billsy
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Post by billsy on Jan 26, 2012 9:32:00 GMT -5
I see you took a liking to my Tactical M16. It's one of my favourite weapons, the flashlight is pretty cool.
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billsy
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Post by billsy on Jan 26, 2012 9:29:44 GMT -5
This makes it possible when starting a new game to go downstairs and run around with TK and Brandon, taking photos of them up close instead of on the catwalks... higher PP too, woot! I figured that would be the case, didn't test it though, thanks for the information. Glad to see someone giving my mods a try.
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billsy
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Post by billsy on Jan 25, 2012 14:49:27 GMT -5
Here's a picture to show what i'm working on next; a total overhaul of Sandbox Mode. Sandbox Mode is, to put it bluntly, boring after a while. The spawning of survivors are few and far between and once the challenges are done, what more is there to do? Here's where this mod is going to come in. The plan is: Have all survivours spawn at the same time, from day one, more survivours are going to be included, so you might see some familiar faces, survivour weapon edits to make them even more potent. More looters, some of which will have firearms. Item edits to make the game even more survival based. I'm also contemplating removing the majority of combo cards, alot are overpowered, most go unused (certainly by me) and they're just not realistic at all. The aim of this is to make Sandbox Mode more of a challenge in the sense of you have your work cut out to survive and more importantly, give you something to do. This might take a while to execute, but i'll be sure to keep you informed! Feel free to post suggestions for things you want to see included here!
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billsy
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Post by billsy on Jan 25, 2012 11:47:50 GMT -5
Made the mail packages that Carl Schliff (The Postman) uses against the player in the psychopath battle available to the player as a usable weapon. Open up items.txt and add the code below: cExplosiveItem PlayerPostmanMailbomb { ActionButton8 = "PLAYERBUTTON_THROW" ActionDesiredAnimState8 = "ANIMSTATE_THROW" AnimationAttackChooserValue8 = "4" AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "1" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "16" AnimationChooserValueForWalkRun = "0" AssetFilename = "data/models/weapons/mailbomb" AttackType = "11" AudioFilename = "fx_snipermailbomb" AudioItemName = "SniperMailbomb" AudioLoadDistanceType = "3" AudioUnloadDeferralTime = "4" BenchRestRotation = "0,0,0,1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DetonateOnThrow = "true" DetonationDelay = "1.5" DisplayName = "50304" DR2 = "true" Durability = "60" ExplodeRadius = "5" ExplosionAudioEffect = "1" ExplosionCausesExplosions = "true" ExplosionCausesImpulse = "true" Friction = "3" HandlingStyle = "0" ImpulseAtCenter = "200" ImpulseAtEdge = "100" InteractDistance = "1.2" InventoryInteractionType = "0" IsWeapon = "true" LoadDistance = "50" MaxDamage = "200" MaxDamageDealtPerAttack = "50" MergedFilename = "data/dynamicprops/mailbomb" PlayerInteractVisionAngle = "0" PropAudioType = "256" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex0 = "0" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "13" PropEffectsOnCondition1 = "0" PyroEffect0 = "26" PyroEffect1 = "484" Restitution = "0.01" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "1" ThrowForce = "10" WeaponType = "2" Weight = "9" } Open safehouse.txt and place the following:
cItemPlacement PlayerPostmanMailbomb { IsDispenser = "true" ItemName = "PlayerPostmanMailbomb" Location = "-0.700,-3.015,35.500" PropState = "-2" Rotation = "0.503,-0.502,-0.498,0.497" }
Brb, got to deliever some mail; neither rain nor sleet nor hail, nor zombies are going to keep me from my appointed rounds!
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billsy
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Post by billsy on Jan 25, 2012 10:41:48 GMT -5
Walk around the introduction warehouse room where TK and Brandon conspire.Follow the instructions below: In arena_backstage.txt, paste this at the top of the document:
cSpawnPoint BottomElevator { CameraHeading = "18.239" CameraPitch = "-8.199" Location0 = "-15.8198,0.113,13.1595" Rotation0 = "-0.273" }
cSpawnPoint TopStorage { CameraHeading = "-101.289" CameraPitch = "-47.551" Location0 = "-96.006,-1.5196,6.0927" Rotation0 = "-1.712" ZoneMask = "18" }
cSpawnPoint BottomStorage { CameraHeading = "-101.289" CameraPitch = "-47.551" Location0 = "-95.088,-7.9897,-7.6325" Rotation0 = "-1.712" ZoneMask = "18" } After you've done that, find the code for these doors and change all of their initial states from "0" to "1" and delete the locked messages lines.
cDoorPlacement door_storageEntranceR { InitialState = "0" ItemName = "door_pushbarR" Location = "-58.0643,-0.0001,-16.5226" LockedMessage = "50407" Rotation = "0,0.7049,0,0.7093" }
cDoorPlacement door_storageEntranceL { InitialState = "0" ItemName = "door_pushbarL" Location = "-58.0644,-0.0001,-19.3226" LockedMessage = "50407" Rotation = "0,-0.7049,0,0.7093" }
cDoorPlacement door_TwinsChangeRoom { InitialState = "0" ItemName = "door_standardknob" Location = "-52.3916,0,-18.5823" LockedMessage = "50407" Rotation = "0,0.7071,0,-0.7071" TextureSubType = "2" } Find the code for these doors:
cDoorPlacement door_storageCatwalk { InitialState = "0" ItemName = "door_standardknob" Location = "-98.006,-1.5196,6.0927" LockedMessage = "50407" Rotation = "0,0.7071,0,0.7071" }
cDoorPlacement door_storageFloor { InitialState = "0" ItemName = "door_standardknob" Location = "-96.6868,-7.9897,-7.6325" LockedMessage = "50407" Rotation = "0,0.7071,0,0.7071" } And change to this:
cDoorPlacement door_storageCatwalk { CustomInteractionText = "50455" InitialState = "1" ItemName = "door_standardknob" Level = "LEVEL_ARENA_BACKSTAGE" LevelSpawnPoint = "BottomStorage" Location = "-98.006,-1.5196,6.0927" Rotation = "0,0.7071,0,0.7071" TeleportOnUse = "true" }
cDoorPlacement door_storageFloor { CustomInteractionText = "50455" InitialState = "1" ItemName = "door_standardknob" Level = "LEVEL_ARENA_BACKSTAGE" LevelSpawnPoint = "TopStorage" Location = "-96.6868,-7.9897,-7.6325" Rotation = "0,0.7071,0,0.7071" TeleportOnUse = "true" } Open waypoint_arena_backstage.txt and add the following code:
cTriggerVolume BottomElevatorTeleport { ActionActorRotation = "-0.273" ActionCameraHeading = "18.239" ActionCameraPitch = "-8.199" ActionType = "1" DisplayName = "50455" Height = "2.0" InteractButton = "true" Level = "LEVEL_ARENA_BACKSTAGE" LevelSpawnPoint = "TutorialLockerRoom" Location = "-53.116,10.450,-36.750" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" } Have fun and enjoy.
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billsy
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Post by billsy on Jan 24, 2012 18:18:41 GMT -5
Video preview of todays work. Decided to investigate whether you could revisit the starting area directly after you finish the wrestling event and end up in the locker room before you go up the elevator and the outbreak occurs. Turns out you can! Will post the code tomorrow.
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billsy
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Post by billsy on Jan 24, 2012 13:24:27 GMT -5
Add the hole in the wall in Fortune Park. This mod creates the hole and makes the area between the Atlantica Casino and Fortune Park accessible in either Sandbox Mode or Story ModePlease note before reading any further; this process involves editing your missions.txt file and in doing so will corrupt your save requiring you to start a new game, if you want to try this and go back to your current save game, back up your datafile.big as restoring the datafile.big used when you lasted saved the game will of course not courrpt your save game, I cannot emphasize this point enough.For those not interested in editing files and reading all of the code below (there is quite a bit!) I will get round to uploading a datafile.big for both outcomes. This issue is similar to that of the Tape It Or Die (TIOD) area being off limits in Sandbox Mode. Sandbox Mode doesn't have the hole in the wall in Fortune Park. The instructions below will allow you to make the area between the Atlantica Casino and Fortune Park accessible in either Sandbox Mode or Story Mode, or even both, it’s entirely your choice. What you want to do is the following: Do you want this hole in Story Mode, Sandbox Mode or both? SANDBOX MODE AND/OR STORY MODEIf the answer to the above question is ‘Story Mode’, or ‘both’ then reveal the first spoiler and follow the steps contained within. If the answer is however 'Sandbox Mode' only, scroll down the page and skip to the second spoiler and follow the instructions provided. Open up atlantica_casino.txt and find the following lines of code, which effect the properties of the door in question:
Find this:DoorPlacement AtlVaultDoor Delete this:LockedMessage = "50407" PrerequisiteMission = "Case4-2" Change this:InitialState = "0" To this:InitialState = "1"
Then find this:DoorPlacement AtlanticaVaultDoor Delete this:PrerequisiteMission = "Case4-2" Make sure this line is present: (it shouldn’t need changing, but make sure it’s there and the value is 1 and not 0 or anything else):InitialState = "1"
Then find this:cDoorPlacement VaultBackDoor Delete this:LockedMessage = "50407" PrerequisiteMission = "Case4-2" Change this:InitialState = "0" To this:InitialState = "1"
Then find this:cDoorPlacement MagicianDoor Delete this:LockedMessage = "50407" Insert this:InitialState = "1"
Then open missions.txt and find:cMissionDefinition Sandbox_Special Anywhere underneath:cMissionLevelReady Fortune_Exterior_Day2 Enter this:cMissionSetLevelFlags AtlanticaVaultExit { FlagsToAdd = "2" FlagsToRemove = "131072" Level = "FORTUNE_EXTERIOR" }
Then find this:cMissionLevelReady Fortune_Exterior_Day For all of the days prior to the start of case 4-2 and enter the same code as above (or see directly below):cMissionSetLevelFlags AtlanticaVaultExit { FlagsToAdd = "2" FlagsToRemove = "131072" Level = "FORTUNE_EXTERIOR" }
And finally, find and delete the following:cMissionSendCommandToProp CloseMagDoor { ExecuteOnce = "false" Loop = "true" PropCommand = "11" PropName = "MagicianDoor" } SANDBOX MODE ONLYIf the answer to the question is 'Sandbox Mode' only, as you want the mission environments to not be unlocked from the start of story mode, then follow the steps below: Open missions.txt and find the following:cMissionDefinition Sandbox_Special
Anywhere underneath: cMissionLevelReady Fortune_Exterior_Day2 Enter this:cMissionSetLevelFlags AtlanticaVaultExit { FlagsToAdd = "2" FlagsToRemove = "131072" Level = "FORTUNE_EXTERIOR" }
Find and delete and the following:cMissionSendCommandToProp CloseMagDoor { ExecuteOnce = "false" Loop = "true" PropCommand = "11" PropName = "MagicianDoor" } I want to apologize for the amount of code and spoilers etc, I think it's relatively easy to follow, I'd rather be to informative than not informative enough. Enjoy the restoration of this area in Sandbox Mode!
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billsy
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Post by billsy on Jan 21, 2012 17:34:07 GMT -5
I realised that the Mercenary Assault Rifle model has an ACOG sight and it seems strange that you can't utilize it so decided to make an adjustment.
Open up items.txt and find this line; cFirearmItem MercAssaultRifle
Make sure the following lines of code are present, if they're not, add them.
AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AlternateWeaponViewCam = "24" Reticle_AccuracyDecreasePerShot = "0.225" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "0.825" Reticle_MinMovementRateBeforeAccuracyDecrease = "1" Reticle_ReturnToNormalAccuracyRate = "0.0525" Reticle_Type = "4" Reticle_WorstAccuracy = "0.1"
There is a bug I encountered which stumped me and took me a while to resolve and the only way I've found around it is quite annoying. The bug means that when you make these adjustments that allow you to zoom in to make precision shots, you can not run and gun as the players' movement stutters, you can however still shoot on the spot. This is fine if all you want to do is aim in. However, if you want the functionality of the added zoom as well as to run and gun, there is a way around.
Once you've added the code above, make sure you have a Mercenary Assault Rifle in your inventory and save the game. Go back to items.txt and change:
Reticle_Type = "4" to
Reticle_Type = "0"
This allows you to zoom and run and gun. PLEASE NOTE:
If you drop this weapon and pick it back up, you will not get the scope view when zooming in, you'll get the normal recticle all be it, you'll be able to zoom, annoying I know, but what can you do.
In essence there are three permutations:
Zoom function (with sniper view) at the expense of being able to run and gun.
Zoom function with the normal recticle and being able to run and gun.
Zoom function (with sniper view) at the cost of having to keep the Mercenary Assault Rifle in your inventory permanently.
Have a mess around and find the best setup for you if anyone decides to make this adjustment.
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billsy
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Post by billsy on Jan 20, 2012 15:20:14 GMT -5
Screenshot: www.mediafire.com/imageview.php?quickkey=pp7c4hmn40ycjy2Something I've quickly done today. I hate being cut of from areas in games which should be accessible, but for whatever reason aren't. This grants access to the Tape It Or Die (TIOD) room so you can explore to your hearts content. Doesn't have any real purpose as of yet. You could always edit them items spawned in there etc. Will post code later on.
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billsy
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Post by billsy on Jan 18, 2012 11:30:12 GMT -5
Yay, thanks for this, I've been waiting for something like this for a while!
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billsy
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Post by billsy on Jan 17, 2012 11:58:47 GMT -5
Its great having these waypoints and shortcuts and all that, but you won't get too many newcomers using your mod with all these code entries. I would suggest just uploading your datafile.big to make it easier and more streamline. Just my 2 cents. Yeah, I was going to do that originally, however it's a chore to take out other mods that aren't mine and to restore original files etc. I'll get round to it in the coming days and attach it to the first post. Thanks for pointing that out. Wow man you've been having one crazy f-ing party And a hell of a party it was, haha.
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billsy
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Post by billsy on Jan 16, 2012 12:44:36 GMT -5
TELEPORT between Safe House and the High Noon Shooting Range store in Palisades MallSimilar to the previous modifications, this will allow you to traverse between the Safe House and the High Noon Shooting Range store in Palisades Mall. I've deleted the spawning of looters in the shop as well as adding a barrier so zombies cannot enter the store and attack you whilst you replenishing your guns. You can also transport survivours back to the Safe House using this shortcut as they are still close enough to follow you even with the addition of the barrier at the entrance to the store. Put in palisades.txt cSpawnPoint Sawblade { CameraHeading = "-10.116" CameraPitch = "-4.120" ItemName = "Sawblade" Location0 = "159.100,6.800,-35.200" Rotation0 = "-1.900" }
cDoorPlacement door_vent { InitialState = "-2" IsStatic = "" ItemName = "door_vent" Location = "161.270,7.900,-35.600" NonInteractableProp = "true" Rotation = "0.000,-0.985,0.000,0.400" }
cItemPlacement HighRollerTable1 { ItemName = "pokertable_survivor" Location = "147.800,7.350,-40.700" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-1.650,0.001,0.712" }
Put in safehouse.txt cSpawnPoint Sawblade { CameraHeading = "-10.116" CameraPitch = "-4.120" ItemName = "Sawblade" Location0 = "8.400,-1.000,21.200" Rotation0 = "0.124" }
Put in waypoint_palisades.txt cTriggerVolume SafehouseTeleport { ActionType = "3" Cooperative = "true" DisplayName = "707" Height = "2.0" InteractButton = "true" InteractionRadius = "1.5" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "Sawblade" Location = "160.920,8.350,-36.060" Radius = "3" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }
Put in waypoint_safehouse.txt cTriggerVolume PalisadesTeleport { ActionType = "3" Cooperative = "true" DisplayName = "716" Height = "2.0" InteractButton = "true" InteractionRadius = "1.5" Level = "LEVEL_PALISADES" LevelSpawnPoint = "Sawblade" Location = "12.000,0.007,20.250" Radius = "3" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }
In palisades.txt find the following code and delete it: cSpawnPoint LooterTeleport { CameraHeading = "-128.449" CameraPitch = "-6.009" HoboCam = "260.854,8.852,-93.914" Location = "167.911,1.430,-142.398" Location0 = "257.539,6.932,-98.487" Rotation0 = "-2.378" ZoneMask = "8191" }
In missions.txt, find the following code and delete it. (Please note, this will require the start of a new game due to the editing of missions.txt). The purpose of the deletion of this code is to prevent looters from spawning in the High Noon Shooting Range shop. If you're not fussed about looters spawning and do not wish to start a new game, skip this step.) LevelName = "LEVEL_PALISADES" cMissionSpawnZombie Looter2 { NumberOfZombies = "1" Rotation = "-2.0" SpawnPoint = "156.041,6.926,-34.148" ZombieType = "looter" }
cMissionSpawnZombie Looter6 { Rotation = "-0.9" SpawnPoint = "148.344,6.926,-33.478" ZombieType = "looter" }
cMissionSpawnZombie Looter13 { Rotation = "-0.9" SpawnPoint = "153.943,6.926,-33.418" ZombieType = "looter" }
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billsy
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Post by billsy on Jan 16, 2012 12:20:12 GMT -5
Add the code below to royal_flush.txt which will add a plethora of weapons to the janitor's room opposite the first Maintenance Room you encounter, as well as adding an industrial cart for easy transportation directly outside of the Safe House exit. cItemPlacement Shotgun { Itemname = "Shotgun" Location = "-285.000,-0.610,-114.100" Rotation = "0.000,0.100,0.000,1.000" PropState = "-2" }
cItemPlacement M16 { Itemname = "M16" Location = "-284.650,-0.540,-114.130" Rotation = "0.000,0.100,0.000,1.000" PropState = "-2" }
cItemPlacement MercAssaultRifle { ItemName = "MercAssaultRifle" Location = "-284.300,-0.530,-114.160" Rotation = "0.000,0.100,0.000,1.000" PropState = "-2" }
cItemPlacement M249 { ItemName = "M249" Location = "-283.950,-0.520,-114.190" Rotation = "0.000,0.100,0.000,1.000" PropState = "-2" }
cItemPlacement Barrett50Caliber { ItemName = "Barrett50Caliber" Location = "-283.600,-0.500,-114.210" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement SixShooter { ItemName = "SixShooter" Location = "-283.250,-0.550,-114.290" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement Handgun { ItemName = "HandGun" Location = "-282.900,-0.570,-114.400" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement IndustrialCart { ItemName = "IndustrialCart" Location = "-317.300,-3.416,-144.100" Rotation = "0,0,0,1" }
cItemPlacement HighRollerTable { ItemName = "pokertable_survivor" Location = "-283.934,-1.098,-114.180" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-9.100,0.000,1.000" }
cItemPlacement Combo_Paddlesaw { ItemName = "Combo_Paddlesaw" Location = "-279.100,0.162,-114.720" PropState = "-2" Rotation = "0.000,-0.850,0.000,1.000" }
cItemPlacement CementSaw_combo { ItemName = "CementSaw_combo" Location = "-278.250,0.362,-114.800" PropState = "-2" Rotation = "0.000,0.001,0.000,0.000" }
cItemPlacement PlateLauncher { ItemName = "PlateLauncher" Location = "-278.250,-0.162,-114.800" PropState = "-2" Rotation = "0.000,0.001,0.000,0.000" }
cItemPlacement FlameThrower { ItemName = "FlameThrower" Location = "-279.750,0.062,-114.420" PropState = "-2" Rotation = "0.000,-0.850,0.000,1.000" }
cItemPlacement SnowballCannon { ItemName = "SnowballCannon" Location = "-279.600,-0.462,-114.460" PropState = "-2" Rotation = "0.000,-0.850,0.000,1.000" } cItemPlacement FireSpitter { ItemName = "FireSpitter" Location = "-279.750,-0.762,-114.440" PropState = "-2" Rotation = "0.000,-0.850,0.000,1.000" }
cItemPlacement BowandArrow_explosive { ItemName = "BowandArrow_explosive" Location = "-282.446,-0.062,-113.880" PropState = "-2" Rotation = "0.000,-0.850,0.000,1.000" }
cItemPlacement ParaBlower { ItemName = "ParaBlower" Location = "-286.250,0.220,-116.450" PropState = "-2" Rotation = "0.990,0.100,0.000,1.000" }
cItemPlacement FireworksBazooka { ItemName = "FireworksBazooka" Location = "-286.150,-0.400,-116.430" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement Driller { ItemName = "Driller" Location = "-286.100,-0.840,-116.450" PropState = "-2" Rotation = "0.990,0.100,0.000,1.000" }
cItemPlacement ZombieThrower { ItemName = "ZombieThrower" Location = "-286.700,0.000,-117.700" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement Auger { ItemName = "Auger" Location = "-285.700,-0.530,-114.400" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement GemBlower { ItemName = "GemBlower" Location = "-285.850,0.180,-114.200" PropState = "-2" Rotation = "1.000,0.200,0.000,1.000" }
cItemPlacement Skateboard { ItemName = "Skateboard" Location = "-285.250,0.300,-120.530" PropState = "-2" Rotation = "0.000,-0.850,0.000,1.000" }
cItemPlacement HailMary { ItemName = "HailMary" Location = "-284.550,-0.560,-120.650" PropState = "-2" Rotation = "0.000,0.125,0.000,0.992" }
cItemPlacement FountainLizard { ItemName = "FountainLizard" Location = "-285.000,-0.500,-120.580" PropState = "-2" Rotation = "0.000,0.125,0.000,0.992" }
cItemPlacement Combo_PropaneTankNails { ItemName = "Combo_PropaneTankNails" Location = "-285.934,-0.458,-120.300" PropState = "-2" Rotation = "0.000,0.125,0.000,0.992" }
cItemPlacement FreezerBomb { ItemName = "FreezerBomb" Location = "-285.334,-0.458,-120.450" PropState = "-2" Rotation = "0,0,0,-1" }
cItemPlacement Battery { ItemName = "Battery" Location = "-282.550,-0.530,-121.200" PropState = "-2" Rotation = "0.000,0.125,0.000,0.992" }
cItemPlacement MMAGloves_spiked { ItemName = "MMAGloves_spiked" Location = "-283.100,-0.430,-121.125" PropState = "-2" Rotation = "0.000,0.125,0.000,0.992" }
cItemPlacement KnifeGloves { ItemName = "KnifeGloves" Location = "-283.650,-0.430,-120.800" PropState = "-2" Rotation = "0.000,0.125,0.000,0.992" }
cItemPlacement KatanaSword { ItemName = "KatanaSword" Location = "-280.680,0.400,-122.340" PropState = "-2" Rotation = "0.000,-0.800,0.000,0.992" }
cItemPlacement Broadsword { ItemName = "Broadsword" Location = "-280.400,0.000,-122.340" PropState = "-2" Rotation = "0.000,-0.800,0.000,0.992" }
cItemPlacement LaserLightSword { ItemName = "LaserLightSword" Location = "-280.800,-0.400,-122.340" PropState = "-2" Rotation = "0.000,-0.800,0.000,0.992" }
cItemPlacement ElectricThunder { ItemName = "ElectricThunder" Location = "-278.800,-0.050,-121.860" PropState = "-2" Rotation = "0.000,-0.001,0.000,0.500" }
cItemPlacement Chainsaw { ItemName = "Chainsaw" Location = "-278.316,0.350,-119.064" PropState = "-2" Rotation = "-0.001,0.202,0.001,0.979" }
cItemPlacement BFG { ItemName = "BFG" Location = "-278.406,-0.700,-118.464" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement SBFG { ItemName = "SBFG" Location = "-278.476,-0.200,-118.664" PropState = "-2" Rotation = "0.000,0.100,0.000,1.000" }
cItemPlacement HeliBlade { ItemName = "HeliBlade" Location = "-277.325,0.276,-116.039" PropState = "-2" Rotation = "-0.001,0.202,0.001,0.979" }
cItemPlacement Dynamite { ItemName = "Dynamite" Location = "-277.700,-0.370,-115.239" PropState = "-2" Rotation = "0.669,-0.227,0.230,0.670" }
cItemPlacement Defiler { ItemName = "Defiler" Location = "-281.400,-0.078,-121.700" PropState = "-2" Rotation = "0.000,-0.800,0.000,0.992" }
cItemPlacement BattleAxe { ItemName = "BattleAxe" Location = "-282.150,0.078,-121.400" PropState = "-2" Rotation = "0.000,-0.800,0.000,0.992" }
cItemPlacement PitchForkShotgun { ItemName = "PitchForkShotgun" Location = "-281.700,-0.700,-121.635" PropState = "-2" Rotation = "0.000,1.000,1.000,0.000" }
cItemPlacement MagicianSword { ItemName = "MagicianSword" Location = "-281.370,0.178,-122.100" PropState = "-2" Rotation = "0.000,-0.800,0.000,0.992" }
cItemPlacement TeddyBearSentryGun { ItemName = "TeddyBearSentryGun" Location = "-279.500,-1.450,-120.200" Rotation = "0.000,0.125,0.000,0.992" }
cItemPlacement WheelchairTank { ItemName = "WheelchairTank" Location = "-285.434,-1.298,-118.720" Rotation = "0.000,0.125,0.000,0.992" }
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jan 16, 2012 12:09:00 GMT -5
TELEPORT between Safe House and the Uranus ZoneThis will allow you to quickly navigate between the Safe House and the Uranus Zone. The room you teleport to in the Uranus Zone is kitted out with various weapons, some of which are combo weapons, plenty of food, lockers which contain most, if not all of the clothing DLC from the original Dead Rising 2 (saves you having to wander all over Fortune City gathering the pieces, please note that when you put these outfits on, they will not be added to the locker in the Safe House, if you want this to occur, you'll have to collect the individual pieces) You'll be able to climb to the roof where there is another room with some weapons. I didn't finish this properly, I may come back to it in the future. Place in safehouse.txt cSpawnPoint Sawblade1 { CameraHeading = "-10.116" CameraPitch = "-4.120" ItemName = "Sawblade1" Location0 = "-25.200,-1.100,42.000" Rotation0 = "0.124" }
Place in theme_park.txt cSpawnPoint Sawblade1 { CameraHeading = "-10.116" CameraPitch = "-4.120" ItemName = "Sawblade1" Location0 = "-18.619,0.387,160.180" Rotation0 = "0.124" }
cItemPlacement SWATOutfitDispenser { ItemName = "SWATOutfitDispenser" Location = "-12.865,1.452,169.522" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement BlackMilitaryBootsDispenser { ItemName = "BlackMilitaryBootsDispenser" Location = "-13.365,1.452,169.520" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement SoldierOutfit { ItemName = "SoldierOutfit" Location = "-14.365,1.452,169.516" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement NinjaOutfit { ItemName = "NinjaOutfit" Location = "-14.865,1.452,169.514" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement SportFanOutfit { ItemName = "SportFanOutfit" Location = "-15.365,1.452,169.512" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement PsychopathOutfit { ItemName = "PsychopathOutfit" Location = "-15.865,1.452,169.510" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement TatteredClothesDispenser { ItemName = "TatteredClothesDispenser" Location = "-16.365,1.452,169.508" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement WilliametteMallSecurityDispenser { ItemName = "WilliametteMallSecurityDispenser" Location = "-16.865,1.452,169.506" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement ProtomanDispenser { ItemName = "ProtomanDispenser" Location = "-17.365,1.452,169.504" PropState = "3" Rotation = "0,0,0,1" }
cItemPlacement M161 { ItemName = "M16" Location = "-17.350,1.721,163.593" PropState = "-2" Rotation = "0.000,-0.711,0.000,-0.705" }
cItemPlacement M162 { ItemName = "M16" Location = "-17.350,1.321,163.525" PropState = "-2" Rotation = "0.000,-0.711,0.000,-0.705" }
cItemPlacement SixShooter { ItemName = "SixShooter" Location = "-16.710,1.521,163.599" PropState = "-2" Rotation = "0.000,-0.711,0.000,-0.705" }
cItemPlacement Shotgun1 { ItemName = "Shotgun" Location = "-18.420,1.585,163.611" PropState = "-2" Rotation = "0.000,0.711,0.000,0.705" }
cItemPlacement Shotgun2 { ItemName = "Shotgun" Location = "-18.390,1.185,163.623" PropState = "-2" Rotation = "0.000,0.711,0.000,0.705" }
cItemPlacement BowandArrow_explosive { ItemName = "BowandArrow_explosive" Location = "-12.800,1.521,163.549" PropState = "-2" Rotation = "0.000,0.711,0.000,0.705" }
cItemPlacement Broadsword { ItemName = "Broadsword" Location = "-12.400,1.521,163.579" Rotation = "0.000,0.711,0.000,0.705" }
cItemPlacement KatanaSword { ItemName = "KatanaSword" Location = "-12.100,1.221,163.579" Rotation = "0.000,0.711,0.000,0.705" }
cItemPlacement KnifeGloves { ItemName = "KnifeGloves" Location = "-10.954,1.000,162.986" Rotation = "-0.000,0.296,0.001,0.955" }
cItemPlacement QuickStepJuice { ItemName = "QuickStepJuice" Location = "-18.919,1.227,162.880" Rotation = "0.000,0.717,0.001,0.697" }
cItemPlacement RepulseJuice { FixedOnInitialPlacement = "true" ItemName = "RepulseJuice" Location = "-18.919,1.227,162.680" Rotation = "0.000,0.717,0.001,0.697" }
cItemPlacement OrangeJuice2 { FixedOnInitialPlacement = "true" ItemName = "OrangeJuice" Location = "-11.201,1.039,159.604" PropState = "-1" Rotation = "-0.002,-0.962,0.001,-0.274" }
cItemPlacement OrangeJuice3 { FixedOnInitialPlacement = "true" ItemName = "OrangeJuice" Location = "-11.201,1.039,159.804" PropState = "-1" Rotation = "-0.002,-0.962,0.001,-0.274" }
cItemPlacement ProtomanBlasterAndShield { ItemName = "ProtomanBlasterAndShield" Location = "-10.520,1.500,156.825" Rotation = "0,-1,0,1" }
cItemPlacement SpikedBat { ItemName = "SpikedBat" Location = "-16.100,0.598,156.025" Rotation = "0,-1,0,1" }
cItemPlacement HighRollerTable1 { ItemName = "pokertable_survivor" Location = "-15.300,1.257,159.540" NonInteractableProp = "true" PropState = "-2" Rotation = "0,-1,0,1" }
cItemPlacement HighRollerTable2 { ItemName = "pokertable_survivor" Location = "-15.300,2.127,159.540" NonInteractableProp = "true" PropState = "-2" Rotation = "0,-1,0,1" }
cItemPlacement Plant12 { IsStatic = "true" ItemName = "PottedPlant_1" Location = "-16.813,0.832,156.026" NonInteractableProp = "true" Rotation = "0.032,0.199,0.004,0.980" }
cItemPlacement Plant13 { IsStatic = "true" ItemName = "PottedPlant_1" Location = "-10.773,1.202,155.697" NonInteractableProp = "true" Rotation = "0.001,0.099,-0.005,0.995" }
cItemPlacement Chair33 { IsStatic = "true" ItemName = "Chair_3" Location = "-15.200,0.587,158.054" NonInteractableProp = "true" Rotation = "0,0,0,1" }
cItemPlacement LaserLightSword { ItemName = "LaserLightSword" Location = "-11.055,0.947,162.014" Rotation = "0,-1,0,1" }
cItemPlacement Flashlight { ItemName = "Flashlight" Location = "-11.305,0.947,158.054" Rotation = "0,-1,0,1" }
cItemPlacement HailMary7 { FixedOnInitialPlacement = "true" ItemName = "HailMary" Location = "-25.481,4.659,159.861" NonInteractableProp = "true" Rotation = "0.001,-0.001,-0.002,1.000" }
cItemPlacement HailMary8 { FixedOnInitialPlacement = "true" ItemName = "HailMary" Location = "-25.400,4.659,159.573" NonInteractableProp = "true" Rotation = "0.000,-0.530,-0.000,0.848" }
cItemPlacement HailMary9 { FixedOnInitialPlacement = "true" ItemName = "HailMary" Location = "-25.052,4.659,159.672" NonInteractableProp = "true" Rotation = "0.001,0.021,0.001,1.000" }
cItemPlacement HailMary10 { FixedOnInitialPlacement = "true" IsDispenser = "true" ItemName = "HailMary" Location = "-25.084,4.700,159.850" NonInteractableProp = "false" PropState = "3" Rotation = "0.001,0.362,-0.002,0.935" }
cItemPlacement SteelShelving4 { IsStatic = "true" ItemName = "SteelShelving" Location = "-11.424,7.257,170.995" NonInteractableProp = "true" Rotation = "-0.000,0.388,0.000,0.922" }
cItemPlacement PitchForkShotgun { ItemName = "PitchForkShotgun" Location = "-11.264,7.430,171.000" Rotation = "-0.000,-0.370,0.000,0.922" }
cItemPlacement PatioTable { IsStatic = "true" ItemName = "PatioTable" Location = "-10.129,6.859,170.266" NonInteractableProp = "true" Rotation = "0.000,-0.005,0.000,1.000" SpawnPropFromCategory = "64" }
cItemPlacement CasinoChair { IsStatic = "true" ItemName = "Chair_Casino" Location = "-9.466,6.456,170.891" NonInteractableProp = "true" Rotation = "0.000,-0.951,-0.001,0.301" }
cItemPlacement BeerHat { ItemName = "BeerHat" Location = "-10.129,7.460,170.2661" Rotation = "0.000,-0.951,-0.001,0.301" }
cItemPlacement SledgeHammer { ItemName = "SledgeHammer" Location = "-5.343,7.174,173.936" Rotation = "0.763,-0.320,-0.518,0.217" }
cItemPlacement Battery { ItemName = "Battery" Location = "-5.943,6.434,174.036" Rotation = "0.000,-0.700,0.000,0.715" }
cItemPlacement Barrett50Caliber { ItemName = "Barrett50Caliber" Location = "-8.233,6.643,172.733" Rotation = "-0.002,-0.999,-0.039,0.025" }
Place in waypoint_safehouse.txt cTriggerVolume AmusementParkTeleport { ActionType = "3" Cooperative = "true" DisplayName = "5016" Height = "2.0" InteractButton = "true" InteractionRadius = "1.5" Level = "LEVEL_THEME_PARK" LevelSpawnPoint = "Sawblade1" Location = "-25.200,-0.300,42.500" Radius = "3" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }
Place in waypoint_theme_park.txt cTriggerVolume SafehouseTeleport { ActionType = "3" Cooperative = "true" DisplayName = "707" Height = "2.0" InteractButton = "true" InteractionRadius = "1.5" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "Sawblade1" Location = "-20.019,1.027,160.680" Radius = "3" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jan 16, 2012 11:43:30 GMT -5
VEHICLE KEYSAdd this to safehouse.txt in order to place all of the vehicle keys as well as the Underground Key on the table in the Security Room within the Safe House. You can access these as soon as you enter the Safe House for the first time at the beginning of the game. cItemPlacement Key_commando { ItemName = "Key_commando" Location = "-2.78,-0.295,10.738" PropState = "-2" Rotation = "-0.617,0.618,-0.349,0.338" }
cItemPlacement Key_sportscar { ItemName = "Key_sportscar" Location = "-2.78,-0.295,10.538" PropState = "-2" Rotation = "-0.617,0.618,-0.349,0.338" }
cItemPlacement Key_chopper { ItemName = "Key_chopper" Location = "-2.78,-0.295,10.338" PropState = "-2" Rotation = "-0.617,0.618,-0.349,0.338" }
cItemPlacement Key_undergroundkey { ItemName = "Key_undergroundkey" Location = "-2.78,-0.295,10.138" PropState = "-2" Rotation = "-0.617,0.618,-0.349,0.338" }
cItemPlacement Key_superbike { ItemName = "Key_superbike" Location = "-2.78,-0.295,9.938" PropState = "-2" Rotation = "-0.617,0.618,-0.349,0.338" }
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jan 16, 2012 11:27:56 GMT -5
As oppose to creating multiple threads for everthing I release. I have decided to create one thread whereby I'll release everything I come up with and people can post problems etc. Most of the things I have to release currently are level modifications, so I thought this is probably the best place to post stuff for the time being. As an alternative to having to enter the code manually, here is an original datafile.big file with the modifications (Food Court shortcut, Palisades shortcut, Uranus shortcut, Royal Flush weapon room, vehicle keys in the Safe House) mentioned below. If you only want something specific, refer to this thread or unpack the datafile.big make any adjustments you require and repack. Download Link:www.mediafire.com/file/j7df1yiei01dop1/datafile.bigFirst things first, had this for ages, finally starting to release some stuff now i'm back playing Off The Record. TELEPORT between the safehouse and the food courtThis allows you to navigate between the safehouse and the food court with ease. There is a wide array of weapons as well as plenty of sources of food. You'll also find a custom workbench which you can make use of, situated to the left of the teleport back to the safe house. You can take survivours back to the safe house using this teleport by ordering them to go into the shop beneath the raised platform and they should be close enough to follow you into the safehouse. If you encounter any problems, just message here and i'll try my best to help and rectify the issue, other than that, enjoy! Place this into food_barn.txt
cItemPlacement Defiler { ItemName = "Defiler" Location = "53.169,3.936,-185.401" Rotation = "0.096,0.097,0.701,0.700" }
cItemPlacement PitchForkShotgun { ItemName = "PitchForkShotgun" Location = "53.669,4.036,-185.201" Propstate = "-2" Rotation = "-0.001,0.000,0.000,1.000" }
cItemPlacement StepLadder { ItemName = "StepLadder" Location = "82.018,4.073,-189.959" Rotation = "-0.001,-0.918,0.000,0.396" NonInteractableProp = "true" IsStatic = "true" }
cItemPlacement OrangeJuice { ItemName = "OrangeJuice" Location = "91.900,4.750,-202.000" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement OrangeJuice { ItemName = "OrangeJuice" Location = "91.950,4.750,-201.700" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement VendingMachine { ItemName = "VendingMachine1" Location = "95.150,3.618,-236.313" Rotation = "0,0,0,1" }
cItemPlacement Magazine_Food_The_World_Chef { ItemName = "Magazine_Food_The_World_Chef" Location = "94.300,3.646,-236.313" Rotation = "0.672,-0.672,0.219,-0.220" }
cSpawnPoint Sawblade { CameraHeading = "-10.116" CameraPitch = "-4.120" ItemName = "Sawblade" Location0 = "82.952,4.180,-190.977" Rotation0 = "0.124" }
cItemPlacement Workbench { ItemName = "Workbench" Location = "85.602,3.820,-191.777" Rotation = "0.000,-0.705,0.000,0.2109" }
cItemPlacement SixShooter { ItemName = "SixShooter" Location = "83.299,3.779,-199.598" Propstate = "-2" Rotation = "-0.001,0.000,0.000,1.000" }
cItemPlacement Shotgun { ItemName = "Shotgun" Location = "82.999,3.709,-199.598" Propstate = "-2" Rotation = "-0.001,0.000,0.000,1.000" }
cItemPlacement MercAssaultRifle { ItemName = "MercAssaultRifle" Location = "82.699,3.779,-199.598" Rotation = "-0.001,0.000,0.000,1.000" FixedOnInitialPlacement = "true" } cItemPlacement M249 { ItemName = "M249" Location = "82.399,3.779,-199.598" Rotation = "-0.001,0.000,0.000,1.000" }
cItemPlacement M16 { ItemName = "M16" Location = "82.099,3.789,-199.598" PropState = "-2" Rotation = "-0.001,0.000,0.000,1.000" }
cItemPlacement Barrett50Caliber { ItemName = "Barrett50Caliber" Location = "81.799,3.779,-199.598" Rotation = "-0.001,0.000,0.000,1.000" }
cItemPlacement MilitaryCrate { ItemName = "MilitaryCrate" Location = "80.645,3.624,-195.070" PropState = "-2" Rotation = "-0.001,0.000,0.000,1.000" NonInteractableProp = "true" }
cItemPlacement HighRollerTable1 { ItemName = "pokertable_survivor" Location = "88.700,-1.360,-239.000" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-1.450,0.001,0.712" }
cItemPlacement HighRollerTable { ItemName = "pokertable_survivor" Location = "88.700,-0.650,-239.000" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-1.450,0.001,0.712" }
cItemPlacement HighRollerTable2 { ItemName = "pokertable_survivor" Location = "86.880,-1.360,-236.600" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-1.450,0.001,0.712" }
cItemPlacement HighRollerTable { ItemName = "pokertable_survivor" Location = "86.880,-0.650,-236.600" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-1.450,0.001,0.712" }
cItemPlacement HighRollerTable3 { ItemName = "pokertable_survivor" Location = "87.200,-1.000,-214.600" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-0.100,0.001,0.712" }
cItemPlacement SWATOutfitDispenser { IsDispenser = "true" ItemName = "SWATOutfitDispenser" Location = "70.522,5.031,-185.364" PropState = "-2" Rotation = "0.010,-0.564,0.001,0.826" }
cItemPlacement BlackMilitaryBootsDispenser { IsDispenser = "true" ItemName = "BlackMilitaryBootsDispenser" Location = "69.722,5.031,-185.024" PropState = "-2" Rotation = "0.010,-0.564,0.001,0.826" }
cItemPlacement Dynamite { ItemName = "Dynamite" Location = "71.522,5.941,-186.474" PropState = "-2" Rotation = "0.669,-0.227,0.230,0.670" }
cItemPlacement Dynamite { ItemName = "Dynamite" Location = "71.682,5.941,-186.554" PropState = "-2" Rotation = "0.669,-0.227,0.230,0.670" }
cItemPlacement BowandArrow_explosive1 { ItemName = "BowandArrow_explosive" Location = "88.816,3.671,-210.719" Rotation = "-0.049,0.050,0.705,-0.705" }
cItemPlacement Combo_Paddlesaw { IsStatic = "" ItemName = "Combo_Paddlesaw" Location = "90.416,3.651,-208.519" PropState = "-1" Rotation = "-0.691,0.170,0.159,0.684" }
cItemPlacement Skateboard { ItemName = "Skateboard" Location = "88.751,3.766,-194.093" Rotation = "0.010,-0.564,0.001,0.826" }
Locate the code below in food_barn.txt and delete it. cPolygonSmall Foodcourt_Scatter_2 { Height = "2.0" NumVertex = "8" Vertex0 = "87.798,-1.382,-203.344" Vertex1 = "81.620,-1.381,-203.545" Vertex2 = "84.453,-1.381,-210.159" Vertex3 = "87.345,-1.381,-219.467" Vertex4 = "87.688,-1.381,-235.912" Vertex5 = "91.927,-1.381,-238.003" Vertex6 = "89.657,-1.381,-215.712" Vertex7 = "88.428,-1.381,-214.517" }
Place this in safehouse.txt cSpawnPoint FireworksBazooka { CameraHeading = "-10.116" CameraPitch = "-4.120" ItemName = "FireworksBazooka" Location0 = "-1.28,-3.900,41.350" Rotation0 = "0.124" }
Place this in waypoint_food_barn.txt cTriggerVolume SafehouseTeleport { ActionType = "3" Cooperative = "true" DisplayName = "707" Height = "2.0" InteractButton = "true" InteractionRadius = "1.5" IsStatic = "" ItemName = "Safehouse" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "FireworksBazooka" Location = "82.952,4.180,-190.977" Radius = "4" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }
Place this in waypoint_safehouse.txt cTriggerVolume FoodCourtTeleport { ActionType = "3" Cooperative = "true" DisplayName = "714" Height = "2.0" InteractButton = "true" InteractionRadius = "1.5" Level = "LEVEL_FOOD_BARN" LevelSpawnPoint = "Sawblade" Location = "-1.28,-2.605,41.350" Radius = "3" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jan 16, 2012 10:35:35 GMT -5
I was contemplating making this mod a while back, but never got round to it. Great mod, noticed Freako said he was going to add some form of item that you can climb in order to get to the top of the stairs, so I've added those and and altered the teleports to accompany this, if anyones interested as oppose to the current setup. Here's the code, not much different to the original:
Place this into waypoint_safehouse.txt
cTriggerVolume SafetoHallEnter { ActionType = "3" DisplayName = "707" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "SafetoHallEnter" Location = "17.95,0.127,9.95" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
cTriggerVolume SafetoHallExit { ActionType = "3" DisplayName = "55092" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "SafetoHallExit" Location = "8.5,0.127,9.95" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
cTriggerVolume SafeHalltoPlatinum { ActionType = "3" DisplayName = "847" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_FORTUNE_EXTERIOR" LevelSpawnPoint = "SafeHalltoPlatinum" Location = "62.13,4.2,-16.25" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
Place this in waypoint_fortune_exterior.txt
cTriggerVolume PlatinumtoSafeHall { ActionType = "3" DisplayName = "55092" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "PlatinumtoSafeHall" Location = "-267.5,-6.3,-32.45" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
Place this in safehouse.txt
cSpawnPoint PlatinumtoSafeHall { CameraHeading = "-45" CameraPitch = "-12.435" Location0 = "59.4,2.9,-13.6" Rotation0 = "-0.8" ZoneMask = "532284928" }
cSpawnPoint SafetoHallExit { CameraHeading = "90" CameraPitch = "-12.435" Location0 = "21.2,-1.1,10.0" Rotation0 = "1.5" ZoneMask = "532284928" }
cSpawnPoint SafetoHallEnter { CameraHeading = "-90" CameraPitch = "-12.435" Location0 = "5.9,-1.1,9.95" Rotation0 = "-1.5" ZoneMask = "532284928" }
cItemPlacement HighRollerTable { ItemName = "pokertable_survivor" Location = "54.600,-0.460,-6.900" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-1.650,0.001,0.712" }
cItemPlacement HighRollerTable1 { ItemName = "pokertable_survivor" Location = "54.600,0.440,-6.900" NonInteractableProp = "true" PropState = "-2" Rotation = "0.000,-1.650,0.001,0.712" }
And finally place this into fortune_exterior.txt
cSpawnPoint SafeHalltoPlatinum { CameraHeading = "0" CameraPitch = "-12.435" Location0 = "-267.5,-7.3,-30.5" Rotation0 = "0" ZoneMask = "532284928" }
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jan 15, 2012 8:59:06 GMT -5
Freako, any chance of a release for the looter's backpack? Also I noted that you said it replaces the Ninja mask, is there any way to change the piece of clothing it replaces easily? As I sometimes use the Ninja outfit, thanks.
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jun 15, 2011 18:53:01 GMT -5
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jun 15, 2011 12:03:21 GMT -5
Hi, this is my first mod and feedback is definitely appreciated!
This is a video showcasing the mods I have created and the adjustments I have made to Dead Rising 2.
Things you'll see in the video:
1. All keys within the game are placed on the desk in the Security Room within the Safe House, including two which I'm yet to find the use for, these are the 'Shed Key' and the 'Train Key'. I think the 'Shed Key' might be the key found and used in Dead Rising 2: Case Zero, and i'm not sure about the 'Train Key' 2. A Skateboard has been placed near to the exit to the Royal Flush Plaza. 3. I've placed an Industrial Cart outside of the Safe House in the Royal Flush area for quicker transportation. 4. Opposite the first Combo Room in the Royal Flush Plaza, there is a room which I have transformed into a Weapons Room. I got inspiration for this mod from 'Inmyeyes' who is a member of the modding community for Dead Rising 2 and decided to make my own version. Some aspects to his mod are similar however, I felt with his mod, some rotations and the heights at which some objects were situated didn't look right, and that some items were hard to pickup due to them being situated to high or to close together with other objects. In my version I went about rectifying these issues and removing some of the weapons I felt people were unlikely to use. I'd like to think my version is less crowded and therefore easier to pick weapons up. 5. Custom teleports have been created which go from the Safehouse to several locations around Fortune City. The first is located in the Bathroom oposite the Security Room within the Safe House. This shortcut will take you to the High Noon Shooting Range located within Palisades Mall. Here you'll be able to stock up on the guns within the store. I've also placed a table as a form of barricade so zombies cannot enter the store. Not only this, but on around Day 3, you might come across looters within the Gun Store, however the spawning of these looters has been removed. The second teleport is located to the left of the exit from the Safe House to the Royal Flush Plaza next to a ladder. This shortcut will take from the Safe House to the Food Court. This area is located above ground level and zombies are unable to get to you. Here you'll find one of each of the major firearms, two dynamites, the SWAT uniform except for the helmet, combo paddlesaw, blambow, defiler, boomstick, a vending machine to get an unlimited source of snacks from, with the vending machine also being situated next to the Health 2 magazine (the location of the actual Health 2 magazine remains the same, so you'll find two in the game). Next to the spawnpoint too and from the safehouse, you'll find a stack of wood which is part of the interior environment, I made this into a custom workbench, so there's no need to go searching for the nearest Combo Room should you have two items which can be combined. You'll also find two orange juices which are more efficent at recovering health than snacks from the vending machine. There's also a skateboard situated to the left of the workbench. Finally, I set up barricade on the ground to allow you safely to drop down from the elevated position without the threat of being attacked by zombies. The zombies directly below this area have been removed and will not spawn within the parimeters of the barricaded area.
The only minor problems I have encountered is the camera angles for the shortcut to and from the High Noon Shooting Range in Palisades Mall is a little to the side and couldn't find a way to change this, and also the custom workbench in the Food Barn is slightly situated to the right causing a small invisble wall when spawning, so I shall be changing the spawn to the floor instead of on top of the stack of wood.
I think that's everything that i've done. I hope you like my mod, be sure to give me feedback, thanks.
P.S Please excuse the quality of the video, it is quite poor. Look out for the mod being released here soon.
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