|
Post by gique13 on Nov 6, 2011 5:14:32 GMT -5
where is chucks co-op model?
|
|
|
Post by gique13 on Nov 6, 2011 4:08:39 GMT -5
DR1 running animations were akward why would you want that?
|
|
|
Post by gique13 on Nov 4, 2011 18:27:29 GMT -5
|
|
|
Post by gique13 on Nov 4, 2011 10:34:54 GMT -5
ps this includes snowflake. Couldn't have done this without Tab, thanks! IMPORTANT: you must start a new sandbox game, sandbox saves do not play nice with new missions
|
|
|
Post by gique13 on Nov 4, 2011 10:32:27 GMT -5
can take out a psycho on her own Attachments:
|
|
|
Post by gique13 on Nov 4, 2011 10:31:09 GMT -5
Paste to items: cSurvivorItem srv_lulu13 { Age = "17" AlwaysShowInNoteBook = "true" AssetFilename = "data/models/npcs/srv_lulu" AttackZombiesAndBosses = "true" AwarenessArc = "135" AwarenessRange = "25" AudioChestFoleyType = "3" AudioLegFoleyType = "4" AudioShoeType = "3" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicFemale" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "50" DefectsCowardly = "false" Description = "65487" DisablePhysicsInPrejoin = "false" DisplayName = "65636" DR2 = "true" FootIKFootOffsetFromGround = "0.1106" FootIKSurfaceHeightOffset = "0.028" FootIKToeAngleLimit = "-0.775" FootIKToeOffsetFromGround = "0.04" FullName = "81684" Genre = "2" HasPersistentInfo = "true" HealthAmount = "2500" HealthState = "0" Height = "1.8034" InitialMoraleScore = "100" InteractDistance = "1.5" InteractThroughWallsInPreJoin = "false" IsNotAutoFacing = "true" IsZombifiable = "false" KnockedDownByGuns = "false" ModelOffsetToGround = "0.09" Nature = "4" NotebookID = "4" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_lulu.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" PreviewerModelOffsetToGround = "0.09" RescueQuote = "85714" RunSpeedFactor = "3" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonFemale" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" SuppressTurnedMsg = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "102" cAnimationBehaviour sulliidle { AnimName = "sullivan_standing_idle" Type = "7" }
cMeleeAttackBehaviour x111 { DamageCap = "900" DamageMultiplier = "5" }
cGunAttackBehaviour x1010 { HostileAttackDistance = "20" MaxShotInterval = "0.5" MinShotInterval = "0" RangedAttackDistance = "15" RangedEngagementDistance = "19" } cNPCPhotoPPInfo rebecca_erotica { Base_bone = "15" Horizontal_angle_deg = "10" Max_pp = "400" MaxAngle = "50" OffsetX = "0.040" OffsetY = "0.130" Photo_genre = "1" }
cNPCPhotoPPInfo rebecca_erotica2 { Base_bone = "1" Max_pp = "400" MaxAngle = "20" OffsetX = "-0.070" OffsetY = "-0.060" Photo_genre = "1" Vertical_angle_deg = "90" }
} cSurvivorItem srv_snowflake1 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "200" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" Genre = "2" HasPersistentInfo = "true" InteractThroughWallsInPreJoin = "false" HealthAmount = "3000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" MeleeAttackDistance = "12" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "6" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "1" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.05" }
} paste to missions: cMissionDefinition Sandboxsafehouse { Duration = "945600" MissionType = "12" Module = "2" StartTime = "25200" cMissionObjective whatever13 { cMissionObjectiveNPCState whatever14 { Name = "srv_lulu13" Target_state = "2" } }
cMissionLevelReady S1z2 { LevelName = "LEVEL_SAFEHOUSE"
cMissionSpawnItem Melon1 { ItemName = "Melon" Location = "-11.797,-0.276,23.452" Rotation = "0,0,0,1" }
cMissionSpawnItem Melon2 { DisablePhysicsOnInitialPlacement = "true" ItemName = "Melon" LinearVelocity = "0.0,0.0,0.0" Location = "-6.286,-0.128,-13.169" Rotation = "0,0,0,1" }
cMissionSpawnItem Coffee4 { DisablePhysicsOnInitialPlacement = "true" ItemName = "Coffee" Location = "-2.814,-0.122,19.129" Rotation = "0,0,0,1" }
cMissionSpawnItem Coffee6 { DisablePhysicsOnInitialPlacement = "true" ItemName = "Coffee" Location = "-2.847,-0.122,18.882" Rotation = "0,0,0,1" }
cMissionSpawnItem CoffeeCreamer1 { DisablePhysicsOnInitialPlacement = "true" ItemName = "CoffeeCreamer" Location = "-2.774,-0.122,18.512" Rotation = "0,0,0,1" }
cMissionSpawnItem Coffee5 { ItemName = "Coffee" LinearVelocity = "0.0,0.0,0.0" Location = "-11.631,-0.173,19.918" Rotation = "0.025,0.000,-0.001,1.000" }
cMissionSpawnItem Milk1 { DisablePhysicsOnInitialPlacement = "true" ItemName = "Milk" Location = "-8.483,-0.082,16.430" Rotation = "0,0,0,1" }
cMissionSpawnItem Milk2 { DisablePhysicsOnInitialPlacement = "true" ItemName = "Milk" Location = "-7.533,0.142,6.433" Rotation = "0.000,0.129,0.000,0.989" }
cMissionSpawnItem OJ1 { DisablePhysicsOnInitialPlacement = "true" ItemName = "OrangeJuice" Location = "-11.740,-0.190,24.014" Rotation = "0,0,0,1" }
cMissionSpawnItem OJ3 { DisablePhysicsOnInitialPlacement = "true" ItemName = "OrangeJuice" Location = "-7.113,0.125,6.327" Rotation = "0.001,0.004,-0.001,1.000" }
cMissionSpawnItem Pizza1 { DisablePhysicsOnInitialPlacement = "true" ItemName = "Pizza" Location = "-30.403,-1.102,36.396" Rotation = "0.074,0.075,0.703,0.701" } cMissionSpawnNPC lulucomp { DefaultBehaviour = "Idle" NPCName = "srv_lulu13" WithProp = "SixShooter" Rotation = "-1.299" SpawnPoint = "-2.904,-1.098,32.005" UseRotationAndLocationIfSpawned = "true"
cMissionDialogue lulu13join { Dialogue0 = "65101" JoinChuckAfter = "true" LoopThisNode = "true" SpeakerID0 = "50222" Speaker0 = "srv_lulu13" } }
cMissionChangeNPCState lulu13 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "false" NPCName = "srv_lulu13" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "false" SurvivorLeavesTheParty = "false" } cMissionSpawnNPC snowflake1 { NPCName = "srv_snowflake1" Rotation = "1.299" SpawnPoint = "7.789,0.524,4.503" UseRotationAndLocationIfSpawned = "true" cMissionDialogue chuckjoin { Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" ReactionAnim0 = "22" Speaker0 = "srv_snowflake" SpeakerID0 = "65626"
} } cMissionChangeNPCState snowsurv { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "srv_snowflake1" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "false" SurvivorLeavesTheParty = "false" } } }
Attachments:
|
|
|
Post by gique13 on Nov 4, 2011 1:30:41 GMT -5
I don't know if this is mentioned anywhere but you can teleport chuck/frank in a mission with code that looks like this: cMissionTeleportPlayer safely { Location = "-34.094,4.502,12.431" MoveAllSurvivors = "true" TeleportAllPlayers = "true" }
|
|
|
Post by gique13 on Nov 3, 2011 19:01:35 GMT -5
Psychos from DR1 please!!!!
|
|
|
Post by gique13 on Nov 3, 2011 0:25:32 GMT -5
I got rid of Frank, I have Chuck models, sounds, animations, combocards. I'd rather see Case Zero Case West, even DR1 ported. What bugs me about DR modding is that you can't add anything, you can only swap, and there's no SDK, so you're really crippled with what you can do.
|
|
|
Post by gique13 on Nov 3, 2011 0:18:17 GMT -5
weird, I tried to create a zombie mission for sandbox in the underground, and it had no effect, result same number of zombies in underground tunnels in sandbox
cMissionDefinition MOREZOMBIESUNDERGROUND { Duration = "259200" ExplicitStart = "true" MissionType = "11" Module = "2" StartTime = "25200" WaitUntilEnd = "true" cMissionLevelReady Underground_Daysandbox { LevelName = "LEVEL_UNDERGROUND" Module = "2" cMissionAdjustZombieTuning DEFAULT4 { MaxAttractorsForSurvivor = "8" NumberOfAllowableZombiesChasingYouZone0 = "6" NumberOfAllowableZombiesChasingYouZone1 = "6" NumberOfAllowableZombiesChasingYouZone2 = "3" NumberOfAllowableZombiesChasingYouZone3 = "2" WanderingZombies = "0.4" }
cMissionZombieFactory x12154 { Amount0 = "318" Amount1 = "327" Amount2 = "300" Amount3 = "294" ClumpNoise = "8" ClumpRadius = "3" ClumpRadiusDelta = "1.0" ClumpSize = "10" PercentClump = "30" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" Type2 = "zombie_skinny_female" Type3 = "zombie_fat" ZombieWarehouseName = "Innertunnels" }
cMissionZombieFactory x12129 { Amount0 = "540" Amount1 = "540" ClumpNoise = "8" ClumpRadiusDelta = "1.0" ClumpSize = "6" PercentClump = "50" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" ZombieWarehouseName = "W_Underground_Track" }
cMissionZombieFactory x12130 { Amount0 = "540" Amount1 = "540" ClumpNoise = "8" ClumpRadiusDelta = "1.0" ClumpSize = "6" PercentClump = "50" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" ZombieWarehouseName = "W_Underground_Track" }
cMissionZombieFactory x12131 { Amount0 = "540" Amount1 = "540" ClumpNoise = "8" ClumpRadiusDelta = "1.0" ClumpSize = "6" PercentClump = "50" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" ZombieWarehouseName = "W_Underground_Track" }
cMissionZombieFactory x12132 { Amount0 = "540" Amount1 = "540" ClumpNoise = "8" ClumpRadiusDelta = "1.0" ClumpSize = "6" PercentClump = "50" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" ZombieWarehouseName = "W_Underground_Track" }
cMissionZombieFactory x12108 { Amount0 = "31" Amount1 = "31" ClumpNoise = "0" ClumpRadiusDelta = "1.0" ClumpSize = "0" PercentClump = "0" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" ZombieWarehouseName = "W_Underground_Loadingbay1" }
cMissionZombieFactory x12109 { Amount0 = "31" Amount1 = "31" ClumpNoise = "0" ClumpRadiusDelta = "1.0" ClumpSize = "0" PercentClump = "0" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" ZombieWarehouseName = "W_Underground_Loadingbay2" }
cMissionZombieFactory x12112 { Amount0 = "31" Amount1 = "31" ClumpNoise = "0" ClumpRadiusDelta = "1.0" ClumpSize = "0" PercentClump = "0" PercentQueen = "1" Type0 = "zombie_skinny" Type1 = "zombie_fat_female" ZombieWarehouseName = "W_Underground_Loadingbay3" }
} }
|
|
|
Post by gique13 on Nov 2, 2011 17:21:32 GMT -5
Anybody know what the zombiewarehouse name for the underground tunnels is?
|
|
|
Post by gique13 on Nov 2, 2011 8:45:05 GMT -5
OK thanks to help from tab here is the code for rectruitable snowflake in sandbox safehouse paste to items cSurvivorItem srv_snowflake1 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "200" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" //changed Genre = "2" HasPersistentInfo = "true" //changedend InteractThroughWallsInPreJoin = "false" HealthAmount = "3000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "12" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "6" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "1" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.05" }
}
then edit tab's weapon mod with sandbox survivors to include a snowflake. edit snowflake to have loopthisnode=true
|
|
|
Post by gique13 on Nov 2, 2011 8:31:20 GMT -5
loopthisnode=true causes crash when you leave a recruited survivor behind in a given area and return to the safehouse. This is not a problem with snowflake who is never left behind.
|
|
|
Post by gique13 on Nov 2, 2011 5:31:36 GMT -5
looks like loop this node=true works
|
|
|
Post by gique13 on Nov 2, 2011 5:04:26 GMT -5
Thanks Tab, this is great! Makes Sandbox a little more fun. One question, anyway to loop this so that after you return them to the safehouse, they become recruitable again? I don't know much about this code, but maybe copy paste the missions, change the names of the missions, and make rescuing the survivors a prerequisite? Also noticed two Rebeccas on Safehouse after you rescue her?
|
|
|
Post by gique13 on Nov 1, 2011 21:51:43 GMT -5
Tab, I just want the survivors in sandbox. I tried putting your mission.txt in my datafile, but it crashed DR
|
|
|
Post by gique13 on Nov 1, 2011 14:50:30 GMT -5
Tab, how did you get the recruitable survivors into sandbox mode?
|
|
|
Post by gique13 on Oct 31, 2011 5:20:38 GMT -5
I noticed a bug with cyborg outfit, when I put on the chest(body) I can't return it to the dispenser.. anyone know why?
|
|
|
Post by gique13 on Oct 31, 2011 4:34:14 GMT -5
BTW If you convert any file to xwma and rename the extension to adw, you can replace adw files. Tried it, it works!
|
|
|
Post by gique13 on Oct 31, 2011 4:13:01 GMT -5
my bad, it works!
|
|
|
Post by gique13 on Oct 31, 2011 0:51:55 GMT -5
Oh, that looks like cinematic stuff? Im only interested in sandbox chuck. Adding the camera model? That sounds like a big job..
|
|
|
Post by gique13 on Oct 31, 2011 0:48:21 GMT -5
Help!! I tried the xwmaencode process on a couple of 48k wav files and I get files that are pretty small, eg, a 2 min segment that sizes at 900k, whereas DR2 2 min file is almost 3 megs. Xwmaencode seems to be doing things right, I get the following output : Encoded 24651836 bytes of 48kPcm16BitStereo data to xWMA (bitrate 48000) but like I said, the output file is suspiciously small, and does not play in DR2 Im using Microsoft DirectX SDK (June 2010)
|
|
|
Post by gique13 on Oct 30, 2011 21:05:07 GMT -5
|
|
|
Post by gique13 on Oct 30, 2011 21:02:42 GMT -5
weird, I did the same thing, I replaced everything, but it came out perfect, no eyeball issues
|
|
|
Post by gique13 on Oct 30, 2011 20:59:10 GMT -5
for example I pasted snowflake created by tommah here: deadrising2mods.proboards.com/ind....526&page=5#4815I pasted his snowflake code to items and then placed his spawn code: cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake1" Rotation = "-1.1" SpawnPoint = "-6.8,-3,34" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } to the fortune_exterior function inside of the sandbox function (I used different coordinates in spawnpoint than the ones shown to put snowflake in the tikki bar) Snowflake shows up and joins, the annoying thing about snowflake is that once he joins you can't make him "unjoin" you can't leave him behind, because he always appears next to you when you switch levels. Also, when you go to the safehouse, he is "rescued" and disappears. There is no code in sandbox to spawn rescued survivors
|
|
|
Post by gique13 on Oct 30, 2011 20:58:24 GMT -5
for example I pasted snowflake created by tommah here: deadrising2mods.proboards.com/index.cgi?action=display&board=dr2other&thread=526&page=5#4815I pasted his snowflake code to items and then placed his spawn code: cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake1" Rotation = "-1.1" SpawnPoint = "-6.8,-3,34" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } to the fortune_exterior function inside of the sandbox function (I used different coordinates in spawnpoint than the ones shown to put snowflake in the tikki bar) Snowflake shows up and joins, the annoying thing about snowflake is that once he joins you can't make him "unjoin" you can't leave him behind, because he always appears next to you when you switch levels. Also, when you go to the safehouse, he is "rescued" and disappears. There is no code in sandbox to spawn rescued survivors
|
|
|
Post by gique13 on Oct 30, 2011 19:25:43 GMT -5
Under cMissionDefinition Sandbox_Special there are several cMissionLevelReady functions. if you paste a survivor inside one of these functions with proper coordinates for the given location, they show up in that sandbox loaction
|
|
|
Post by gique13 on Oct 30, 2011 19:07:27 GMT -5
if Katey is a model by itself, you can replace the model with an empty text file with the same name as the model file
|
|
|
Post by gique13 on Oct 19, 2011 14:59:49 GMT -5
deleted the code.. I used your code from her deadrising2mods.proboards.com/ind....526&page=5#4815and placed the mission survivor item in the fortune exterior section of "sandbox special" mission I used the lizard mask coordinates found in fortune exterior.txt to place snowflake in the tiki bar
|
|
|
Post by gique13 on Oct 19, 2011 8:44:40 GMT -5
looking to increase zombies in sandbox, does anyone know how to do this, there are a ton of zombiefactory's in mission.txt does anyone know if zombie count increases over time in sandbox? tia
|
|