tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 5, 2011 0:28:48 GMT -5
Hi all... * UPDATE!* I figured out how to get the iceboard effect to last (shoot out and freeze) it was the PropEffectDuration... I had it too high so the effect would get stuck where it was first activated, so now it keeps turning on. Because I fixed this I reuploaded a video showing off the board. Also, decided to go out of my element and play around with skins... I'll be the first one to say I don't have the best photoshop skills, at the very least I believe this will get the ball rolling. Also changed textures on a couple weapons so I suggest downloading the files again, especially the dynamicprops folder. Also I'm still trying to figure out a way to be able to throw Thor's Hammer and have it return, or multiple throwables. I've tried turning it into a ProjectileLauncher, but I think it get confused when you try to throw it cause there's no animation for throwing it... any suggestions 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 Feb 2, 2011 0:36:20 GMT -5
Hi, what file inside the datafile.big did you have to change to edit the hand to hand combat attacks? I'd appreciate if you tell me because if would help me with a small change in one mod of mine. sgraph, not sure where in there though
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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 1, 2011 23:44:08 GMT -5
NEW WEAPON!!!Mjollnir (Thor's Hammer) Very devastating. You need to kill a couple zombies to charge the hammer, after that you can just pound it on the ground (not hit a zombie) and will electrocute nearby zombies. Those that don't die from the lightning will most likely have their head exploded. I was trying to figure out a way to be able to throw the hammer and have it returned to you, but couldn't get it done. Can be created by combining Sledgehammer and Toys Magazine (closest thing I could think of for a comic book reference). I suggest using the ItemPlacement included in the readmediy.txt file included in the DR2.zip file or already in the datafile.big. It is located in Storage Room 11. I think its pretty epic... already updated the download link. its through skydrive so I don't there's a download limit, but if you still want me to start posting codes I could... it'd get pretty lengthy though. cPlayerWeaponItem thortable { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" AnimationAttackChooserValue0 = "292" AnimationAttackChooserValue1 = "291" AnimationAttackChooserValue2 = "293" AnimationAttackName0 = "male_attack_metalbarrier_7_to_3_a" AnimationAttackName1 = "male_attack_metalbarrier_3_to_7_b" AnimationAttackName2 = "male_attack_metalbarrier_8_to_6_heavy" AnimationAttackName8 = "male_throw_large_item" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "4" AnimationChooserValueForPickup = "3" AnimationChooserValueForPutdown = "3" AnimationChooserValueForThrow = "23" AnimationChooserValueForWalkRun = "4" AnimBankName = "MetalBarrier" AssetFilename = "patio_table" AttackAudioAssetName0 = "PatioTableHitBody" AttackAudioAssetName1 = "PatioTableHitBody" AttackAudioAssetName2 = "PatioTableHitBodyBig" AttackDamage0 = "60" AttackDamage1 = "60" AttackDamage2 = "60" AudioActionBits = "256" AudioFilename = "fx_patiotable" AudioItemName = "PatioTable" AudioUnloadDeferralTime = "2" CameraInteractionMode = "1" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.1" ComboBlendDuration2 = "0.2" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" DisplayName = "50879" DR2 = "true" Durability = "30" EffectAudio0 = "1" EffectAudio1 = "1" EffectAudio2 = "1" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnVictim0 = "20" EffectOnVictim1 = "20" EffectOnVictim2 = "20" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_FATAL_GROUP2" FatalHitReaction2 = "HITREACTION_FATAL_GROUP2" Friction = "0.4" GoesTransparentInRangeMode = "true" HandlingStyle = "5" HitReaction0 = "HITREACTION_FATAL_GROUP2" HitReaction1 = "HITREACTION_FATAL_GROUP2" HitReaction2 = "HITREACTION_FATAL_GROUP2" IconFilename = "w_patiotable" IgnoreAnyComboRequests1 = "false" IgnoreAnyComboRequests2 = "false" IgnoreAnyComboRequests3 = "false" Impulse0 = "1.25" Impulse1 = "1.25" Impulse2 = "1.25" InteractDistance = "1.5" InventoryInteractionType = "1" Is_Blunt = "true" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "100" MergedFilename = "data/dynamicprops/PatioTable" ProjectileFatalHitReaction = "74" ProjectileHitImpulse = "1.1" ProjectileHitReaction = "74" PropEffectLocator1 = "15" PropEffectsOnCondition1 = "0" PyroEffect1 = "213" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "true" ResetComboSeqCounter3 = "false" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_Type = "1" ThrowAngleDegrees = "6" ThrowEffectAudio = "1" ThrowEffectOnImpact = "281" ThrowEffectOnVictim = "10" ThrowForce = "7" ThrowSpin = "2,1,1" VibrationPattern0 = "10" VibrationPattern1 = "10" VibrationPattern2 = "10" WeaponType = "2" Weight = "40" }
cPlayerWeaponItem thorshammer { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" AnimationAttackChooserValue0 = "352" AnimationAttackChooserValue1 = "359" AnimationAttackChooserValue2 = "268" AnimationAttackName0 = "male_attack_sledgehammer_1_to_5_ground_v2" AnimationAttackName1 = "male_attack_sledgehammer_7_to_2" AnimationAttackName2 = "male_attack_sledgehammer_2_to_6_b_nv" AnimationChooserValueForHand = "15" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "40" AnimationChooserValueForWalkRun = "0" AnimBankName = "SledgeHammer" AssetFilename = "thorshammer" AssociatedMagazineType0 = "9" AttackAudioAssetName0 = "SledgeHammerHitBodyBig" AttackAudioAssetName1 = "SledgeHammerHitBodyBig" AttackAudioAssetName2 = "SledgeHammerHitBodyBig" AttackDamage0 = "150" AttackDamage1 = "125" AttackDamage2 = "125" AudioActionBits = "256" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CameraShake = "2" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.2" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.2" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" DisplayName = "50212" DR2 = "true" DR2PRO = "true" Durability = "35" EffectAudio0 = "5" EffectAudio1 = "2" EffectOnImpact0 = "86" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnVictim0 = "30" EffectOnVictim1 = "9" EffectOnVictim2 = "9" EffectOnWeapon1 = "0" EffectOnWeapon2 = "0" EffectOnWeapon3 = "0" FatalHitReaction0 = "HITREACTION_QUEENBEE" FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction2 = "HITREACTION_WEAPON_CRUSH_FORWARD" Friction = "50" HandlingStyle = "0" HitReaction0 = "HITREACTION_QUEENBEE" HitReaction1 = "HITREACTION_WEAPON_MEDIUM" HitReaction2 = "HITREACTION_WEAPON_CRUSH_FORWARD" IconFilename = "w_sledgehammer" IgnoreAnyComboRequests1 = "false" IgnoreAnyComboRequests3 = "false" IgnoreAnyComboRequests7 = "false" Impulse0 = "1.25" Impulse1 = "1.75" Impulse2 = "1.75" InteractDistance = "90" InventoryInteractionType = "0" Is_Cliche = "true" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "125" NumberOfThrowables = "10" ObjectPaddingRadius = "7" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1.25" ProjectileHitReaction = "34" PropEffectsOnCondition0 = "29" PyroEffect0 = "55" PropEffectDuration1 = ".2" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "20" PyroEffect1 = "213" PropEffectDuration2 = ".2" PropEffectLocator2 = "16" PropEffectsOnCondition2 = "5" PyroEffect2 = "213" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "5" PyroEffect0 = "239" PropToThrow = "thorproj" RequiredComboSeqCounter0 = "-1" RequiredComboSeqCounter1 = "0" RequiredComboSeqCounter2 = "1" ResetComboSeqCounter0 = "true" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "true" Restitution = "0.01" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" UnlimitedDurability = "true" VibrationPattern0 = "10" VibrationPattern1 = "10" VibrationPattern2 = "10" WeaponType = "2" Weight = "50" cLimbDestroyInfoItem sledgehammer_limb { Limb0 = "0" Limb1 = "2" Limb2 = "1" Limb3 = "4" Limb4 = "3" mFlags0 = "7" mFlags1 = "7" mFlags2 = "7" mFlags3 = "6" mFlags4 = "6" ProbabilityOfExploding0 = "1" ProbabilityOfExploding1 = ".9" ProbabilityOfExploding2 = ".9" ProbabilityOfExploding3 = ".5" ProbabilityOfExploding4 = ".5" }
cPrestigePointInfoItem Sledgehammer_PrestigePoints { AttackAnimChooserRequired0 = "352" PrestigePointsAwarded0 = "10" RewardCondition0 = "2" }
cIdleAnimDisableInfoItem sledgehammer_idle_anim_disable { } cComboCardItem thorshammer_Card { AchievementCategory = "12" Attack1 = "2700" Card_Label = "2804" CardIndexNumber = "12" ComboStationRotation_1 = "0,0,0.70710677,0.70710677" ComboStationRotation_2 = "0,0,0.70710677,0.70710677" DR2 = "true" IconAsset = "comboc_firespitter" PP_Multiplier = "2" Ticker_Description = "2504" Weapon_1 = "SledgeHammer" Weapon_2 = "Magazine_Item_Toy_Toyapalooza" Weapon_Description = "2615" }
}
In safehouse.txt (and recommended)
cItemPlacement thorshammer { ItemName = "thorshammer" Location = "-18,-4.3,-5.5" PropState = "-2" Rotation = "0.002,-0.990,0.000,0.143" }
Download link is on 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 1, 2011 16:34:44 GMT -5
I can do it later if you want me to (can't at the moment) but the items.txt code is in the downloaded zip file in the readmediy.txt file.... but I'll do it as soon as I can, if you still want it
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 1, 2011 12:32:22 GMT -5
NEW WEAPONSWith Iceman being one of my favorite X-Men, I decided to do a Weapon Theme Mod 1. Ice Shards as always I didn't have the audio one while modding and recording... I have since changed the audio Can be made by combing Fire Extinguisher and Bowie Knife cProjectileLauncherItem iceshards { ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AlternateWeaponViewCam = "4" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "28" AnimationChooserValueForWalkRun = "0" AnimBankName = "Firecrackers" AssetFilename = "iceshards" AudioFilename = "fx_cards" AudioItemName = "Cards" AudioLoadDistanceType = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50551" DR2 = "true" DR2PRO = "true" Durability = "999" EffectOnVictim0 = "189" Friction = "25" HandlingStyle = "0" HitsPerSecondReactionEarlyOutThreshold = "5" HitsPerSecondThreshold = "5" IconFilename = "w_playcards" InteractDistance = "1.2" InventoryInteractionType = "0" Is_Blunt = "false" Is_Cliche = "true" Is_Humour = "true" Is_Sharp = "true" Is_Thrown = "true" IsWeapon = "true" LoadDistance = "15" NumberOfThrowables = "999" PropToThrow = "iceshard_pieces" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "0" PyroEffect0 = "215" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "0" PyroEffect1 = "80" PropEffectLocator2 = "16" PropEffectLocatorIndex2 = "1" PropEffectsOnCondition2 = "0" PyroEffect2 = "32" PropEffectLocator3 = "16" PropEffectsOnCondition3 = "0" PyroEffect3 = "225" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ThrowAngleDegrees = "0" ThrowForce = "10" ThrowRange = "15" UseLobProjectilePhysics = "true" WeaponType = "1" Weight = "5" cComboCardItem iceshards_card { AchievementCategory = "12" Attack1 = "2700" CanBeBuiltInProlog = "true" Card_Label = "2831" CardIndexNumber = "2" ComboStationRotation_1 = "0,-0.707106770,0,0.70710677" ComboStationRotation_2 = "0.5,-0.5,0.5,0.5" DR2 = "true" IconAsset = "comboc_molotov" PP_Multiplier = "2" Ticker_Description = "2531" Weapon_1 = "BowieKnife" Weapon_2 = "FireExtinguisher" Weapon_Description = "2619" } }
cPlayerWeaponItem iceshard_pieces { AchievementCategory = "1" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" AlternateWeaponViewCam = "4" AnimBankName = "SawBlade" AssetFilename = "iceshard_pieces" AssociatedMagazineType0 = "8" AttackDamage0 = "20" AudioActionBits = "256" AudioFilename = "fx_sawblade" AudioItemName = "SawBlade" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DestroyOnThrownImpact = "true" DisplayName = "50332" DR2 = "true" DR2PRO = "true" Durability = "10" EffectAudio0 = "4" EffectOnImpact0 = "281" EffectOnVictim0 = "31" EffectOnWeapon0 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "1" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_sawblade" Impulse0 = "1" InteractDistance = "1.15" InventoryInteractionType = "0" Is_Sharp = "true" Is_Thrown = "true" IsNotInteractable = "true" IsWeapon = "true" LoadDistance = "20" MaxProjectileDamage = "20" ProjectileFatalHitReaction = "44" ProjectileHitReaction = "44" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "0" PyroEffect0 = "215" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "0" PyroEffect1 = "80" PropEffectLocator2 = "16" PropEffectLocatorIndex2 = "1" PropEffectsOnCondition2 = "0" PyroEffect2 = "32" ResetComboSeqCounter0 = "true" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SecondsBeforeDeadPropVanishes = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "0" ThrowEffectAudio = "4" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "10" ThrowEffectOnWeapon = "0" ThrowForce = "15" ThrowRange = "10" ThrowSpin = "0,-10,0" UseLobProjectilePhysics = "true" WeaponCanSliceLimbs = "false" WeaponType = "1" Weight = "15" cAttachedToZombieInfoItem iceshard_pieces_impale { AnimSet = "-1" DamagePerSecondWhenAttachedToZombie = "0" PositionToStickTo = "2" StickableArea = "1" StickableAsProjectile = "true" StickArbitrarily = "true" } cPropHitZombieInfoItem iceshard_pieces { DR2 = "true" PropHitZombieEffect = "1" Support = "true" } cPropLifetimeInfoItem iceshard_pieces_die { DR2 = "true" LifetimeModifier = "0" Support = "true" } }
In safehouse.txt
cItemPlacement iceshards { ItemName = "iceshards" Location = "2.4,-0.575,28.2" PropState = "-2" Rotation = "0,0,1,0" }
2. Ice Punch Can be made by Combining Fire Extinguisher and MMA Gloves cPlayerWeaponItem icegloves { AchievementCategory = "-1" AnimationChooserValueForHand = "2" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "14" AnimationChooserValueForWalkRun = "-1" AnimBankName = "NoveltyBoxingGloves" AssetFilename = "icegloves" AssociatedMagazineType0 = "12" AssociatedMagazineType1 = "13" AudioActionBits = "272" AudioFilename = "fx_mmagloves" AudioItemName = "MMAGloves" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50828" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "25" MaxProjectileDamage = "5" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "52" Restitution = "0.01" RestrictedByRegion = "false" ThrowAngleDegrees = "7" ThrowForce = "10" ThrowSpin = "0,0,0" UnlimitedDurability = "true" WeaponType = "2" Weight = "5" cSecondaryPropInfoItem mma_SecondaryProp { DR2 = "true" SecondaryPropAssetName = "liceglove" Support = "true" }
cOverridePrimaryPropInfoItem mma_PrimaryProp { PrimaryPropAssetName = "riceglove" } cComboCardItem icegloves_card { AchievementCategory = "12" Attack1 = "2700" Card_Label = "2849" CardIndexNumber = "30" ComboStationRotation_1 = "-0.5,-0.5,0.5,0.5" ComboStationRotation_2 = "0,1,0,0" DR2 = "true" IconAsset = "comboc_superbfg" PP_Multiplier = "2" Ticker_Description = "2544" Weapon_1 = "MMAGloves" Weapon_2 = "FireExtinguisher" Weapon_Description = "2639" }
}
cPlayerWeaponItem liceglove { ActionButton6 = "PLAYERBUTTON_STOMP" ActionDesiredAnimState6 = "ANIMSTATE_WEAPONSTOMP" ActionTargetCrawlerOnly6 = "true" AnimationAttackChooserValue6 = "0" AnimationAttackName0 = "male_attack_1hand_club_a" AnimationAttackName6 = "male_attack_curb_stomp" AnimationChooserValueForHand = "20" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForThrow = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "liceglove" AttachPropToBoneType = "1" AttackDamage6 = "50" AudioActionBits = "0" AudioFilename = "fx_mmagloves" AudioItemName = "MMAGloves" CollidableQuality = "0" CollisionType = "3" DestroyOnThrownImpact = "false" DisplayName = "50828" DR2 = "true" Durability = "100" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "2" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "35" ObjectPaddingRadius = "0.25" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "51" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "0" PyroEffect0 = "215" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "0" PyroEffect1 = "225" Restitution = "0.05" Reticle_ActiveInRangeMode = "false" Reticle_ActiveInThirdPerson = "false" Support = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "0" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "20" ThrowEffectOnWeapon = "0" ThrowForce = "35" ThrowSpin = "0,0,0" UnlimitedDurability = "true" WeaponType = "1" Weight = "5" cPropHitZombieInfoItem liceglove_pieces { DR2 = "true" PropHitZombieEffect = "1" Support = "true" } }
cPlayerWeaponItem riceglove { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton3 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState5 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "242" AnimationAttackChooserValue1 = "243" AnimationAttackChooserValue2 = "244" AnimationAttackChooserValue3 = "245" AnimationAttackChooserValue4 = "246" AnimationAttackChooserValue5 = "247" AnimationAttackName0 = "male_attack_Rightcross_a" AnimationAttackName1 = "male_attack_Leftcross_b" AnimationAttackName2 = "male_attack_Righthook_a" AnimationAttackName3 = "male_attack_Lefthook_b" AnimationAttackName4 = "male_attack_Rightuppercut_a" AnimationAttackName5 = "male_attack_Leftuppercut_b" AnimationChooserValueForHand = "20" AnimationChooserValueForIdle = "-1" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "42" AnimationChooserValueForWalkRun = "-1" AnimBankName = "NoveltyBoxingGloves" AssetFilename = "riceglove" AttachPropToBoneType = "0" AttackAudioAssetName0 = "MMAGlovesHitBody" AttackAudioAssetName1 = "MMAGlovesHitBody" AttackAudioAssetName2 = "MMAGlovesHitBodyBig" AttackAudioAssetName3 = "MMAGlovesHitBodyBig" AttackAudioAssetName4 = "MMAGlovesHitBodyBig" AttackAudioAssetName5 = "MMAGlovesHitBodyBig" AttackAudioAssetName6 = "MMAGlovesHitBody" AttackDamage0 = "25" AttackDamage1 = "25" AttackDamage2 = "40" AttackDamage3 = "40" AttackDamage4 = "40" AttackDamage5 = "40" AttackDamage6 = "25" AudioActionBits = "256" AudioFilename = "fx_mmagloves" AudioItemName = "MMAGloves" CollidableQuality = "0" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.1" ComboBlendDuration2 = "0.15" ComboBlendDuration3 = "0.15" ComboBlendDuration4 = "0.1" ComboBlendDuration5 = "0.1" ComboBlendDuration6 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendXZToUse6 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" ComboBlendYToUse6 = "2" DestroyOnThrownImpact = "false" DisplayName = "50828" DR2 = "true" Durability = "50" EffectAudio0 = "0" EffectAudio1 = "0" EffectAudio2 = "0" EffectAudio3 = "0" EffectAudio4 = "0" EffectAudio5 = "0" EffectAudio6 = "0" EffectOnImpact0 = "279" EffectOnImpact1 = "279" EffectOnImpact2 = "279" EffectOnImpact3 = "279" EffectOnImpact4 = "279" EffectOnImpact5 = "279" EffectOnImpact6 = "279" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_FATAL_GROUP2" FatalHitReaction2 = "HITREACTION_FATAL_GROUP2" FatalHitReaction3 = "HITREACTION_FATAL_GROUP2" FatalHitReaction4 = "HITREACTION_FATAL_GROUP2" FatalHitReaction5 = "HITREACTION_FATAL_GROUP2" FatalHitReaction6 = "HITREACTION_FATAL_GROUP2" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_STAGGER_MEDIUM" HitReaction1 = "HITREACTION_STAGGER_MEDIUM" HitReaction2 = "HITREACTION_WEAPON_HEAVY_MEDIUM" HitReaction3 = "HITREACTION_WEAPON_HEAVY_MEDIUM" HitReaction4 = "HITREACTION_FATAL_GROUP2" HitReaction5 = "HITREACTION_FATAL_GROUP2" HitReaction6 = "HITREACTION_STAGGER_MEDIUM" IconFilename = "w_mma_gloves" IgnoreAnyComboRequests2 = "false" IgnoreAnyComboRequests4 = "false" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1.1" Impulse3 = "1.1" Impulse4 = "1" Impulse5 = "1" Impulse6 = "0.85" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "25" ObjectPaddingRadius = "0.15" ProjectileFatalHitReaction = "74" ProjectileHitImpulse = "0.9" ProjectileHitReaction = "52" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "0" PyroEffect0 = "215" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "0" PyroEffect1 = "225" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" RequiredComboSeqCounter3 = "1" RequiredComboSeqCounter4 = "2" RequiredComboSeqCounter5 = "3" RequiredComboSeqCounter6 = "9" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "false" ResetComboSeqCounter5 = "true" ResetComboSeqCounter6 = "true" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "false" Reticle_ActiveInThirdPerson = "false" Support = "true" ThrowEffectAudio = "1" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "279" ThrowEffectOnWeapon = "0" UnlimitedDurability = "true" VibrationPattern0 = "4" VibrationPattern1 = "4" VibrationPattern2 = "4" VibrationPattern3 = "4" VibrationPattern4 = "4" VibrationPattern5 = "4" VibrationPattern6 = "4" WeaponType = "1" Weight = "5" cWeaponImpactPoseWarperInfoItem riceglove_impactwarp { Bone0 = "4" Bone1 = "7" Rotation0 = "0.000,0.000,-0.1,0.955" Rotation1 = "0.000,0.000,-0.296,0.955" SpeedToRecovery0 = "2.5" SpeedToRecovery1 = "2.5" Translation0 = "0,0,0" WarpTime0 = "0.2" WarpTime1 = "0.2" } cPropHitZombieInfoItem riceglove_pieces { DR2 = "true" PropHitZombieEffect = "1" Support = "true" }
}
In safehouse.txt
cItemPlacement icegloves { ItemName = "icegloves" Location = "2.4,-0.575,28.7" PropState = "-2" Rotation = "0,0,1,0" }
3. Iceboard.... or something you freeze every zombie you run into, plus the effect is a little glitchy but sometimes it will shoot out and freeze zombies from a distance... tried many things to get this a more common effect, but no luck. Just sometimes. Can be made by Combining Fire Extinguisher and Skateboard. cRideableItem iceman { AnimationChooserValueForHand = "15" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "16" AnimationChooserValueForWalkRun = "0" AnimBankName = "Skateboard" AssetFilename = "iceman" AssociatedMagazineType0 = "18" AudioFilename = "fx_fireextinguisher" AudioItemName = "FireExtinguisher" BaseHitDamage = "80" BrakeRotationSpeed = "4" BrakingRate = "4.5" CollidableQuality = "0" CollisionAudioDissipationFactor = "1000000" CollisionAudioMaxEnergy = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DamagePerKMH = "20" DisplayName = "50823" DR2 = "true" Durability = "4" EjectSpeed = "999" Friction = "5" HandlingStyle = "0" HitReactionSpeedModifier = "5" IconFilename = "w_skateboard" InitialSpeed = "2.5" InteractDistance = "1.4" InventoryInteractionType = "0" IsWeapon = "true" LeanRate = "15" LoadDistance = "30" MaxProjectileDamage = "35" MaxRideSpeed = "18" MaxRotationSpeed = "2" MaxSpeed = "18" MinSpeedBrakeTurn = ".05" MinStairSpeed = "2.5" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PropAudioType = "4096" PushImpulse = "10" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "0" PyroEffect0 = "215" PropEffectDuration1 = "1" PropEffectLocator1 = "16" PropEffectsOnCondition1 = "2" PyroEffect1 = "213" PropEffectLocator2 = "16" PropEffectsOnCondition2 = "0" PyroEffect2 = "215" PropEffectDuration0 = ".2" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "20" PyroEffect3 = "213" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" RotationOffset = "45" RotationSpeed = "1" SpeedDecayRate = "0" ThrowAngleDegrees = "6" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "162" ThrowForce = "8" ThrowSpin = "-0.600,1.400,-2.000" TurningFriction = ".1" Type = "1" UnlimitedDurability = "true" WeaponType = "16" Weight = "10" ZombieBaseHitDamage = "1" ZombieDamagePerKMH = "15" ZombieHitReactionSpeedModifier = "1" cPropHitZombieInfoItem iceman { DR2 = "true" PropHitZombieEffect = "1" Support = "true" } cComboCardItem iceman_card { AchievementCategory = "12" Attack1 = "2700" Card_Label = "2829" CardIndexNumber = "14" ComboStationRotation_1 = "0,0,0.70710677,0.70710677" ComboStationRotation_2 = "0,0,-0.70710677,0.70710677" DR2 = "true" IconAsset = "comboc_stickybomb" PP_Multiplier = "2" Ticker_Description = "2529" Weapon_1 = "Skateboard" Weapon_2 = "FireExtinguisher" Weapon_Description = "2625" } }
In safehouse.txt
cItemPlacement iceman { ItemName = "iceman" Location = "2.4,-0.525,27.2" PropState = "-2" Rotation = "0,0,1,0" }
Download link is on first post in the thread
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tommah
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Where's My Wiskey
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Post by tommah on Jan 27, 2011 10:00:17 GMT -5
hey all,
so I've learned quite a bit on modding items and such but one things I'm really struggling with, which I feel shouldn't be too hard, is that I can't change a blunt weapon so that it slices through zombies.
for example just turning the flaming sword into a sharp weapon instead of blunt... I've tried everything I can think of.
any help would be awesome
thanks
Category name Modified Weapons
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tommah
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Post by tommah on Jan 25, 2011 23:28:52 GMT -5
If you want the charged attack for the knives to not do damage. I'm pretty sure if you go into items.txt and go to bowie knife/chef knife. you can change AttackDamage1 (I think that's the name) to " = "0""
or whatever the last AttackDamage is.... odds are its AttackDamage5, usually the charged attacks are "...5"
you could try that
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tommah
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Post by tommah on Jan 25, 2011 22:32:40 GMT -5
is there more values you can put into ThemeItems? or is that it?
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tommah
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Post by tommah on Jan 22, 2011 9:24:07 GMT -5
is the folder you are trying to pack in the same folder as the packing tool? I read sometimes people have problems when dragging it to a different window to pack
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tommah
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Post by tommah on Jan 21, 2011 10:57:19 GMT -5
the only thing I want to make sure is if we'd be able to ADD items with it or it is strictly modifying what's already in the game. Looks great either way and glad you decided to do this.
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tommah
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Post by tommah on Jan 19, 2011 18:13:58 GMT -5
yea it did work in 800x600... I play in 12**x1024 or whatever though. if its fairly easy to modify you could tell me and I'll just do it myself.
thanks for your release though, it looks pretty cool
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tommah
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Post by tommah on Jan 18, 2011 16:54:20 GMT -5
absolutely.... can't think of any reason why not
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tommah
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Post by tommah on Jan 16, 2011 23:12:58 GMT -5
TOMMAH Hey all, thanks to a personal tutorial from tab I was able to get my creative juices flowing... no weapons replace existing weapons, all new additions. And fully functional with the workbench. sorry for the low quality I decided to combine my two mod threads: This one and the Beefy Storage Room 11. Also moved all my weapons inside the room, expanding it. There was a lot of moving around and I did test it, but please let me know if there are any problems Recruitable Survivors DLC for FREE!?!?!?! -Retail/Legit Copies of Dead Rising 2 -Other Copies of Dead Rising 2 Included weapons are: (click for video) -Electric Bow and Arrow -Flamebike -Gambit Cards -Ice Punch -Ice Shard -Ice Board -Mjollnir (Thor's Hammer) -Gambit's Stick -Sub-Machine Gun -Burning Girl's Bike -Nikita Missile Launcher -Bag Of Explosives -Grey Fox Sword -Ghost Rider's Motorcycle -Captain America's Shield -Master Sword and Hylian Shield -Force Lightning -MegaMan Buster -He-man's Sword -He-man's Battle Axe -He-man's Tiger - Cringer/Battlecat -Sauron's Mace -Bombow -Electroballs -Exploding Shotgun Shells -Minigun -Adam the Clown's chainsaw -Laser Light Gun -Super Massager -Slicer Gun -Fireball
Directions to use Weapons Mod: -Just my mod- 1. click link and download file "DR2" 2. unzip 3. place "datafile.big" file and "dynamicprops" folder into games' /data/ folder i.e. \Program Files\Capcom\Dead Rising 2\data\.
4. unpack "streamedassets.big", place contents of my "streamedassets_big" folder into your's. 5. Pack "streamedassets.big" 6. Play -Part of my mod/To mix with other mods- 1. Unzip DR2.zip 2. Unpack, using Gibbed.Tools, datafile.big. Creating datafile_big. 3. Open my DIY.txt File 4. Search for Weapon/Item you want and copy section. 5. Open items.txt inside datafile_big and paste section anywhere (top is easiest) and save. Make sure it appears exactly as in the DIY.txt file. This gives the item its attributes. 6. Go back to my DIY.txt. At the bottom you'll find cItemPlacement codes. Look for your weapon and copy code. Remember which section its in. (ex. safehouse.txt, royal_flush.txt) 7. Open .txt file of location (ex. safehouse.txt) and paste code anywhere (top is easiest) and save. Make sure it appears exactly as in the DIY.txt file. This places the item in the location of the .txt file. 8. Pack, using Gibbed.Tools, datafile_big (backup original) and rename to datafile.big. 9. Delete datafile_big. 10. Drag and drop my "dynamicprops" folder into /data. *Only for Gambit Stick and Master Sword* 11. Unpack, using Gibbed.Tools, streamedassets.big. 12. Drag and drop contents of my streamedasstes folder into newly created streamedassets_big folder and replace. 13. Pack, using Gibbed.Tools, streamedassets_big (backup original) and rename to streamedassets.big. Models: You can only use these one at a time since they all swap over the Tir Outfit. I would recommend saving these under different names: npcs(link).big, npcs(hulk).big, npcs(heman).big. Whatever you want to use just copy and paste, then rename to "npcs.big".
I just realized that most of my models swap out the Tir Outfit, but a lot of people might not have access to the Tir Outfit. To get the Tir Outfit open /data/datafile.big/safehouse.txt and paste this:
cItemPlacement TIRHelmetDispenser { ItemName = "TIRHelmetDispenser" Location = "10.1,-1,19.9" Rotation = "0,0,0,1" }
cItemPlacement TirOutfitDispenser { ItemName = "TirOutfitDispenser" Location = "10.1,-1,20.3" Rotation = "0,0,0,1" } I have this included in my "Weapons Mod" but just in case, this will put the Tir Outfit and the Tir Helmet in the shower of the safehouse (in the savepoint bathroom)
Iceman - use suit by getting naked - pic
Solid Snake - Tir Outfit w/ helmet and hygiene mask - pic
Gambit - Tir Outfit w/o helmet, remove head_naked - pic
Indiana Jones - TIR outfit with helmet - pic
Gas Mask Soldier - TIR outfit with helmet and hygiene mask - pic
Agent Zero - TIR outfit with helmet - pic
The Hulk - Naked....just get naked - pic *NOTE* copy and paste contents from my items.txt into your's, but replace your sgraph.txt completely with mine (backup your files)
The Mechanic - Tir Outfit w/ helmet - pic
Link - Tir Outfit w/ helmet - pic
Mega Man - Tir Outfit (will remove right hand) - pic
Archie Outfit - Tir Outfit - pic
New Tattered Outfit - Default Outfit - pic
He-man: Master of the Universe! - Tir Outfit w/default hair - pic -To Use- 1. Unpack, using Gibbed.Tools, npcs.big. Creating npcs_big folder. 2. Drag and drop all .big and .tex files into newly created npcs_big folder and replace all. *Only for Gambit* -open bigfile.xml with a text editor, search for "head_naked.big" and "head_naked.tex" entries and delete them. Save. 3. Pack, using Gibbed.Tools, npcs_big folder (backup original) and rename to npcs.big. 4. Delete npcs_big folder. 5. Refer to outfit description on how to wear outfit. first we have an Electrocution Bow and Arrow... combine a bow and arrow and a battery to get it, or just place it in your safehouse, etc... . cProjectileLauncherItem electribow { ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "38" AnimationChooserValueForWalkRun = "0" AnimBankName = "BowandArrow" AssetFilename = "electribow" AttachAndShowNextProjectile = "true" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_bowandarrow" AudioItemName = "BowAndArrow" AudioLoadDistanceType = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.2" CollisionType = "3" ComboBlendDuration0 = ".02" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50517" DR2 = "true" DR2PRO = "true" Durability = "999" FiringRate = "0.000" Friction = "25" HandlingStyle = "0" IconFilename = "w_bowandarrow" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Cliche = "true" Is_Humour = "true" Is_Sharp = "true" Is_Thrown = "false" IsWeapon = "true" LoadDistance = "35" NumberOfThrowables = "999" PropToThrow = "electricarrow" Restitution = ".01" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0" Reticle_ActiveInRangeMode = "true" Reticle_BestAccuracy = ".9" Reticle_MinMovementRateBeforeAccuracyDecrease = "0" Reticle_ReturnToNormalAccuracyRate = "1" Reticle_Type = "0" Reticle_WorstAccuracy = ".9" ThrowRange = "22.5" UseLobProjectilePhysics = "false" WeaponCanSliceLimbs = "true" WeaponType = "2" Weight = "15" cWeaponAimWarperInfoItem ba_aiminfo { HasPivots = "false" MaxRotationLeft = "0.785" MaxRotationRight = "0.785" RotationSpeed = "10" TargetHeight = "1.7" } cComboCardItem BowArrowExplosive_card { AchievementCategory = "9" Attack1 = "2700" Card_Label = "2818" CardIndexNumber = "43" ComboStationRotation_1 = "0,0,0.5,0.5" ComboStationRotation_2 = "0,0,-0.70710677,0.70710677" DR2 = "true" IconAsset = "comboc_blambow" PP_Multiplier = "2" Ticker_Description = "2518" Weapon_1 = "BowandArrow" Weapon_2 = "Battery" Weapon_Description = "2612" } cPrestigePointInfoItem blambow_pp { PrestigePointsAwarded0 = "5000" PrestigePointsAwarded1 = "5000" PrestigePointsAwarded2 = "5000" RewardCondition0 = "6" RewardCondition1 = "4" RewardCondition2 = "14" } }
cPlayerWeaponItem electricarrow { AchievementCategory = "1" AnimationChooserValueForHand = "8" AnimationChooserValueForThrow = "38" AssetFilename = "electricarrow" AttachPropToBoneType = "0" AudioActionBits = "0" AudioFilename = "fx_arrow" AudioItemName = "Arrow" AudioUnloadDeferralTime = "1" CollidableQuality = "3" CollisionType = "3" DR2 = "true" Friction = "5" HandlingStyle = "3" InteractDistance = "0" InventoryInteractionType = "0" Is_Cliche = "true" Is_Sharp = "true" Is_Thrown = "true" IsWeapon = "false" MaxProjectileDamage = "22.5" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "3" ProjectileHitReaction = "52" PropEffectDuration0 = "4.5" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex0 = "1" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "4" PropEffectsOnCondition1 = "2" PropEffectStartDelay0 = "0.1" PyroEffect0 = "213" PyroEffect1 = "123" Restitution = "0.025" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "false" Support = "true" ThrowAngleDegrees = "0" ThrowEffectAudio = "1" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "14" ThrowForce = "35" ThrowSpin = ".275,0,-0.5" Weight = "0.25" cAttachedToZombieInfoItem arrow_impale { AnimSet = "-1" DamagePerSecondWhenAttachedToZombie = "2" PositionToStickTo = "2" StickableArea = "1" StickableAsProjectile = "true" StickArbitrarily = "true" }
cPropLifetimeInfoItem arrow_die { DR2 = "true" LifetimeModifier = "0" Support = "true" }
}
second is a flamethrower bike... you may get this either by using my instructions to place it in the boiler room in Royal Flush or by combining a M249 bike with Motor Oil cBikeItem flamebike { AirDensity = ".5" AllwaysDisplayDebugText = "true" AssetFilename = "data/models/environment/props/m249_bike" AudioDownShiftDeltaKMH = "10" AudioEngineVolume = "0" AudioFilename = "fx_superbike" AudioHardBrakeDeltaRPM = "100" AudioIdleRPM = "2000" AudioItemName = "SuperBike" AudioLimiterRPM = "7500" AudioSuspensionVolume = "2" AudioTireVolume = "3" AudioTransmissionVolume = "3" AudioUnloadDeferralTime = "1.0" AudioUpShiftKMperHourForGear1 = "100" AudioUpShiftRPM = "8130" AutoReverse = "false" Axle0 = "0" Axle1 = "1" Brake_IsConnectedToHandbrake0 = "false" Brake_IsConnectedToHandbrake1 = "true" Brake_MaxBreakingTorque0 = "20" Brake_MaxBreakingTorque1 = "125" Brake_MinPedalInputToBlock0 = "0.75" Brake_MinPedalInputToBlock1 = "0.75" Brake_WheelsMinTimeToBlock = "0.1" CameraInteractionMode = "1" CanBeModdable = "true" CenterOfMassOffset = "0.0,-0.03,-0.2" 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 = "MotorcycleDmg" DeadZone = "0.5" DelayBeforeOther360 = "1.12" DelayBeforeOtherFlip = "1.24" DeltaPitchFactor = "1.15" DisplayName = "50224" 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 = "250" EndoAngularImpulse = "0" EndoContinueImpulse = "0,0,0" EndoImpulse = "0" EndoPitchModel = "0" Engine_MaxRPM = "4950" Engine_MaxTorque = "40" Engine_MinRPM = "1000" Engine_OptRPM = "3500" Engine_ResistanceFactorAtMaxRPM = "0.35" Engine_ResistanceFactorAtMinRPM = "0.025" Engine_ResistanceFactorAtOptRPM = "0.15" Engine_TorqueFactorAtMaxRPM = "0.85" Engine_TorqueFactorAtMinRPM = "0.75" EngineRpmDecreasePerTick = "400" EngineRpmIncreasePerTick = "200" ExtraGravity = "0.0,-2.0,0.0" ExtraTorqueFactor = "-0.5" FIRE_WeaponToMimic = "flamebikegun" FlipImpulse = "0" FootDownMode = "1" ForceFeedbackMultiplier0 = "0" ForceFeedbackMultiplier1 = "0" Friction = "0.4" Friction_Donut0 = "3" Friction_Donut1 = "1.5" Friction_QuickSpin0 = "1.25" Friction_QuickSpin1 = "1.75" Friction0 = "3" Friction1 = "4" 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_ReverseGearTopSpeed = "6" Gears_TransmissionModel = "1" Gears_UpShiftRPM = "4950" GENERAL_FiringMode = "1" GENERAL_NumberOfFirePoints = "2" IgnoreSeatLocators = "false" IgnoreWheelLocators = "false" Impulse360 = "0" InitialSlope = "0.5" InteractDistance = "1.5" IsConsideredACoolVehicle = "true" IsCool = "true" Lean_CenterOfMassYAdj = "0" Lean_MaxLeanBack = "-.25" Lean_MaxLeanForward = ".25" LeaningAtStop = "0" LeaningDampener = "10" LeaningEaseout = "5.5" LeaningFactor = "23" LeaningFactorAtStop = "3" LeaningInitSpeed = ".8" LeaningMaxSpeed = "4" LeaningModel = "1" LeaningRestoreFactor = "20" LeaningSpeedup = "10" LiftCoefficient = "-0.7" LoadDistance = "100" ManualLength0 = "true" ManualLength1 = "true" Mass0 = "9" Mass1 = "9" MaxFriction0 = "5.0" MaxFriction1 = "5.0" MaxLeaningAtStop = "15" MaxTyremarkEnergy = "1000.0" MaxVelocityForPositionalFriction = "10" MaxWheelieAngle = "55" MergedFileNotUsed = "true" MinSpeedForFullTilt = "5" MinTyremarkEnergy = "15" MinVehicleSpeedForWheeliesAndEndos = "2" MinVehicleSpeedToEjectPlayer = "50" MinYRotationRequiredToBeFlipped = "0.78" NormalSpinDamping = "1.5" NumberOfDoors = "2" NumberOfGearsForAudio = "1" NumberOfSeats = "1" NumberOfWheels = "2" NumberOfWheelsPerAxle = "1" PropAudioType = "513" PropEffectLocator0 = "15" PropEffectLocator1 = "15" PropEffectLocator2 = "15" PropEffectLocator3 = "15" PropEffectsOnCondition3 = "0" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "7" PropEffectsOnCondition2 = "7" PyroEffect0 = "57" PyroEffect1 = "57" PyroEffect2 = "171" PyroEffect3 = "301" Radius0 = "0.328605" Radius1 = "0.324845" 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 = "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 = "1500" Steering_DrivingSideImpulse0 = "0" Steering_DrivingSideImpulse1 = "1500" Steering_DrivingSideImpulse2 = "20" Steering_DrivingSideImpulseSpeed0 = "0" Steering_DrivingSideImpulseSpeed1 = "10" Steering_DrivingSideImpulseSpeed2 = "70" Steering_MaxAngle = "47.5" 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 = "1500" Steering_QuickSpinTurnWindow = "0.45" Steering_SpeedS = "40" Steering_TiltAngularImpulseInAir = "200.000" SteeringFactorInWheelie = ".3" Susp_Length0 = ".18" Susp_Length1 = ".35" Suspension_DampingCompression0 = "7.2" Suspension_DampingCompression1 = "6" Suspension_DampingRelaxation0 = "9.5" Suspension_DampingRelaxation1 = "9.5" Suspension_Padding0 = ".02" Suspension_Strength0 = "36.5" Suspension_Strength1 = "35" 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 = "1930" UseBoostStart = "true" VehicleJumpImpulse = "0,0,0" VehicleTopSpeed = "43.50" ViscosityFriction0 = "0.03" ViscosityFriction1 = "0.03" Weight = "120" WheelCollision_Model = "0" WheelCollision_NormalClip = ".8" WheelieAngularImpulse = "0" WheelieConstraintSpeed = "0" WheelieContinueImpulse = "0,0,0" WheelieEndoCounterContinueImpulseFactor = "0.4" WheelieEndoCounterImpulseFactor = "0.4" WheelieExtraTorque = "0.000" WheelieImpulse = "0" WheeliePitchModel = "4" WheelsTorqueRatio0 = "0.0" WheelsTorqueRatio1 = "1.0" Width0 = "0.08" Width1 = "0.1" cAlternateTextureInfoItem m249bike_alttex { AlternateTextureName0 = "data/models/environment/props/m249_bike_red" AlternateTextureName1 = "data/models/environment/props/m249_bike_blue" AlternateTextureName2 = "data/models/environment/props/m249_bike_green" AlternateTextureName3 = "data/models/environment/props/m249_bike_usa" AlternateTextureName4 = "data/models/environment/props/m249_bike_purple" AlternateTextureName5 = "data/models/environment/props/m249_bike_black" }
cPrestigePointInfoItem m249bike_pp { PrestigePointsAwarded0 = "25" RewardCondition0 = "14" } cGunProjectileInfoItem flamebike { DR2 = "true" PropToShoot = "nothing" Support = "true" } cComboCardItem BowArrowExplosive_card { AchievementCategory = "9" Attack1 = "2700" Card_Label = "2818" CardIndexNumber = "43" ComboStationRotation_1 = "0,0,0.5,0.5" ComboStationRotation_2 = "0,0,-0.70710677,0.70710677" DR2 = "true" IconAsset = "comboc_blambow" PP_Multiplier = "2" Ticker_Description = "2518" Weapon_1 = "M249Bike" Weapon_2 = "MotorOil" Weapon_Description = "2612" } }
cFirearmItem flamebikegun { AchievementCategory = "-1" ActionTargetCrawlerOnly6 = "false" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForEnhancedAnims = "1" AnimationChooserValueForFirearms = "0" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "1" AnimationChooserValueForJump = "1" AnimationChooserValueForPickup = "1" AnimationChooserValueForPutdown = "4" AnimationChooserValueForWalkRun = "1" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_flamethrower" AudioItemName = "FlameThrower" AudioUnloadDeferralTime = "3" BaseBulletDamage = "75" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.2" CollisionType = "3" DisplayName = "50136" DR2 = "true" Durability = "9999" EffectOnImpact = "2" EffectOnVictim = "0" FatalHitReaction = "51" FiringRate = "13" Friction = "25" HandlingStyle = "3" HitReaction = "13" IconFilename = "w_m249" Impulse = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsAutomatic = "true" IsWeapon = "true" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxBulletDistance = "0.5" MaxBulletsPerClip = "9999" NumPelletsPerShot = "0" PropEffectLocator0 = "15" PropEffectLocator1 = "15" PropEffectLocator2 = "15" PropEffectLocator3 = "15" PropEffectsOnCondition3 = "0" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "7" PropEffectsOnCondition2 = "7" PyroEffect0 = "57" PyroEffect1 = "57" PyroEffect2 = "171" PyroEffect3 = "301" RequiresReload = "false" Restitution = "0.08" Reticle_AccuracyDecreasePerShot = "0.18" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "0.7" Reticle_EnableAutoTargeting = "false" Reticle_MinMovementRateBeforeAccuracyDecrease = "1" Reticle_ReturnToNormalAccuracyRate = "0.05" Reticle_Type = "0" Reticle_WorstAccuracy = "0.0" RotationOffset = "0.045" SkillRequired = "0" Support = "true" SurvivorHandlingTwoHands = "true" SurvivorWeapon = "true" VertOffsetFromHandToMuzzle = "0.145" VibrationPattern = "10" WaveAmplitude = "0.05" WaveSpeed = "2.5" WeaponType = "15" Weight = "20" cLimbDestroyInfoItem LMG_M249_Limb_Removal1 { Limb0 = "0" Limb1 = "1" Limb2 = "2" Limb3 = "3" Limb4 = "4" ProbabilityOfExploding0 = ".75" ProbabilityOfExploding1 = ".5" ProbabilityOfExploding2 = ".5" ProbabilityOfExploding3 = ".2" ProbabilityOfExploding4 = ".2" } cGunProjectileInfoItem flamebikegun { DR2 = "true" PropToShoot = "nothing" Support = "true" }
}
In royal_flush.txt
cItemPlacement flamebike { ItemName = "flamebike" Location = "-315,-4.2,-131.5" Rotation = "0,-0.5,0,-1" }
Lastly, and my favorite, is Gambit's Cards... VERY FUN!!! You can acquire these by combining Playing cards and a battery. cProjectileLauncherItem gambitcards { ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AlternateWeaponViewCam = "4" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "28" AnimationChooserValueForWalkRun = "0" AnimBankName = "Firecrackers" AssetFilename = "gambitcards" AudioFilename = "fx_cards" AudioItemName = "Cards" AudioLoadDistanceType = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "11" ComboBlendDuration0 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DestroyOnThrownImpact = "false" DetonateOnThrow = "true" DetonationDelay = ".6" DisplayName = "50551" DR2 = "true" DR2PRO = "true" Durability = "30" ExplodeRadius = "5" ExplosionCausesExplosions = "true" ExplosionCausesImpulse = "true" FatalHitReaction = "38" Friction = "25" HandlingStyle = "0" HitsPerSecondReactionEarlyOutThreshold = "5" HitsPerSecondThreshold = "5" IconFilename = "w_playcards" InteractDistance = "1.2" InventoryInteractionType = "0" Is_Blunt = "false" Is_Cliche = "true" Is_Humour = "true" Is_Sharp = "true" Is_Thrown = "true" IsWeapon = "true" LoadDistance = "15" MaxDamage = "200" MaxDamageDealtPerAttack = "100" MaxDelayVariation = "0.2" MaxProjectileDamage = "10" MediumDamageRadius = "4" NumberOfThrowables = "999" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1.1" ProjectileHitReaction = "13" PropEffectDuration0 = "4.5" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex0 = "1" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "4" PropEffectsOnCondition1 = "0" PropEffectStartDelay0 = "1" PyroEffect0 = "213" PyroEffect1 = "80" PropToThrow = "gambitcards_pieces" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ThrowAngleDegrees = "0" ThrowForce = "10" ThrowRange = "20" UseLobProjectilePhysics = "true" WeaponType = "1" Weight = "5" cComboCardItem BowArrowExplosive_card { AchievementCategory = "9" Attack1 = "2700" Card_Label = "2818" CardIndexNumber = "43" ComboStationRotation_1 = "0,0,0.5,0.5" ComboStationRotation_2 = "0,0,-0.70710677,0.70710677" DR2 = "true" IconAsset = "comboc_blambow" PP_Multiplier = "2" Ticker_Description = "2518" Weapon_1 = "PlayingCards" Weapon_2 = "Battery" Weapon_Description = "2612" } }
cExplosiveItem gambitcards_pieces { AchievementCategory = "4" AssetFilename = "gambitcards_pieces" AttachPropToBoneType = "1" AudioActionBits = "16" AudioFilename = "fx_cardpieces" AudioItemName = "Cards_Pieces" AudioUnloadDeferralTime = "1" BreakSpread = "2" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "11" DestroyOnThrownImpact = "false" DetonateOnThrow = "true" DetonationDelay = "2" DisplayName = "50320" DR2 = "true" Durability = "1" ExplodeRadius = "5" ExplosionCausesExplosions = "true" ExplosionCausesImpulse = "true" FatalHitReaction = "38" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "2" Is_Humour = "true" Is_Thrown = "true" IsWeapon = "true" MaxDamage = "200" MaxDamageDealtPerAttack = "100" MaxDelayVariation = "0.2" MaxProjectileDamage = "10" MediumDamageRadius = "4" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1.1" ProjectileHitReaction = "13" PropEffectDuration0 = "4.5" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocator2 = "16" PropEffectLocator3 = "16" PropEffectLocatorIndex0 = "1" PropEffectLocatorIndex1 = "1" PropEffectLocatorIndex2 = "0" PropEffectLocatorIndex3 = "0" PropEffectsOnCondition0 = "4" PropEffectsOnCondition1 = "13" PropEffectsOnCondition2 = "3" PropEffectsOnCondition3 = "0" PropEffectStartDelay0 = "0.1" PropelledForwardImpulse = "18f" PropelledMaxAngularVelocity = "50f" PropelledMaxLinearVelocity = "50.f" PyroEffect0 = "213" PyroEffect1 = "67" PyroEffect2 = "56" PyroEffect3 = "80" Restitution = "0.05" RestrictedByRegion = "false" Support = "true" SurvivorWeapon = "false" ThrowAngleDegrees = "-3" ThrowEffectAudio = "0" ThrowEffectOnVictim = "0" ThrowForce = "7" ThrowSpin = "0,0,0" WeaponType = "1" Weight = "0.5" cPropHitZombieInfoItem sb_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" } cAttachedToZombieInfoItem bzooka_attached_info { AnimSet = "-1" PositionToStickTo = "2" StickableArea = "1" StickableAsProjectile = "true" StickArbitrarily = "true" } }
In safehouse.txt
cItemPlacement gambitcards { ItemName = "gambitcards" Location = "2.4,-0.575,27.7" PropState = "-2" Rotation = "0,0,1,0" }
I have also included a combo of Flaming Sword and Spiked Shield, you can acquire this by combining Flaming swordandshield and Spiked swordandshield. I'm sorry if I left something out, feel free to ask any questions.
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tommah
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Where's My Wiskey
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Post by tommah on Jan 16, 2011 19:15:18 GMT -5
awesome that's exactly what I was looking for, thanks for everything.
made a few weapons and having fun with them... might release them on here when I'm done tinkering
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tommah
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Post by tommah on Jan 16, 2011 10:03:28 GMT -5
This is all interesting and I'm definitely getting strange results. But one thing I can't figure out is how to add an element to a weapon.
I was just trying for a basic weapon, add fire to the baseball bat. figuring it'd be easy so I took the pyro and prop effects from the flamingsword and noticed all weapons with "fire" have "fire = "true"" so I added that too... I've gotten the bat to look like its on fire "mostly" but doesn't give any fire damage.
just wondering it I'm missing anything.
Thanks!
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tommah
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Post by tommah on Jan 14, 2011 17:08:55 GMT -5
ok, it seems to have worked... but when I'm playing there's error's on the screen "wrong Model/texture merged with BIG file"
did I miss a step?
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tommah
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Where's My Wiskey
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Post by tommah on Jan 14, 2011 16:37:50 GMT -5
awesome I'll try that out...
the first thing I wanted to do when I found this site was make weapons, but took a bit of learning and this definitely helps.
Thanks Tab
really appreciate 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 Jan 14, 2011 11:04:10 GMT -5
hey all,
I've been playing around with altering weapons within the game (spear thrower shooting Girls Bikes) and I've tried separating them by trying to make them their own weapon instead of replacing the already existing weapons I alter.
I can't seem to figure it out, I haven't tried REALLY hard because I'm not even sure its possible. So I guess the first thing I'd like to know is if it is actually possible, and if it has already been explained somewhere sorry.
Thanks!
Category name Weapon and vehicle modifications
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tommah
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Posts: 1,270
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Post by tommah on Jan 10, 2011 16:31:26 GMT -5
bummer, thanks though... just some wishful thinking
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Jan 9, 2011 21:17:11 GMT -5
all the clothes are in your safehouse and you "try them on" like you would with random clothes in the malls
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Jan 9, 2011 20:47:10 GMT -5
hey all,
I'm fairly new to all this modding and whatnot but I was wondering just earlier today. Is it possible to make a mod that can let you play split screen co-op?
I'm a HUGE fan of local multiplayer and hate online. and I remember that they released something like this for Left 4 Dead PC. I was just wondering if it was possible and if anyone knew how to go about at least STARTING it.
even if player 2 can't interact with survivors or isn't in cutscenes (don't know how co op in this game works, never tried).
just brainstorming is all.
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tommah
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Post by tommah on Jan 9, 2011 20:41:04 GMT -5
yea, I just loved that he was planning on updating it and filling the room... then I noticed there hasn't been any activity in about 2 months, so I figured it was dead.
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tommah
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Post by tommah on Jan 8, 2011 23:02:59 GMT -5
hey all, I liked Jayce's Storage Room 11 deadrising2mods.proboards.com/index.cgi?board=dr2levels&action=display&thread=347 so much, but noticed there hasn't been any update or really anything going on with it in about 2 months. So I took it upon myself to update it for my own personal enjoyment, and thought I'd share. Weapons: -Power Guitar -Grenade -dynamite -dynameat -driller -defiler -Pitchfork shotgun -Flaming Aces -SBFG -BFG -Roaring Thunder -3 Hail Mary's -RocketLauncher -Flaming Gloves -Knife Gloves -Flame Thrower -Auger -Zombie Thrower -Fire spitter -Shotgun -M161 -Barrett -Six Shooter -Laser Light Sword -Blambow -Tenderizers -Paddlesaw -Giant Pink Chainsaw -Battle Axe -Super Slicer -Meat Cleaver -Chef Knife -Katana -Magician Sword -Broad Sword -Portable Lawnmower -Electrocution Chair -Handichipper -Machete and -baseball bat www.mediafire.com/?j2l6f7f8d83lxv8 - here's for the Room for the superbat -unpack datafile.big -go to items.txt -find baseballbat -replace it with this... cPlayerWeaponItem BaseballBat { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton5 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "10" AnimationAttackChooserValue1 = "31" AnimationAttackChooserValue5 = "71" AnimationAttackName0 = "male_attack_baseball_bat_a" AnimationAttackName1 = "male_attack_baseball_bat_b" AnimationAttackName11 = "male_throw_1hand_object" AnimationAttackName5 = "male_attack_baseball_bat_heavy" AnimationAttackName6 = "male_attack_baseball_bat_charge" AnimationAttackName7 = "male_attack_miningpick_miss" AnimationChooserValueForHand = "15" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "11" AnimationChooserValueForWalkRun = "0" AnimBankName = "BaseballBat" AssetFilename = "data/models/weapons/baseballbat" AssociatedMagazineType0 = "13" AssociatedMagazineType1 = "10" AssociatedMagazineType2 = "12" AttackAudioAssetName0 = "BaseballBatHitBody" AttackAudioAssetName1 = "BaseballBatHitBody" AttackAudioAssetName5 = "BaseballBatHitBodyBig" AttackDamage0 = "60" AttackDamage1 = "60" AttackDamage5 = "100" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_baseballbat" AudioItemName = "BaseballBat" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.2" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.15" ComboBlendDuration1 = "0.15" ComboBlendDuration5 = "0.175" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse5 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse5 = "2" DisplayName = "50011" DR2 = "true" DR2PRO = "true" Durability = "999" EffectAudio0 = "1" EffectAudio1 = "1" EffectAudio5 = "1" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact5 = "280" EffectOnVictim0 = "14" EffectOnVictim1 = "14" EffectOnVictim5 = "20" EffectOnWeapon0 = "0" EffectOnWeapon1 = "0" EffectOnWeapon5 = "0" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_FATAL_GROUP2" FatalHitReaction5 = "HITREACTION_FATAL_GROUP2" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_FATAL_GROUP2" HitReaction1 = "HITREACTION_FATAL_GROUP2" HitReaction5 = "HITREACTION_WEAPON_HEAVY_MEDIUM" IconFilename = "w_baseballbat" IgnoreAnyComboRequests7 = "false" Impulse0 = "100" Impulse1 = "100" Impulse5 = "180" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blunt = "true" Is_Cliche = "true" IsWeapon = "true" ItemBeingUsedHearingRadiusMultiplier = "3" LoadDistance = "30" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxProjectileDamage = "75" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "51" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter5 = "0" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "false" ResetComboSeqCounter5 = "true" ResetComboSeqCounter7 = "false" Restitution = "0.01" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "4" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "14" ThrowForce = "8" ThrowOffset = "0,0,0" ThrowSpin = "10,0,7" VibrationPattern0 = "5" VibrationPattern1 = "5" WeaponType = "1" Weight = "20" cPrestigePointInfoItem bballbat_prestige_info { ActionButtonRequired0 = "PLAYERBUTTON_CHARGEATTACK_SHORT" PrestigePointsAwarded0 = "25" RewardCondition0 = "2" }
cLimbDestroyInfoItem baseballbat_gore { Limb0 = "0" mFlags0 = "32" ProbabilityOfExploding0 = "1" }
} or the easy way is within cPlayerWeaponItem BaseballBat just change Impact0, Impact1, and Impact5 to any number.... mine is in the 100's and its pretty devastating.
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tommah
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Post by tommah on Jan 8, 2011 19:53:10 GMT -5
I would LOVE to use this... but I'd need a 4:3 version
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tommah
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Post by tommah on Jan 8, 2011 16:18:12 GMT -5
is there anyway you could tell us what you changed because I want to keep my current mods in datafile.big
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