The game itself already has a limit of 10 survivors +chuck limitation in every area/zone. Take the safehouse for example, there are 4 zones that spawn max 10 survivors each, security level(rm1,8,9,10),zone2(rm2,3),zone3(rm4,5,6) and zone4 poker rm(5 fixed poker survivors) So let say you really did spawn 8 survivor, there are 2 npc slot left in that area. so either stacey,sullivan,katey or tk will be left out if you really did spawn that much in one area.
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Post by brucelee00088 on Jan 27, 2011 2:17:09 GMT -5
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Post by brucelee00088 on Jan 27, 2011 2:15:20 GMT -5
do you mean like the bullets ejected out of guns? those aren't even modeled, they're 2d sprites coming from a pryoeffect or do you mean like the tracers and stuff, which seem to be tied to the models for the guns themselves though i can't seem to figure out what exactly defines how they're determined just I have thought, it wasn't even modelled. Thanks for clarifying that.
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Post by brucelee00088 on Jan 27, 2011 1:21:53 GMT -5
And I thought I was the crazy one when I increased zombies health to almost 5k just to enjoy watching them crawling hopelessly without their limbs, bro. the npc with such crazy health or above are katey, rebecca for certain mission, even boss like tk,twins and sullivan health ain't that much but the difference is that there are one of each boss but countless zombies whom limbs are slicable/explodable with weapons.
And with such high health, fire and other weaker weapons are almost consider useless unless any of those weapon can slice or explode their head which sorta instant kill and spoilt the fun. What I did with mine is reduce the chances of head exploding which sorta instant kill and achieve pretty effortless simply by casual shooting without even aiming at the head but increase chances of delimbing upper and lower limbs which by right should be the weakest joint. Headshot is only possible with powerful weapon with direct shot, weapons like sniper rifle or short range shotgun. And there might be a minor issue of slightly aggressive npc if there is any around who will continue attacking a limbless zombies with firearm even if it laying on the ground as long they still breathing. they will cease fire until the zombie is certfied dead.
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Post by brucelee00088 on Jan 26, 2011 3:09:33 GMT -5
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Post by brucelee00088 on Jan 18, 2011 8:49:18 GMT -5
tab, do you know the assetname for bullet, or is there even such an item. I know you're a pioneer in creating new weapons, I think it's possible to shoot bullets that doesn't vanish if you can locate or create a bullet like the rest of the weapon projectile you did in your outstanding tabmod.
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Post by brucelee00088 on Jan 17, 2011 22:12:26 GMT -5
does removing the reset switch bypass the 8 survivor limit? No, region still has a limit of spawnable survivors even with the switch removed, excessive spawning will still affect mission base npc in that area too I'm afraid. But you can spawn 2 or more per region instead of focusing on one area if you choose to but base on the day and mission involved, the excessive additional spawning in that area will affect mission base npc spawning, like the tape it or die/rock hero when they are actually 4 to 5 npcs spawn at a location. I can selectively recruit any recruitable type of npc(human/tiger) when chuck enter certain areas, I inserted 6 shattered tigers/7to8 npc in different areas. Chuck can choose to recruit all 6 tigers if he feel like it and 3/4 human npcs. Or 8 humans survivors and 2 tigers if he choose to ignore recruiting the other tigers when he reach a new location. But of course, the 4th day when survivor rescue is ended is a ideal time to mess around with that. Bringing all 9/10 survivors into boss fight will crash game though so it's better to bring moderate amount into boss fight. also, nice find on the keepin' survivors thing. also, video showing two simple missions and a different melee attack type for survivors. first is a simple survivor rescue, second is psychopath killin' Thanks for the compilment. yeah, did that too, it's possible to script any survivor's behaviour towards chuck when they come in contact with chuck, whether they will (1)attack chuck on sight without given reasons or (2)try to chase and attack chuck if chuck shoot them before they were even recruited etc.. Basically the customization of survivor is quite vast in defining their nature/attack/melee styles/gun reaction/response to chuck actions.
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Post by brucelee00088 on Jan 17, 2011 9:33:24 GMT -5
Regarding the reset switch, it acts as a respawning refresh also for main casts beside the random npc which reshuffle their locations which will be missing when chuck enter lower basement as it act as a region respawn when entering certain areas of the safehouse.
I tried to remove the stair switch, main cast will not be there after chuck went round the basement, that explain why they made 2 unavoidable switch to ensure main casts is respawn after chuck reenter back up to the security room level.
The MISSING main casts after reset is removed can still be respawn back to where they suppose to be at that period if chuck exit and reenter the boiler room entry though despite their disappearing act.
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Post by brucelee00088 on Jan 15, 2011 0:49:22 GMT -5
zombie nannies for katie. bad daddy.
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Post by brucelee00088 on Jan 15, 2011 0:34:32 GMT -5
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Post by brucelee00088 on Jan 15, 2011 0:33:44 GMT -5
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Post by brucelee00088 on Jan 15, 2011 0:03:03 GMT -5
Can yout tell me how to manipulate the survivor spawn points. So to get things straight, I'm not sure if I'm repeating stuffs you already know, you want to make all safehouse survivors recruitable? To do that, of course is that their mission or any is done else they might spawn inside safehouse and kinda MIA in their mission which I did with brittany resulting stuart being alone in americana casino. As you see in my screenies, I tends to use default npc like tamara/kirby/skylar/wade /lulu etc whom all are default game safehouse survivors so that it doesn't implicate yet completed missions. 1.Add nohudorpp with true and Set survivor leave the party at mission.txt to false obviously and they will tag around even after returning to safehouse, they will not show xxx has joined when recruited. 2.Set Autostart to true without text quotes of any sort and set loop this node to true, what this mean is they are AUTO recruited when chuck is within 1.5m interactive range. By doing this, EVEN if they are default cancel out by reset trigger that null all follower that tag chuck in the safehouse, the survivor are still recruitable at their predestinated spawn points if chuck approach them again. number 2 will kinda manipulate the reset trigger by getting rid of recruited survivors that may be too many. And yet make them still recruitable even after they get nulled by the stairs reset triggers. cMissionDialogue NPCxxx_Join { AutoStart = "true" JoinChuckAfter = "true" LoopThisNode = "true" }
Manipulting spawn points? As I tried invainly to get the debug mode to show the player location on my pc, I had to depend on specific items at the location for example there are two steel shelves in the whole of safehouse, one cafeteria level while the other is around the basement airlock area. You can slot npc in specific mission or simply like what tab did at the gift for katey which is ongoing sidequest. You can relocate survivors at various diff area, royal flush/foodbarn/americana casino etc so that there are no overcrowding issue. spawning to many npcs will prevent other survivors from spawing, I tried spawn >8 npcs in locker room at the katey tutorial 2, npcs like alice/noah and others that suppose to die in the arena will be missing as a result of overspawning npcs. remove the reset triggers I have yet to find it yet but instead of getting rid of it completely maybe relocate it to a less contactable spot rather than the stairs that there is simply no way of avoiding it when walking down the stairs. I using it for downsizing the bodyguard amount when they get too many. Spawning with props or equiping weapons to npc will result in floating weapons after they get nulled/default to their spawn points in the safehouse. I have found a way to bring in >8 npc back into the safehouse without game crashing, my next target is to explore the interior of the x_gameplay_zoo but likely there isn't much stuffs to do inside beyond the closed gate.
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Post by brucelee00088 on Jan 12, 2011 5:06:38 GMT -5
backup the old text in the datafile_big folder then copy the text file over then repack it using gibbs tool.
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Post by brucelee00088 on Jan 11, 2011 15:35:25 GMT -5
Nice. Is the TIR bike a seperate model or just a new bike? If it's just a model we can model swap it. Also, +Karma for putting up with my crap and giving me the armor. all spawn models are ingame model. Could you replace the Red motorbike that is on the Ijiek Motor stand by the Arena with the TIR bike and send it to me please? Thanks! Sorry if I'm a bit demanding... The red bike to use against leon that is display just outside the arena, you want to replace that with the blue TIR chainsaw bike. done. Attachments:
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Post by brucelee00088 on Jan 10, 2011 3:23:03 GMT -5
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Post by brucelee00088 on Jan 8, 2011 21:42:47 GMT -5
testing with gas zombie for 5min without attempting to break hold from their grapple for roughly 5 min still life and armour is intact.
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Post by brucelee00088 on Jan 8, 2011 21:27:07 GMT -5
Just for those who want to use Invincibility on co-op subtly. I'd do it myself, but I don't know SHIT. Anyone do this for me, or tell me how to do it? Just sharing what I find out, with the clothing enchancing mod out there, it can enchance player abilities/immunity/weapon durabilities and ammo size who wore a certain outfit similar to the DLC. cThemeItem Knight1 { SpeedBoost = "50" DecreaseDamageToPlayerPercent = "1" DisableInjuredState = "true" ImmuneToGettingSick = "true" ExtraBouncesToTargets = "1" ReducedAttractionDistanceOfZombies = "0.965" ReducedChanceOfGrapple = "0.95" ClothingPartName = "Knight_Helmet" OutfitName = "Knight_Helmet" OverallIncreaseAttackDamageForThemedWeapons = "0.2" cEnhancedThemedItem eBroadsword { ItemName = "Broadsword" }
cEnhancedThemedItem eBattleAxe { ItemName = "BattleAxe" }
cEnhancedThemedItem eLance { ItemName = "Lance" } }
cThemeItem Knight2 { SpeedBoost = "50" DecreaseDamageToPlayerPercent = "1" DisableInjuredState = "true" ImmuneToGettingSick = "true" ExtraBouncesToTargets = "1" ReducedAttractionDistanceOfZombies = "0.965" ReducedChanceOfGrapple = "0.95" ClothingPartName = "Knight_Armour" OutfitName = "Knight_Armour" OverallIncreaseAttackDamageForThemedWeapons = "0.2" cEnhancedThemedItem eBroadsword { ItemName = "Broadsword" }
cEnhancedThemedItem eBattleAxe { ItemName = "BattleAxe" }
cEnhancedThemedItem eLance { ItemName = "Lance" } }
cThemeItem Knight3 { SpeedBoost = "50" DecreaseDamageToPlayerPercent = "1" DisableInjuredState = "true" ImmuneToGettingSick = "true" ExtraBouncesToTargets = "1" ReducedAttractionDistanceOfZombies = "0.965" ReducedChanceOfGrapple = "0.95" ClothingPartName = "Knight_Boots" OutfitName = "Knight_Boots" OverallIncreaseAttackDamageForThemedWeapons = "0.2" cEnhancedThemedItem eBroadsword { ItemName = "Broadsword" }
cEnhancedThemedItem eBattleAxe { ItemName = "BattleAxe" }
cEnhancedThemedItem eLance { ItemName = "Lance" } }
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Post by brucelee00088 on Jan 6, 2011 2:15:44 GMT -5
I found a ideal spot to hide/house my contrabands.
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Post by brucelee00088 on Jan 6, 2011 1:51:34 GMT -5
tir bottom. Attachments:
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Post by brucelee00088 on Jan 6, 2011 1:50:20 GMT -5
default one is it a yellow outfit, password same as the one in the pm. Yep, default is yellow one but the files did nothing. You must've gotten rid of it. All those bikes are ridable to drive around. So it wasn't the yellow one afterall, it tir_outfit and there are chest and leg combination too, I nearly want to send you the chest file only until I checked and found there is a bottom too. I send one each per post. chest tir in this while the bottom in the next. Attachments:
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Post by brucelee00088 on Jan 5, 2011 5:45:51 GMT -5
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Post by brucelee00088 on Jan 5, 2011 5:41:43 GMT -5
Could you send me your modified datafile.big? Can you put it up on Megaupload or something? I really want that black armor. default one is it a yellow outfit, password same as the one in the pm. Attachments:
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Post by brucelee00088 on Jan 3, 2011 23:33:02 GMT -5
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Post by brucelee00088 on Jan 3, 2011 23:27:50 GMT -5
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Post by brucelee00088 on Jan 2, 2011 7:47:48 GMT -5
Can you at least tell us what the helicopter does? lol i'm really curious Just like what tab said.
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Post by brucelee00088 on Jan 2, 2011 7:42:53 GMT -5
Well, I guess something gone wrong with the survivors-free version: all the weapon spawn points are messed up (as well as blender's). Also, all the storage rooms are inaccessible (there's an invisible wall right before the stairs near the store room 1). The invisible barrier or rather invisible object seem to be caused by the 3 items; revoc, carlauncher1/2 at the hallway. Here's a housekeeper version, all floored juice items placed on kitchen shelve with extra blender, the steel shelve blender is adjusted diagonally but the juice got to move pretty close into the slelve to have the interaction prompt. Weapons and other stuffs are left untouched, just the above mentioned item readjustment. Attachments:
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Post by brucelee00088 on Jan 1, 2011 14:14:23 GMT -5
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