tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Mar 5, 2011 17:55:54 GMT -5
**UPDATE**Free DLC Outfits?!?!?!?!You got it, after searching desperately to figure out how to get the DLC into the game (I hate paying for extra content) finally figured it out and put a nice little bow on it to make it easy to use. This mostly uses Resources that are already in your game to compile them. Although I have gotten this to work, there are rules and the unknown. Firstly, this is untested on "less than legit" copies of Dead Rising 2. I have a legit (hard copy) game so I do not know how it will work with others. If people would try it and report back that'll help out myself and the community. The second and most important... you cannot be connected to Live when in use. Bummer I know but if you try the game will stop the outfit and just put on Chuck's Default outfit. **UPDATE** 5/9/11 - This only works for retail and Steam copies while offline, for SKIDROW copies or if you want JUST the outfits and attributes, not the new weapons animations (works online and offline) click HERE.This includes all 4 outfits, their abilities, AND the new weapon animations. Now onto the steps: As always, you need Gibbed.Tools from here to pack and unpack datafile.big. Step 1: Download the Free DLC (to be able to play with people that have bought the DLC) from Windows Live.Step 2: unpack datafile.big, search for items.txt and anywhere inside (top is easiest) paste this: cClothingDispenserItem ninjaDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50375" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "144" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem sportsfanDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50081" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "145" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem psychoDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50344" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "146" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem soldierDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50009" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "147" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
Step 3: Still in datafile.big look for safehouse.txt and open it. Inside anywhere (top is easiest) paste this: cItemPlacement ninjaDispenser { ItemName = "ninjaDispenser" Location = "0.000,-1,16.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement sportsfanDispenser { ItemName = "sportsfanDispenser" Location = "0.000,-1,17.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement psychoDispenser { ItemName = "psychoDispenser" Location = "0.000,-1,18.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement soldierDispenser { ItemName = "soldierDispenser" Location = "0.000,-1,19.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
Step 4: Pack datafile.big Step 5: Play game OFFLINE. Outfits are placed in hallway of safehouse. Step 6: Enjoy everything!!! If the Game glitches and facewear items no longer appear!!!-Delete game's .exe file -Using steam/game disc, repair the game -new .exe file will fix it
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Mar 5, 2011 10:43:34 GMT -5
Thanks, its very fun to play around with... but I don't wanna look at sgraph.txt for a very long time
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Mar 4, 2011 3:26:24 GMT -5
**UPDATE**[shadow=green,left,300][glow=green,2,300] HULK SMASH!!![/glow][/shadow] Included is HEAVILY modified melee attacks and beefy attributes... more health, less damage, less chances of grapples, speed boost, and other things... Sick of looking at sgraph.txt at the moment, eyes feel like they are gonna explode... but if someone finds a mistake let me know. Also with this mod, you will be INVINCIBLE!!!All you gotta do is get naked. Download link is on first post of this thread
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Mar 3, 2011 10:16:01 GMT -5
I tried using GIMP but I noticed that it doesn't give you very many options to save so that it won't work (at least I don't know how). I use paint.net, free and it lets you save in many options and even tells you what the file size will be before you save.
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 26, 2011 1:30:18 GMT -5
I know this isn't very "out of the box" thinking, but I wonder if you could incoporate this into held items like the guitar so that chuck would rock out when he's holding a guitar or something... or if there is another idle animation that is different than just standing
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 24, 2011 10:22:01 GMT -5
In my never ending search for new and improved weapons I came across some interesting bit of information. found this in items.txt. Decided to place it in game to see what it looked like ... it moves around and seems to have the exact same physics as the first game's Disembowel intestines even in a PropState. Then I tried to see if there were any way to incorporate it into a hand to hand attack... so I searched sgraph.txt and found this... picked a melee attack (Haymaker) and tried placing it in there, like so... but no luck. game crashed after a couple seconds of loading... I can't work on it for the rest of the day so I thought I'd post for anyone that has any ideas. My only other thought is maybe somehow getting the intestines to come out on a weapon attack.
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 23, 2011 12:42:52 GMT -5
for Firearms you can use UnlimitedDurability ="true"... but not for shooting props
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 23, 2011 12:06:38 GMT -5
reorganized the main page. Much easier to find things now
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 23, 2011 11:27:44 GMT -5
**UPDATE!!!**Agent ZeroModeled after the Agent Zero in my Marvel Encyclopedia Took the image from my Marvel Encyclopedia. Not the most known character in the Marvel Universe but pretty cool nonetheless. There's a little bit of clipping with the vest, if someone finds a better open vest I'd love to change it. just place files into your npcs.big, replace, and put on the TIR Outfit Ghost Rider's MotorcycleIf you use my ItemPlacement I placed it in the Royal Flush Boiler Room DIY: In items.txt
cBikeItem ghostriderbike { AirDensity = ".5" AllwaysDisplayDebugText = "true" AssetFilename = "ghostriderbike" AudioDownShiftDeltaKMH = "10" AudioEngineVolume = "0" AudioFilename = "fx_chopperbike" AudioHardBrakeDeltaRPM = "100" AudioIdleRPM = "1000" AudioItemName = "ChopperBike" AudioLimiterRPM = "7500" AudioSuspensionVolume = "2" AudioTireVolume = "3" AudioTransmissionVolume = "3" AudioUnloadDeferralTime = "1.0" AudioUpShiftKMperHourForGear1 = "50" AudioUpShiftRPM = "5000" AutoReverse = "false" Axle0 = "0" Axle1 = "1" Brake_IsConnectedToHandbrake0 = "false" Brake_IsConnectedToHandbrake1 = "true" Brake_MaxBreakingTorque0 = "150" Brake_MaxBreakingTorque1 = "100" Brake_MinPedalInputToBlock0 = "0.75" Brake_MinPedalInputToBlock1 = "0.75" Brake_WheelsMinTimeToBlock = "0.1" CameraInteractionMode = "1" CenterOfMassOffset = "0,-0.13,0.0" ChassisUnitInertiaPitch = "0.5" ChassisUnitInertiaRoll = "0.3" ChassisUnitInertiaYaw = "0.3" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_VEHICLE" CollisionSpinDamping = "5.0" CollisionThreshold = "1.57" CollisionType = "3" CounterFrontSideImpulse = ".06" DamageBOSS_Flat = "25" DamageBOSS_MinSpeed = "25" DamageBOSS_PerKMH = "5" DamageProp = "ChopperBikeSingle_dmg" DeadZone = "0.2" DelayBeforeOther360 = "1.12" DelayBeforeOtherFlip = "1.24" DeltaPitchFactor = "1.15" DisplayName = "50491" DoesWheelSteer0 = "true" DoesWheelSteer1 = "false" Door1 = "0.4162, -0.9, -0.1194" Door2 = "0.4162, -0.9, -0.1194" DR2 = "true" DragCoefficient = "0.15" DrawSkidLines = "true" Durability = "200" EndoAngularImpulse = "0" EndoContinueImpulse = "0,0,0" EndoImpulse = "0" EndoPitchModel = "0" Engine_MaxRPM = "4950" Engine_MaxTorque = "40" Engine_MinRPM = "1000" Engine_OptRPM = "3500" Engine_ResistanceFactorAtMaxRPM = "0.5" Engine_ResistanceFactorAtMinRPM = "0.1" Engine_ResistanceFactorAtOptRPM = "0.3" Engine_TorqueFactorAtMaxRPM = "0.85" Engine_TorqueFactorAtMinRPM = "0.75" EngineRpmDecreasePerTick = "400" EngineRpmIncreasePerTick = "200" ExtraGravity = "0.0,-4.0,0.0" ExtraTorqueFactor = "-0.5" FlipImpulse = "0" FootDownMode = "3" ForceFeedbackMultiplier0 = "0" ForceFeedbackMultiplier1 = "0" Friction = "0.4" Friction_Donut0 = "3" Friction_Donut1 = "1.5" Friction_QuickSpin0 = "2" Friction_QuickSpin1 = "1" Friction0 = "3" Friction1 = "3.5" FrictionEqualizer = "0.5" FrontalArea = "1.0" GearRatio1 = "2.544" GearRatio2 = "1.892" GearRatio3 = "1.407" GearRatio4 = "1.166" GearRatio5 = "1.000" Gears_ClutchDelayTime = "0.1" Gears_DownShiftRPM = "3000" Gears_NumberOfGears = "5" Gears_ReverseGearRatio = ".6" Gears_TransmissionModel = "1" Gears_UpShiftRPM = "4950" IgnoreSeatLocators = "false" IgnoreWheelLocators = "false" Impulse360 = "0" InitialSlope = "0.5" InteractDistance = "2.0" IsConsideredACoolVehicle = "true" IsCool = "true" Key = "Key_chopper" Lean_CenterOfMassYAdj = "0" Lean_MaxLeanBack = "0" Lean_MaxLeanForward = "0" LeaningAtStop = "2" LeaningDampener = "10" LeaningEaseout = "5.5" LeaningFactor = "20" LeaningFactorAtStop = "8" LeaningInitSpeed = ".8" LeaningMaxSpeed = "15" LeaningModel = "1" LeaningRestoreFactor = "8" LeaningSpeedup = "10" LiftCoefficient = "-0.7" LoadDistance = "100" Mass0 = "9" Mass1 = "9" MaxFriction0 = "5.0" MaxFriction1 = "5.0" MaxLeaningAtStop = "8" MaxTyremarkEnergy = "1000.0" MaxVelocityForPositionalFriction = "10" MaxWheelieAngle = "45" MinSpeedForFullTilt = "5" MinTyremarkEnergy = "15" MinVehicleSpeedForWheeliesAndEndos = "2" MinVehicleSpeedToEjectPlayer = "30" MinYRotationRequiredToBeFlipped = "0.78" NormalSpinDamping = "1.5" NumberOfDoors = "2" NumberOfGearsForAudio = "1" NumberOfSeats = "1" NumberOfWheels = "2" NumberOfWheelsPerAxle = "1" PropAudioType = "8704" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocator2 = "20" PropEffectLocator3 = "21" PropEffectLocatorIndex0 = "0" PropEffectLocatorIndex1 = "1" PropEffectLocatorIndex2 = "0" PropEffectLocatorIndex3 = "1" PropEffectsOnCondition0 = "2" PropEffectsOnCondition1 = "2" PropEffectsOnCondition2 = "0" PropEffectsOnCondition3 = "0" PyroEffect0 = "57" PyroEffect1 = "57" PyroEffect2 = "179" PyroEffect3 = "179" Radius0 = "0.32057" Radius1 = "0.34491" RelativeSpeedToEjectPlayer = "54" Restitution = "0.0" RestrictedByRegion = "false" Seat1 = "0.20, -1.0, -0.5" Seat2 = "0.20, -1.0, 0.5" SeatCanBeInjured1 = "true" SeatLocatorType1 = "23" SeatLocatorType2 = "22" SelfDamage_MaxDmgForDynamicProps = "5" SelfDamage_MaxDmgForOtherVehicles = "10" SelfDamage_MaxDmgForStaticProps = "10" SelfDamage_MaxDmgForZombies = "1" SelfDamage_MinSpeedRequired = "5" SelfDamage_mMaxDmgForSurvivors = "1" SlipAngle0 = "0" SlipAngle1 = "0" SlopeChangePointX = "0.7" Steering_AdditionalControlPoint = "false" Steering_AngleAtSpeedS = "4" Steering_AngularImpulseWhenAllWheelsUp = "20800" Steering_AngularImpulseWhenFrontWheelUp = "15280" Steering_CanQuickSpin = "true" Steering_DonutSideImpulse = "2000" Steering_DrivingSideImpulse0 = "0" Steering_DrivingSideImpulse1 = "1500" Steering_DrivingSideImpulse2 = "20" Steering_DrivingSideImpulseSpeed0 = "5" Steering_DrivingSideImpulseSpeed1 = "10" Steering_DrivingSideImpulseSpeed2 = "70" Steering_MaxAngle = "45" Steering_MaxSpeedForDonut = "1" Steering_MaxSpeedFullAngle = "25" Steering_Model = "1" Steering_PitchAngularImpulseInAir = "30800" Steering_QuickSpinDontBrakeOutTurnWindow = "true" Steering_QuickSpinFrontCounterImpulse = "0,0,1.6" Steering_QuickSpinMaxDuration = "0.4" Steering_QuickSpinSideImpulse = "2000" Steering_QuickSpinTurnWindow = "0.45" Steering_SpeedS = "70" Steering_TiltAngularImpulseInAir = "200.00" Suspension_AddLength0 = "0" Suspension_AddLength1 = "0" Suspension_AddPos0 = "0" Suspension_AddPos1 = ".25" Suspension_DampingCompression0 = "1" Suspension_DampingCompression1 = "2" Suspension_DampingRelaxation0 = "1" Suspension_DampingRelaxation1 = "2" Suspension_Padding0 = "0" Suspension_Padding1 = "0" Suspension_Strength0 = "40" Suspension_Strength1 = "200" SuspensionBottomOutLimit = "0.25" SuspensionEquilibriumThreshold = "0.14" SuspensionModel = "0" TireNoiseScaler = "0.12" TireSkidEnergyDecreasePerTick = "750" TireSkidEnergyIncreasePerTick = "300" TorquePitchFactor = "0.5" TorqueRollFactor = "0.25" TorqueYawFactor = "0.35" UnlockMessage = "85265" UnstuckImpulse = "0" UseBoostStart = "true" VehicleJumpImpulse = "0,0,0" VehicleTopSpeed = "31.075" ViscosityFriction0 = "0.07" ViscosityFriction1 = "0.09" Weight = "150" WheelCollision_Model = "1" WheelCollision_NormalClip = ".8" WheelieAngularImpulse = "0" WheelieConstraintSpeed = "68.000" WheelieContinueImpulse = "0,0,0" WheelieEndoCounterContinueImpulseFactor = "0.4" WheelieEndoCounterImpulseFactor = "0.4" WheelieExtraTorque = "3.000" WheelieImpulse = "0" WheeliePitchModel = "4" WheelsTorqueRatio0 = "0.0" WheelsTorqueRatio1 = "1.0" Width0 = "0.08" Width1 = "0.1" }
In royal_flush.txt
cItemPlacement ghostriderbike { ItemName = "ghostriderbike" Location = "-309,-4.2,-136.3" Rotation = "0,-0.5,0,-1" } Captain America's Shieldfun little weapon, changed the texture to make it look like Capt. America's. Only one problem is that the texture gets confused when there's two of these in the same area. did a lot of minor changes that work nicely. made it a projectilelauncer item so you can throw the shield. Every time you hit with the shield (just the shield) it launches the zombies using ragdoll. Quite fun. Its decent at best until you throw it, make sure you watch the video all the way to the end. The Shield ricochets off of zombies until it dies. It was the closest thing to a shield boomerang I could get. can be made by combining the Training Sword with Fountain Fireworks DIY: In items.txt
cProjectileLauncherItem gem { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionTargetCrawlerOnly6 = "false" AlternateWeaponViewCam = "4" AnimationAttackChooserValue0 = "302" AnimationAttackChooserValue1 = "301" AnimationAttackChooserValue2 = "302" AnimationAttackChooserValue3 = "307" AnimationAttackName0 = "male_attack_swordshield_a" AnimationAttackName1 = "male_attack_swordshield_b" AnimationAttackName2 = "male_attack_swordshield_a" AnimationAttackName3 = "male_attack_swordshield_b2" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "28" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "gem" AttackAudioAssetName0 = "SledgeHammerHitBodyBig" AttackAudioAssetName1 = "SledgeHammerHitBodyBig" AttackAudioAssetName2 = "SledgeHammerHitBodyBig" AttackAudioAssetName3 = "SledgeHammerHitBodyBig" AttackAudioAssetName6 = "SledgeHammerHitBodyBig" AttackDamage0 = "50" AttackDamage1 = "65" AttackDamage2 = "50" AttackDamage3 = "80" AttackDamage6 = "55" AudioActionBits = "256" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.075" ComboBlendDuration1 = "0.05" ComboBlendDuration2 = "0.075" ComboBlendDuration3 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" DisplayName = "50742" DR2 = "true" Durability = "30" EffectAudio0 = "1" EffectAudio1 = "1" EffectAudio2 = "1" EffectAudio3 = "1" EffectOnImpact0 = "279" EffectOnImpact1 = "280" EffectOnImpact2 = "279" EffectOnImpact3 = "280" EffectOnImpact6 = "280" EffectOnVictim0 = "14" EffectOnVictim1 = "20" EffectOnVictim2 = "14" EffectOnVictim3 = "20" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_RAGDOLL" FatalHitReaction2 = "HITREACTION_FATAL_GROUP2" FatalHitReaction3 = "HITREACTION_RAGDOLL" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_LIGHT_STAGGER" HitReaction1 = "HITREACTION_RAGDOLL" HitReaction2 = "HITREACTION_LIGHT_STAGGER" HitReaction3 = "HITREACTION_RAGDOLL" IconFilename = "w_woodenswordandsheild" Impulse0 = "0.6" Impulse1 = "400" Impulse2 = "0.6" Impulse3 = "400" InteractDistance = "0" InventoryInteractionType = "0" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "20" NumberOfThrowables = "9999" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" PropToThrow = "shield" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter6 = "9" ResetComboSeqCounter3 = "true" Restitution = "0.01" RestrictedByRegion = "false" Support = "true" SurvivorWeapon = "false" ThrowEffectOnImpact = "279" WeaponType = "2" Weight = "15" cWeaponImpactPoseWarperInfoItem WoodSwordAndShield_spiked_impactwarp { Bone0 = "10" Bone1 = "4" Rotation0 = "0.000,0.000,0.155,0.989" Rotation1 = "0.000,0.000,-0.080,0.997" SpeedToRecovery0 = "2.5" SpeedToRecovery1 = "0.5" Translation0 = "0,0,0" WarpTime0 = "0.2" WarpTime1 = "0.15" } }
cPlayerWeaponItem shield { AnimationAttackName0 = "male_attack_samurai_sword_a" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AssetFilename = "shield" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50742" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "50" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1.25" ProjectileHitReaction = "34" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "1" PropEffectsOnCondition0 = "20" PyroEffect0 = "20" Restitution = "0.01" UnlimitedDurability = "true" Support = "true" SurvivorWeapon = "false" ThrowEffectAudio = "4" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "20" ThrowEffectOnWeapon = "0" ThrowForce = "30" ThrowRange = "30" ThrowSpin = "-20,-30,0" WeaponType = "2" Weight = "80" cBouncableInfoItem BounceInfo { DR2 = "true" MaxBounceAngle = "30" MaxZombiesToHit = "6" MinBounceAngle = "6" Support = "true" UseAngleInfo = "true" } cPropLifetimeInfoItem arrow_die { DR2 = "true" LifetimeModifier = "0" Support = "true" } }
cProjectileLauncherItem captamerica { AchievementCategory = "-1" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "28" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "captamerica" AssociatedMagazineType0 = "12" AssociatedMagazineType1 = "13" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50742" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "35" MaxProjectileDamage = "75" NumberOfThrowables = "9999" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1.25" ProjectileHitReaction = "34" PropToThrow = "shield" Restitution = "0.01" RestrictedByRegion = "false" ThrowEffectAudio = "4" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "20" ThrowEffectOnWeapon = "0" ThrowAngleDegrees = "0" ThrowSpin = "0,-10,0" ThrowForce = "30" ThrowRange = "30" UnlimitedDurability = "true" WeaponType = "2" Weight = "30" cOverridePrimaryPropInfoItem wsword { PrimaryPropAssetName = "gem" }
cSecondaryPropInfoItem wshield { DR2 = "true" SecondaryPropAssetName = "shield" Support = "true" }
}
In safehouse.txt
cItemPlacement captamerica { ItemName = "captamerica" Location = "-20,-4.3,-2.5" PropState = "-2" Rotation = "-0.000,30,0.000,1.000" }
Download links are on the first post of this thread
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 20, 2011 20:59:36 GMT -5
Hey Liverlona,
Yea I'll probably do more XMen... the problem is that the possibilities are endless yet strangely seem limited. Stick around and keep checking to stay on top of update!
Also the Ghost Rider-ish bike is most likely possible, but at the moment I am away from my computer because of work for the next couple of days and won't be able to do much of anything until I get back. But odds are I'll have new things soon.
So again, stick close to the website and check for updates.
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tommah
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Post by tommah on Feb 20, 2011 20:55:13 GMT -5
Included in the Room11.zip file IS the .big file (datafile.big)... for an updated version and new weapons see this thread
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tommah
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Post by tommah on Feb 16, 2011 15:44:04 GMT -5
I don't think there's anyway to shoot rideable bikes/vehicles
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tommah
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Post by tommah on Feb 16, 2011 12:40:22 GMT -5
I'll try making the bike rideable after shooting... haven't really tried that
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tommah
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Post by tommah on Feb 16, 2011 12:31:22 GMT -5
Does this mean you can shoot things like bikes, etc now? Possibly... at the very least you can turn a bike into a PlayerWeaponItem and shoot it... I've already done that with shooting a GirlsBike. Thought it was more funny than productive so I didn't release it... haven't tried an actual Bike Item though
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tommah
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Post by tommah on Feb 16, 2011 12:10:03 GMT -5
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tommah
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Post by tommah on Feb 16, 2011 12:05:06 GMT -5
**UPDATE**not HUGE additions.. but noteworthy Nikita Missile Launcher:In Items.txtcExplosiveItem rocket { AchievementCategory = "15" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState8 = "ANIMSTATE_THROW" AnimationAttackChooserValue0 = "234" AnimationAttackName0 = "male_lgbox_6_to_2_a" AnimationChooserValueForHand = "2" AnimationChooserValueForIdle = "4" AnimationChooserValueForPickup = "12" AnimationChooserValueForPutdown = "3" AnimationChooserValueForThrow = "23" AnimationChooserValueForWalkRun = "4" AnimBankName = "LargeBox_bank1" AssetFilename = "rocket" AssociatedMagazineType0 = "9" AttackAudioAssetName0 = "AcetyleneTankHitBody" AttackDamage0 = "70" AudioCollisionProfile = "1" AudioFilename = "fx_acetylenetank" AudioItemName = "AcetyleneTank" AudioLoadDistanceType = "3" AudioUnloadDeferralTime = "3" CameraInteractionMode = "1" CanBePlacedOnZombie = "false" CanExplodeInExplosion = "true" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.15" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DestroyOnThrownImpact = "false" DetonateOnThrow = "true" DetonationDelay = "5" DisplayName = "50735" DR2 = "true" DR2PRO = "true" Durability = "30" EffectAudio0 = "1" EffectOnImpact0 = "280" EffectOnVictim0 = "25" ExplodeRadius = "5.5" ExplosionAudioEffect = "1" ExplosionCausesExplosions = "true" ExplosionCausesImpulse = "true" FatalHitReaction = "38" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" Friction = ".15" GoesTransparentInRangeMode = "true" HandlingStyle = "5" HeavyDamageRadius = "1.25" HitReaction = "79" HitReaction0 = "HITREACTION_FATAL_GROUP2" IconFilename = "w_tank" IgnoreAnyComboRequests1 = "false" Impulse0 = "1.25" ImpulseAtCenter = "400" ImpulseAtEdge = "175" InteractDistance = "1.4" InventoryInteractionType = "1" Is_Blunt = "true" Is_Cascading = "true" Is_Cliche = "false" Is_Humour = "true" IsWeapon = "true" LoadDistance = "30" MaxDamage = "300" MaxDamageDealtPerAttack = "100" MaxDelayVariation = "1" MaxProjectileDamage = "100" MediumDamageRadius = "5" ProjectileFatalHitReaction = "74" ProjectileHitImpulse = "1" ProjectileHitReaction = "79" PropAudioType = "256" PropEffectDuration0 = "5" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "4" PropEffectsOnCondition1 = "4" PropelledMaxAngularVelocity = "2.75f" PropelledMaxLinearVelocity = "8.0f" PyroEffect0 = "52" PyroEffect1 = "214" PropEffectLocator2 = "16" PropEffectLocator3 = "16" PropEffectLocatorIndex2 = "0" PropEffectLocatorIndex3 = "0" PropEffectsOnCondition2 = "16" PropEffectsOnCondition3 = "13" PyroEffect2 = "66" PyroEffect3 = "67" RequiredComboSeqCounter0 = "0" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SelfPropelled = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "1" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "20" ThrowForce = "8" ThrowSpin = "-10,0,2" VibrationPattern0 = "4" WeaponType = "2" Weight = "30" }
cProjectileLauncherItem nikita { AchievementCategory = "3" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AnimationChooserValueForHand = "4" AnimationChooserValueForIdle = "9" AnimationChooserValueForPickup = "11" AnimationChooserValueForPutdown = "11" AnimationChooserValueForThrow = "41" AnimationChooserValueForWalkRun = "11" AnimBankName = "FirecrackerBazooka" AssetFilename = "nikita" AttackAudioAssetName0 = "ZombieThrowerHitBodyBig" AttackDamage0 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_zombiethrower" AudioItemName = "ZombieThrower" CollidableQuality = "0" CollisionType = "3" ComboBlendDuration0 = "0.15" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50837" DR2 = "true" Durability = "999" EffectAudio0 = "5" EffectAudio1 = "4" EffectOnImpact0 = "281" EffectOnVictim0 = "9" EffectOnWeapon0 = "250" FatalHitReaction0 = "HITREACTION_FATAL_GROUP1" Friction = "0.075" GoesTransparentInRangeMode = "false" HandlingStyle = "6" HitReaction0 = "HITREACTION_STAGGER_MEDIUM_LIGHT" IconFilename = "w_zombie_thrower" ImpactIsSynchronized0 = "true" Impulse0 = "1.1" InteractDistance = "1.4" InventoryInteractionType = "1" Is_Blunt = "true" Is_Cascading = "true" Is_Cliche = "true" IsWeapon = "true" LoadDistance = "50" MaxProjectileDamage = "45" NumberOfThrowables = "999" ObjectPaddingRadius = "0.1" ProjectileFatalHitReaction = "74" ProjectileHitImpulse = "10" ProjectileHitReaction = "79" PropAudioType = "2" PropEffectDuration1 = "1.75" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocator2 = "16" PropEffectLocator3 = "16" PropEffectLocatorIndex0 = "2" PropEffectLocatorIndex1 = "1" PropEffectLocatorIndex2 = "1" PropEffectLocatorIndex3 = "0" PropEffectsOnCondition0 = "15" PropEffectsOnCondition1 = "32" PropEffectsOnCondition2 = "32" PropEffectsOnCondition3 = "32" PropToThrow = "rocket" PyroEffect0 = "32" PyroEffect1 = "244" PyroEffect2 = "3" PyroEffect3 = "9" RequiredComboSeqCounter0 = "0" ResetComboSeqCounter0 = "true" ResetComboSeqCounter1 = "false" Restitution = "0.1" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ThrowAngleDegrees = "-6" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "14" ThrowForce = "150" ThrowRange = "200" ThrowSpin = "2,7,1" UseLobProjectilePhysics = "false" WeaponImpactAnimation0 = "46" WeaponType = "-1" Weight = "25" cComboCardItem ZombieThrower_card { AchievementCategory = "12" Attack1 = "2700" Attack2 = "2701" AttackIndexToDisableIfNoColouredComboCard = "0" Card_Label = "2819" CardIndexNumber = "32" ComboStationRotation_1 = "0,0,0.70710677,0.70710677" ComboStationRotation_2 = "0,0,0.70710677,0.70710677" DR2 = "true" IconAsset = "comboc_zombiethrower" PP_Multiplier = "2" Ticker_Description = "2519" Weapon_1 = "LeafBlower" Weapon_2 = "AcetyleneTank" Weapon_Description = "2622" }
cAttackCameraInfoItem cam_info { AttackCutCamera0 = "15" AttackCutCamera1 = "16" AttackCutCamera2 = "22" }
cPrestigePointInfoItem Zombiethrower_PP { PrestigePointsAwarded0 = "150" PrestigePointsAwarded1 = "500" RewardCondition0 = "4" RewardCondition1 = "18" }
cWeaponAimWarperInfoItem Zombiethrower_warperinfo { HasPivots = "true" MaxRotationLeft = "1" MaxRotationRight = "1" RotationSpeed = "2" TargetHeight = "1.5" } cGunProjectileInfoItem pbg_proj { DR2 = "true" NumberOfThrowables = "999" PropToShoot = "rocket" Support= "true" }
}
In safehouse.txtcItemPlacement nikita { ItemName = "nikita" Location = "-21,-4.3,-2.6" PropState = "-2" Rotation = "0.-0.0,-1" } Located in Storage Room 11 or can create by combining Leaf Blower and Acetylene Tank. Bag Of ExplosivesIn Items.txtcExplosiveItem bagofexplosives { AlternateWeaponViewCam = "4" AnimationAttackChooserValue0 = "16" AnimationAttackName0 = "male_lawndart_full_throw" AnimationChooserValueForHand = "1" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "26" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_bank1" AssetFilename = "bagofexplosives" AssociatedMagazineType0 = "11" AttackAudioAssetName0 = "Suitcase_SmallHitBody" AttackAudioAssetName1 = "Suitcase_SmallHitBodyBig" AttackDamage0 = "40" AttackDamage1 = "30" AudioActionBits = "256" AudioFilename = "fx_suitcase_small" AudioItemName = "Suitcase_Small" AudioUnloadDeferralTime = "3" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.05" ComboBlendDuration1 = "0.15" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" DetonateOnThrow = "true" DetonationDelay = "7" DisplayName = "50329" DR2 = "true" Durability = "10" EffectAudio0 = "1" EffectAudio1 = "1" EffectOnImpact0 = "14" EffectOnImpact1 = "14" EffectOnVictim0 = "20" EffectOnVictim1 = "20" EffectOnWeapon0 = "0" EffectOnWeapon1 = "0" ExplodeRadius = "25" ExplosionCausesExplosions = "true" ExplosionCausesFire = "true" ExplosionCausesImpulse = "true" FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY" Friction = "10" GoesTransparentInRangeMode = "true" HandlingStyle = "0" HeavyDamageRadius = "45" HitReaction0 = "HITREACTION_WEAPON_CRUSH_FORWARD" HitReaction1 = "HITREACTION_WEAPON_HEAVY" IconFilename = "w_smallsuitcase" Impulse0 = "0" ImpulseAtCenter = "275" ImpulseAtEdge = "150" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blunt = "true" Is_Cliche = "true" IsWeapon = "true" LoadDistance = "30" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxDamage = "200" MaxDamageDealtPerAttack = "100" MaxProjectileDamage = "45" MediumDamageRadius = "20" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "33" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "1" PropEffectsOnCondition1 = "13" PyroEffect1 = "67" PropEffectLocator2 = "16" PropEffectLocator3 = "16" PropEffectLocatorIndex2 = "0" PropEffectLocatorIndex3 = "0" PropEffectsOnCondition2 = "4" PropEffectsOnCondition3 = "4" PropEffectStartDelay2 = "7" PropEffectStartDelay3 = "7" PyroEffect2 = "66" PyroEffect3 = "67" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "false" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "7" ThrowEffectAudio = "6" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "14" ThrowEffectOnWeapon = "0" ThrowForce = "3" ThrowSpin = "0,0,0" VibrationPattern0 = "5" VibrationPattern1 = "4" WeaponType = "2" Weight = "25" cComboCardItem PoleWeapon_Card { AchievementCategory = "13" AltItem = "BroomHandle" Attack1 = "2700" Attack2 = "2701" AttackIndexToDisableIfNoColouredComboCard = "1" Card_Label = "2801" CardIndexNumber = "3" ComboStationRotation_1 = "0,-0.70710677,0,0.70710677" ComboStationRotation_2 = "0.5,-0.5,0.5,0.5" DR2 = "true" IconAsset = "comboc_poleweapon" PP_Multiplier = "2" Ticker_Description = "2501" Weapon_1 = "HandBag" Weapon_2 = "Dynamite" Weapon_Description = "2633" } cPropHitZombieInfoItem sb_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" } } can be made by combining a Hand Bag and a stick of Dynamite. I did not place this in the Storage Room 11.... I may later. Grey Fox's Sword:In items.txtcPlayerWeaponItem greyfox { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState5 = "ANIMSTATE_JUMPB" AnimationAttackChooserValue0 = "280" AnimationAttackChooserValue1 = "277" AnimationAttackChooserValue2 = "278" AnimationAttackChooserValue3 = "279" AnimationAttackChooserValue4 = "0" AnimationAttackChooserValue5 = "5" AnimationAttackName0 = "male_attack_katana_c" AnimationAttackName1 = "male_attack_katana_d" AnimationAttackName2 = "male_attack_katana_a" AnimationAttackName3 = "male_attack_katana_b" AnimationAttackName4 = "male_attack_katana_lfoot_long" AnimationAttackName5 = "male_attack_katana_lfoot_short" AnimationChooserValueForHand = "1" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "Katana" Arbitraty_Slice = "true" AssetFilename = "greyfox" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "13" AttackAudioAssetName0 = "KatanaSwordHitBodyBig" AttackAudioAssetName1 = "KatanaSwordHitBodyBig" AttackAudioAssetName2 = "KatanaSwordHitBodyBig" AttackAudioAssetName3 = "KatanaSwordHitBodyBig" AttackAudioAssetName4 = "KatanaSwordHitBodyBig" AttackAudioAssetName5 = "KatanaSwordHitBodyBig" AttackDamage0 = "150" AttackDamage1 = "150" AttackDamage2 = "150" AttackDamage3 = "150" AttackDamage4 = "150" AttackDamage5 = "150" AudioActionBits = "256" AudioFilename = "fx_katanasword" AudioItemName = "KatanaSword" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.2" CollisionType = "3" ComboBlendDuration0 = "0.2" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.2" ComboBlendDuration3 = "0.2" ComboBlendDuration4 = "0.1" ComboBlendDuration5 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" DisplayName = "50375" DR2 = "true" Durability = "40" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectAudio3 = "5" EffectAudio4 = "5" EffectAudio5 = "5" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact5 = "280" EffectOnVictim0 = "10" EffectOnVictim1 = "10" EffectOnVictim2 = "10" EffectOnVictim3 = "10" EffectOnVictim4 = "10" EffectOnVictim5 = "10" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" EffectOnWeapon5 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_katanasword" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" Impulse4 = "1" Impulse5 = "1" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Humour = "false" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "5" ObjectPaddingRadius = "7" ProjectileFatalHitReaction = "2" ProjectileHitReaction = "3" PropEffectDuration0 = ".1" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "20" PropEffectDuration1 = ".1" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "20" PyroEffect0 = "226" PyroEffect1 = "236" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "-1" RequiredComboSeqCounter5 = "-1" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" Reward = "false" SurvivorWeapon = "true" ThrowAngleDegrees = "9" ThrowEffectAudio = "2" ThrowEffectOnImpact = "281" ThrowEffectOnVictim = "9" ThrowForce = "12" ThrowSpin = "0,0,20" UniqueItem = "false" UnlimitedDurability = "true" VibrationPattern0 = "9" VibrationPattern1 = "9" VibrationPattern2 = "9" VibrationPattern3 = "9" VibrationPattern4 = "9" VibrationPattern5 = "9" WeaponCanSliceLimbs = "true" WeaponType = "4" Weight = "20" cAttachedToZombieInfoItem kat_attached_info { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "2" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" }
cPrestigePointInfoItem Katana_prestige_info { AttackAnimChooserRequired2 = "0" PrestigePointsAwarded0 = "10" PrestigePointsAwarded1 = "10" PrestigePointsAwarded2 = "50" RewardCondition0 = "2" RewardCondition1 = "11" RewardCondition2 = "2" }
}
In safehouse.txtcItemPlacement greyfox { ItemName = "greyfox" Location = "-21.8,-4.8,-3.3" PropState = "-2" Rotation = "0.400,-0.400,0.400,0.400" }
Not the most exciting mod. But I really liked the effect when you hit and decided to milk it. I placed it in the Storage Room 11. Download Link is on first page of this thread
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tommah
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Post by tommah on Feb 16, 2011 11:31:44 GMT -5
You're on fire, eh? Neat job on the gas mask, how'd you do that? The SMG wasn't in the original game. Did you use a trainer or UnlimitedDurability for the ammo to not decrease? awesome, good to hear I didn't waste my time with the SMG then. for unlimited ammo I used "UnlimitedDurability = "true"" still shows the ammo, but the number never goes down. as for the gas mask... one of the mercenaries has a gas mask... figured out which one by unpacking the "cine_mercenary" or whatever. Rename and replace the facewear_Hygiene_Mask. open the .big and inside the SceneDescription file delete all the "geo_" file except the mask... Now when you put on the mask, it will load the mercenary but the SceneDescription file only tells it to use the mask. the helmet and goggles I got from the helicopter pilot using the same method
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tommah
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Where's My Wiskey
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Post by tommah on Feb 16, 2011 1:43:57 GMT -5
**UPDATE**Gas Mask Soldier: - as requested by rufio Sub-Machine Gun:In Items.txtcFirearmItem subgun { AchievementCategory = "2" ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR" ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "subgun" AttachPropToBoneType = "0" AudioActionBits = "256" AudioCollisionProfile = "0" AudioFilename = "fx_mercenaryassaultrifle" AudioItemName = "MercAssaultRifle" BaseBulletDamage = "35" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50472" DR2 = "true" Durability = "9999" EffectOnImpact = "2" EffectOnVictim = "0" FatalHitReaction = "51" FiringRate = "12" Friction = "25" HandlingStyle = "3" HitReaction = "52" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_akfortyseven" Impulse = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsAutomatic = "true" IsWeapon = "true" LoadDistance = "25" MaxBulletDistance = "40" MaxBulletsPerClip = "9999" NumPelletsPerShot = "1" PropEffectLocator0 = "16" PropEffectLocator2 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "9" PropEffectsOnCondition2 = "12" PyroEffect0 = "89" PyroEffect1 = "43" PyroEffect2 = "65" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0.225" Reticle_ActiveInRangeMode = "true" Reticle_BestAccuracy = "0.825" Reticle_MinMovementRateBeforeAccuracyDecrease = "1" Reticle_ReturnToNormalAccuracyRate = "0.0525" Reticle_Type = "0" Reticle_WorstAccuracy = "0.1" Reward = "true" SurvivorHandlingTwoHands = "false" SurvivorWeapon = "true" UnlimitedDurability = "true" VertOffsetFromHandToMuzzle = "0.07" VibrationPattern = "10" WeaponType = "15" Weight = "15" cLimbDestroyInfoItem Merc_gore { Limb0 = "0" Limb1 = "1" Limb2 = "2" ProbabilityOfExploding0 = ".25" ProbabilityOfExploding1 = ".25" ProbabilityOfExploding2 = ".25" }
}
In safehouse.txt.txtcItemPlacement subgun { ItemName = "subgun" Location = "-6.8,-2.5,35.5" Rotation = "0,0,0,1" } } Didn't remember this being in the actual game, but found it in the files. Tried putting it in and it didn't work so I had to mess with the attributes ... if this is already in the game I'll feel a little dumb. Burning Girl's Bike:In Items.txtcBikeItem burninggirlsbike { AirDensity = ".5" AllwaysDisplayDebugText = "true" AssetFilename = "data/models/environment/props/bike_girls" AudioDownShiftDeltaKMH = "10" AudioEngineVolume = "0" AudioFilename = "fx_girlsbike" AudioHardBrakeDeltaRPM = "100" AudioIdleRPM = "0" AudioItemName = "GirlsBike" AudioLimiterRPM = "7500" AudioSuspensionVolume = "2" AudioTireVolume = "3" AudioTransmissionVolume = "3" AudioUnloadDeferralTime = "1.0" AudioUpShiftKMperHourForGear1 = "13" AudioUpShiftRPM = "300" AutoReverse = "false" Axle0 = "0" Axle1 = "1" Brake_IsConnectedToHandbrake0 = "false" Brake_IsConnectedToHandbrake1 = "true" Brake_MaxBreakingTorque0 = "150" Brake_MaxBreakingTorque1 = "100" Brake_MinPedalInputToBlock0 = "0.75" Brake_MinPedalInputToBlock1 = "0.75" Brake_WheelsMinTimeToBlock = "0.1" CameraInteractionMode = "1" CenterOfMassOffset = "0,-.34,-.015" ChassisUnitInertiaPitch = "0.5" ChassisUnitInertiaRoll = "0.3" ChassisUnitInertiaYaw = "0.3" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_VEHICLE" CollisionSpinDamping = "5.0" CollisionThreshold = "1.57" CollisionType = "3" Damage_Flat = "1.2" Damage_HitReactionSpeedModifier = "2.75" Damage_PerKMH = ".5" DamageBOSS_Flat = "5" DamageBOSS_MinSpeed = "5" DamageBOSS_PerKMH = "1" DamageProp = "GirlsBike_dmg" DamageSURV_Flat = "5" DamageSURV_MinSpeed = "5" DamageSURV_PerKMH = "1" DeadZone = "0.2" DelayBeforeOther360 = "1.12" DelayBeforeOtherFlip = "1.24" DeltaPitchFactor = "1.15" DisplayName = "50870" DoesWheelSteer0 = "true" DoesWheelSteer1 = "false" Door1 = "0.4162, -0.9, -0.1194" Door2 = "0.4162, -0.9, -0.1194" DR2 = "true" DragCoefficient = "0.5" DrawSkidLines = "true" Durability = "30" EndoAngularImpulse = "0" EndoContinueImpulse = "0,2400,0" EndoImpulse = "0" EndoPitchModel = "0" Engine_MaxRPM = "4950" Engine_MaxTorque = "40" Engine_MinRPM = "1000" Engine_OptRPM = "3500" Engine_ResistanceFactorAtMaxRPM = "0.35" Engine_ResistanceFactorAtMinRPM = "0.025" Engine_ResistanceFactorAtOptRPM = "0.15" Engine_TorqueFactorAtMaxRPM = "0.85" Engine_TorqueFactorAtMinRPM = "0.75" EngineRpmDecreasePerTick = "400" EngineRpmIncreasePerTick = "200" ExtraGravity = "0.0,0,0.0" ExtraTorqueFactor = "-0.5" FlipImpulse = "0" FootDownMode = "2" ForceFeedbackMultiplier0 = "30" ForceFeedbackMultiplier1 = "30" Friction = "0.0" Friction_Donut0 = "4" Friction_Donut1 = "1" Friction_QuickSpin0 = "0.9" Friction_QuickSpin1 = ".05" Friction0 = "3" Friction1 = "3" FrictionEqualizer = "0.5" FrontalArea = "0.5" GearRatio1 = "2.544" GearRatio2 = "1.892" GearRatio3 = "1.407" GearRatio4 = "1.166" GearRatio5 = "1.000" Gears_ClutchDelayTime = "0.1" Gears_DownShiftRPM = "3000" Gears_NumberOfGears = "5" Gears_ReverseGearRatio = ".6" Gears_ReverseGearTopSpeed = "6" Gears_TransmissionModel = "1" Gears_UpShiftRPM = "4950" IgnoreSeatLocators = "false" IgnoreWheelLocators = "false" Impulse360 = "0" InitialSlope = "0.5" InteractDistance = "2.0" Lean_CenterOfMassYAdj = "-0.3" Lean_MaxLeanBack = "-.3" Lean_MaxLeanForward = "0" LeaningDampener = "29.900" LeaningEaseout = "5" LeaningFactor = "1" LeaningInitSpeed = "0" LeaningMaxSpeed = "8" LeaningModel = "1" LeaningRestoreFactor = "2.200" LeaningSpeedup = "12.000" LiftCoefficient = "-0.7" LoadDistance = "50" Mass0 = "11" Mass1 = "11" MaxFriction0 = "5.0" MaxFriction1 = "5.0" MaxTyremarkEnergy = "1000.0" MaxVelocityForPositionalFriction = "10" MaxWheelieAngle = "45" MinSpeedForFullTilt = "45" MinTyremarkEnergy = "15" MinVehicleSpeedForWheeliesAndEndos = "2" MinVehicleSpeedToEjectPlayer = "999" MinYRotationRequiredToBeFlipped = "0.78" NormalSpinDamping = "1.5" NumberOfDoors = "2" NumberOfGearsForAudio = "1" NumberOfSeats = "1" NumberOfWheels = "2" NumberOfWheelsPerAxle = "1" PropAudioType = "25088" PropAudioType = "25088" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocator3 = "16" PropEffectLocatorIndex0 = "1" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "0" PropEffectsOnCondition1 = "0" PropEffectsOnCondition3 = "0" PyroEffect0 = "217" PyroEffect1 = "179" PropEffectDuration2 = ".1" PropEffectLocator2 = "16" PropEffectsOnCondition2 = "0" PyroEffect2 = "236" PyroEffect3 = "178" Radius0 = "0.2" Radius1 = "0.2" RelativeSpeedToEjectPlayer = "54" Restitution = "0.0" RestrictedByRegion = "false" Seat1 = "0.20, -1.0, -0.5" Seat2 = "0.20, -1.0, 0.5" SeatCanBeInjured1 = "true" SeatLocatorType1 = "23" SelfDamage_MaxDmgForDynamicProps = ".05" SelfDamage_MaxDmgForOtherVehicles = ".05" SelfDamage_MaxDmgForStaticProps = ".05" SelfDamage_MaxDmgForZombies = ".3" SelfDamage_MinSpeedRequired = "1" SelfDamage_mMaxDmgForSurvivors = ".125" SlipAngle0 = "0" SlipAngle1 = "0" SlopeChangePointX = "0.7" Steering_AdditionalControlPoint = "false" Steering_AngleAtSpeedS = "5" Steering_CanQuickSpin = "true" Steering_DonutSideImpulse = "1500" Steering_DrivingSideImpulse1 = "1500" Steering_DrivingSideImpulse2 = "20" Steering_DrivingSideImpulseSpeed0 = "0" Steering_DrivingSideImpulseSpeed1 = "10" Steering_DrivingSideImpulseSpeed2 = "70" Steering_MaxAngle = "47.5" Steering_MaxSpeedForDonut = "1" Steering_MaxSpeedFullAngle = "10" Steering_Model = "0" Steering_QuickSpinDontBrakeOutTurnWindow = "true" Steering_QuickSpinFrontCounterImpulse = "0,0,1.6" Steering_QuickSpinMaxDuration = "0.4" Steering_QuickSpinSideImpulse = "1500" Steering_QuickSpinTurnWindow = "0.45" Steering_SpeedS = "25" Suspension_AddLength0 = "0" Suspension_AddPos0 = "0" Suspension_DampingCompression0 = "9" Suspension_DampingCompression1 = "9" Suspension_DampingRelaxation0 = "8" Suspension_DampingRelaxation1 = "8" Suspension_Padding0 = "0" Suspension_Padding1 = "0" Suspension_Strength0 = "45" Suspension_Strength1 = "45" SuspensionBottomOutLimit = "0.25" SuspensionEquilibriumThreshold = "0.14" SuspensionModel = "0" TireNoiseScaler = "0.0001" TireSkidEnergyDecreasePerTick = "750" TireSkidEnergyIncreasePerTick = "300" TorquePitchFactor = "0.5" TorqueRollFactor = "0.25" TorqueYawFactor = "0.35" UnstuckImpulse = "50" UseBoostStart = "true" VehicleJumpImpulse = "0,0,0" VehicleTopSpeed = "80" ViscosityFriction0 = "0.1" ViscosityFriction1 = "0.1" UnlimitedDurability = "true" Weight = "90" WheelCollision_Model = "0" WheelCollision_NormalClip = ".8" WheelieAngularImpulse = "0" WheelieConstraintSpeed = "68.000" WheelieContinueImpulse = "0,0,0" WheelieEndoCounterContinueImpulseFactor = "0.4" WheelieEndoCounterImpulseFactor = "0.4" WheelieExtraTorque = "3.000" WheelieImpulse = "0" WheeliePitchModel = "0" WheelsTorqueRatio0 = "0.0" WheelsTorqueRatio1 = "1.0" Width0 = "0.08" Width1 = "0.1" cPropHitZombieInfoItem sb_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" } }
In royal_flush.txtcItemPlacement burninggirlsbike { ItemName = "burninggirlsbike" Location = "-307,-3,-137.7" Rotation = "0,0,1,0" }
Fun little toy. Pretty much the only reason why I made it... fun to just cruise around. I love how the legs are hyperspeed pedaling. Download link is on first post of this thread
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tommah
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Post by tommah on Feb 15, 2011 13:36:57 GMT -5
The 3rd and and 4th mission image are the same... sorry to nitpick... just informing
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tommah
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Post by tommah on Feb 13, 2011 1:18:05 GMT -5
*NEW MODEL!*Indiana Jones!!! came together nicely... one small problem though... the fedora is basically black. There some things I just can't seem to edit..... :-\ Download link is on first post of this thread
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tommah
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Post by tommah on Feb 12, 2011 23:27:16 GMT -5
thank you... I know the "gambit" isn't very accurate, I guess its more of a My Version of Gambit... oh well
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tommah
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Post by tommah on Feb 11, 2011 11:26:25 GMT -5
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tommah
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Post by tommah on Feb 11, 2011 11:24:12 GMT -5
*NEW MODS*based off of my favorite game Metal Gear Solid (PS1) Solid Snake - Link posted on first post - replaces TIR outfit. put on TIR outfit, helmet, and hygiene mask. Stuck on the previous Theme... Gambit - Link on first post - replaces TIR outfit, put on TIR outfit (not the helmet) and remove head_naked. didn't have much to work with, the only decent Long Coat in the game is from Woodrow and he's insanely skinny... found it hard to work with. Gambit's Bow - *NOTE* - you must put included anm_ThrustSpear file inside streamedassets.big in order to work In Items.txtcPlayerWeaponItem gambitstick { AchievementCategory = "3" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_QUICKRELEASE" ActionButton4 = "PLAYERBUTTON_QUICKRELEASE" ActionButton7 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState7 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly4 = "false" AnimationAttackChooserValue0 = "126" AnimationAttackChooserValue1 = "306" AnimationAttackChooserValue3 = "341" AnimationAttackChooserValue4 = "321" AnimationAttackChooserValue2 = "356" AnimationAttackChooserValue7 = "356" AnimationAttackName1 = "male_attack_poleweapon_8_to_4" AnimationAttackName4 = "male_attack_double_poleweapon_heavy" AnimationAttackName3 = "male_mmaspikedgloves_kick_c" AnimationAttackName0 = "male_attack_spear_a_2" AnimationAttackName2 = "male_sword_1_to_5_ground" AnimationAttackName7 = "male_sword_1_to_5_ground" AnimationAttackChooserValue5 = "0" AnimationChooserValueForHand = "15" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "7" AnimationChooserValueForPutdown = "1" AnimationChooserValueForThrow = "13" AnimationChooserValueForWalkRun = "0" AnimBankName = "ThrustSpear" AssetFilename = "gambitstick" AttackAudioAssetName0 = "PoleWeaponHitBodyBig" AttackAudioAssetName1 = "PoleWeaponHitBodyBig" AttackAudioAssetName3 = "SledgeHammerHitBodyBig" AttackAudioAssetName2 = "PoleWeaponHitBodyBig" AttackAudioAssetName4 = "PoleWeaponHitBodyBig" AttackAudioAssetName7 = "PoleWeaponHitBodyBig" AttackDamage0 = "40" AttackDamage1 = "40" AttackDamage2 = "40" AttackDamage3 = "40" AttackDamage4 = "40" AttackDamage7 = "40" AudioActionBits = "256" AudioFilename = "fx_poleweapon" AudioItemName = "PoleWeapon" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.1" ComboBlendDuration2 = "0.1" ComboBlendDuration3 = "0.1" ComboBlendDuration4 = "0.1" ComboBlendDuration7 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse7 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse7 = "2" DisplayName = "50291" DR2 = "true" Durability = "50" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "2" EffectAudio3 = "5" EffectAudio4 = "5" EffectAudio7 = "5" EffectOnImpact0 = "281" EffectOnImpact1 = "281" EffectOnImpact2 = "281" EffectOnImpact3 = "280" EffectOnImpact4 = "281" EffectOnImpact7 = "281" EffectOnVictim0 = "21" EffectOnVictim1 = "21" EffectOnVictim2 = "21" EffectOnVictim3 = "9" EffectOnVictim4 = "21" EffectOnVictim7 = "21" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" EffectOnWeapon7 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" FatalHitReaction7 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = ".15" HandlingStyle = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" HitReaction7 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_poleweapon" IgnoreAnyComboRequests3 = "false" Impulse0 = "1.5" Impulse1 = "1.5" Impulse2 = "1.5" Impulse3 = "1.5" Impulse4 = "1.5" Impulse7 = "1.5" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Sharp = "true" IsWeapon = "true" MaxProjectileDamage = "125" NumberOfThrowables = "999" ProjectileFatalHitReaction = "2" ProjectileHitImpulse = "1" ProjectileHitReaction = "2" PropEffectDuration0 = ".1" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "20" PropEffectDuration1 = ".1" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "20" PyroEffect0 = "226" PyroEffect1 = "236" PropToThrow = "gambitcards_pieces" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "4" RequiredComboSeqCounter7 = "0" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "false" ResetComboSeqCounter7 = "true" RequiredComboSeqCounter0 = "0" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "281" ThrowEffectOnVictim = "24" ThrowForce = "7" ThrowSpin = "-.2,-1.35,-.3" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "5" VibrationPattern7 = "5" WeaponCanSliceLimbs = "true" WeaponType = "1" Weight = "20" cComboCardItem PoleWeapon_Card { AchievementCategory = "12" AltItem = "BroomHandle" Attack1 = "2700" Attack2 = "2701" AttackIndexToDisableIfNoColouredComboCard = "1" Card_Label = "2801" CardIndexNumber = "3" ComboStationRotation_1 = "0,-0.70710677,0,0.70710677" ComboStationRotation_2 = "0.5,-0.5,0.5,0.5" DR2 = "true" IconAsset = "comboc_poleweapon" PP_Multiplier = "2" Ticker_Description = "2501" Weapon_1 = "LongStick" Weapon_2 = "gambitcards" Weapon_Description = "2633" }
cAttachedToZombieInfoItem Poleweapon_attach { DamagePerSecondWhenAttachedToZombie = "150" PositionToStickTo = "2" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" }
cPrestigePointInfoItem Poleweapon_prestige_info { ActionButtonRequired0 = "PLAYERBUTTON_CHARGEATTACK_SHORT" PrestigePointsAwarded0 = "75" PrestigePointsAwarded1 = "50" RewardCondition0 = "2" RewardCondition1 = "2" } cPropHitZombieInfoItem sb_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" }
}
In safehouse.txtcItemPlacement gambitstick { ItemName = "gambitstick" Location = "1.000,-0.297,31.200" PropState = "-1" Rotation = "-0.000,0.002,0.000,1.000" }
I put it in the safehouse by the save point (next to the metal shelves) or you can make it by combining the Long Stick with my gambit cards Made from the game's Long Stick Bow cuts through and electrocutes zombies, also changed and added animations in order for it to look badass. also a minor animation change in how he holds the Bow, instead of the default "spear-like" position, now holds it with one hand. DIY codes included in readmediy.txt in the .zip file Download links are on the first post of this thread
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tommah
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Post by tommah on Feb 11, 2011 8:49:53 GMT -5
if you aren't able to hit and just freeze when you try to use them the needed animations for using these gloves is a little incomplete because I had the same problems also. its the first hit that basically crashes your combo because the animation doesn't exist in the original MMAGloves bank.
you have two options:
1. go into streamedassets.big and add the necessary animations from the anm_MMAGloves_spiked and anm_sword files and add them into anm_MMaGloves (be sure to edit the bigfile.xml).
2. a quick fix is to take another pair of MMAGloves and turn them into spiked maagloves with the nails. When you do this the animations then exist in the current game, allowing roadtripz gloves to retrieve them.
hope this helps
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tommah
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Post by tommah on Feb 9, 2011 12:28:52 GMT -5
yes, the chuck in the background... sorry for not clarifying
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tommah
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Post by tommah on Feb 9, 2011 9:43:38 GMT -5
not to change the subject, but does anyone have any ideas as to where he got those suspender, strap thingies on his shoulder in the 3rd picture of woodrow with the helmet?
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tommah
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Post by tommah on Feb 8, 2011 13:03:29 GMT -5
yea, that DEFINITELY makes a difference
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tommah
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Post by tommah on Feb 8, 2011 12:16:58 GMT -5
sorry forgot to post the new iceboard
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tommah
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Post by tommah on Feb 6, 2011 12:21:13 GMT -5
redid the iceman outfit, I think it looks much better... just put the chest_naked and leg_naked files inside npcs.big and get naked in the game. Download link is on first post in this thread
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tommah
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Post by tommah on Feb 6, 2011 12:11:18 GMT -5
this is probably just me or because it gets confused with my created gloves I added on. But the animations don't work... I did copy and paste all of it and you can hear the sledgehammer audio when I pick it up... but I can't attack
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