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Post by ubiquitous on May 31, 2013 1:34:56 GMT -5
It's for a mod that is in the works. It is still in the developing stages so trying to get an idea of what people would like best. All of these areas should be found in both DR2 and OTR so it will be compatible with both. The idea is you survive waves of zombies in a tower defense kind of manner. In short you can build up your defenses so you don't get overwhelmed by zombies. What map would you all find the most interesting to build up a sort of base? Hopefully we get some votes in
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Post by ubiquitous on May 31, 2013 0:56:46 GMT -5
Any way to make a poll so I can get an idea of what area or level people would find most suitable for base building? I'd like to get a general idea of what people would find fun so I can incorporate ideas into that place. Possibly something found in DR2 so I can easily make it on DR2 then transfer over to OTR with little effort
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Post by ubiquitous on Oct 13, 2012 14:52:36 GMT -5
I know it's possible to extract 3D Character models but I am wondering if any of the 3D gurus ever found a way to at least export the environments and items even if they weren't able to get imported back into the game.
I remember a while back Anno looking into some ripping software to export environments but I don't recall of any success with it but I could be wrong if anyone has any ideas throw them at me working on a project in which I could use one environment for testing.
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Post by ubiquitous on Mar 1, 2012 3:20:20 GMT -5
I tried a while back when I was trying to make my Boss Challenge Mod. I also inserted Snappy's girl but it was glitchy. Basically from what I remember is that each boss has a file for its movements so that file is called up from within the missions.txt but it also contained another property which was the bosses value. I don't remember what I tried but I will take a look at the files when I get a chance an maybe find something that could help you. It may be something simple or it may be something more complicated.
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Post by ubiquitous on Feb 22, 2012 2:13:38 GMT -5
I never messed with sound files so I wasn't sure if they were already in a specific format or not and if all ingame dialogues were already sound clips but I will take a look at it when I get some time.
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Post by ubiquitous on Feb 21, 2012 17:19:05 GMT -5
I am not sure if this is possible but maybe someone could help me out since I got a new idea for my project. I was wondering if it would be possible to get all dialogues in .wav clips if they aren't already. Basically I want for a user to be able to choose the dialogue (for example Dialogue0 = "2234") in the program and then it plays it so the user can see what will be the sound clip used in the game.
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Post by ubiquitous on Feb 21, 2012 13:33:58 GMT -5
I think you misunderstood what I was trying to tell you. The skidrow version pretty much installs a legit version of the game. It then provides you with some crack files in the .iso itself that you don't need for this game to run. When you install those crack files into your game folder you don't get the GFWL settings. So you don't get the sign in screen for windows live.
The original file seems to have a check happen that if anything changes it crashes the game. You can try this out by simply changing the name of the executable from deadrising2otr.exe to DR2OTR.exe and you will see it crashes the game. Normally the name of the executable does not matter but somewhere, either in the executable itself or in gdf.dll, something checks for any changes happening. The skidrow version does not use gdf.dll but it does contain its own dll. The dll could be used to just bypass settings to get the game to run but it could also contain settings to compromise your system so it is really up to you whether to use a cracked file for a few settings.
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Post by ubiquitous on Feb 21, 2012 3:34:26 GMT -5
You must use the skidrow executable. Even if you install the skid version you still have to drag over the cracked file over to the main game directory. The game allows you access with the original executable even without the crack just not access to multiplayer without a valid key.
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Post by ubiquitous on Feb 20, 2012 21:24:41 GMT -5
You could probably skip the wrestling portion. In DR2 there was a line cMissionOnEnter and within it you could make it load a whole other level or code. I'm not 100% but you could probably modify the existing mission to end as soon as the level is loaded skipping that tutorial part.
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Post by ubiquitous on Feb 20, 2012 16:32:35 GMT -5
If I remember correctly this has to be done through missions.txt
// Unlocks the left door of the trailer cMissionSendCommandToProp DoorLOpen3 { PropCommand = "13" PropName = "LeonDoorL" }
// Unlocks the right door of the trailer cMissionSendCommandToProp DoorLOpen4 { PropCommand = "14" PropName = "LeonDoorR" }
// Sets the combo bay reward that allows the game to spawn the bike. cMissionSetChuckState SetComboBayReward { ChuckState = "46" }
You would just post that section into a new mission or an already created one near the beginning so that it unlocks near the beginning of the game. Not 100% on the code though since I have not modded the game in a while.
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Post by ubiquitous on Feb 16, 2012 5:06:40 GMT -5
Well was bored and had some time so decided to start this project myself since I did not get any replies xD Anyways still no real functions as I am still not sure on the layout I want to go with but may use this layout for now. It seems like it would be capable of basic functions while not being terribly complicated. I hope to eventually have the program make it easy for even those who know nothing about making missions be capable of making their own missions. Mission Maker Alpha 1.0Only functions found in this file are - Loading of missions.txt. - Displaying all missions and allowing deletion of entire missions or just sections of a missions. - Create very basic mission header - Contains a list of all ChuckStates found in DR2 and DR2:OTR which will be used later with the Mission creation functions - Search function to search for mission names (Search locates the very first entry containing keywords if you want to look for more click the next and prev buttons) Things needed to add: - Save function (0%) - Section adding function (Create objectives, rewards, triggers, dialogues, etc...) (0%) - List of effects with descriptions (ex. 1 = blood, 55 = explosion, etc...) (0%) - List of Achievements that can be awareded through ChuckStates (?%) - List of items allowed to be aquired through ChuckStates (0%) - List Dialogues in missions.txt (0%) I'm sure there is a lot more that can be added but it is late right now and that is all I can think of at the moment.
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Post by ubiquitous on Jan 30, 2012 17:10:00 GMT -5
Decided to take a look at this again and while I cannot find any reference to user.ini or master.ini I did come across some interesting stuff.
cheats-metadata.txt is referenced and there is also reference to a cheat menu. They may have changed some names around but I'm sure the debug mode is in there just have to get more people attempting to find out how to enable it. Since I have not played the game I am not even sure if there is a cheat menu and I am following a dead end here.
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Post by ubiquitous on Jan 29, 2012 4:50:53 GMT -5
I have a quick question do your hex edits take place in a legit exe version or a cracked (skidrow) version?
If they are in the non cracked version of deadrising2otr.exe I would like to ask what exactly you are doing to not make it crash since any time I've tried on the non cracked version to do hex edits off OTR it always crashes the game even if I change the name of the exe only to something like DR2OTR.exe it will detect the change and CTD.
The only version that seems to accept hex edits is the cracked version which I do not feel so safe running just to get some settings that are not available in the original game.
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Post by ubiquitous on Jan 7, 2012 4:29:11 GMT -5
Feels like I am getting nowhere with this >_< so I took a step back and tried figuring out how debug was enabled in DR2.
I started with the DR2_Debug.exe with the modified byte and found out how it was referenced by disassembling through IDA. I then went into the original DR2.exe and tried finding the byte through hex editor but the file was different so no luck I disassembled it and located the subroutine that contained the data and located the byte I needed. I found it and changed it and ran it and debug was enabled.
Doing all that I learned a little about how the stuff worked so I tried applying the same technique to DR2OTR.exe but I could not find anything that enabled debug through a byte. In DR2 there was also reference to user.ini and master.ini but in DR2OTR I cannot find anything. I will keep trying but I really don't know if I will be able to get this or if its possible at least we are getting closer slowly.
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Post by ubiquitous on Jan 2, 2012 15:51:20 GMT -5
Not as of yet I will try to enable those functions through other means other than the exe cause like I said that appears to be out of my skill level as of now.
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Post by ubiquitous on Jan 2, 2012 14:50:37 GMT -5
My fond times with sgraph yes those were better days. Looking at datafile OTR and it contains 2 sgraphs not sure why it could be one per main character for online use. Anyways sgraph was tricky to navigate since it would break things easily but if you knew how to modify it then it became a little more workable.
In essence sgraph works like this:
// Top of File contains lines that indicate how much of each event are contained in the file // if the file contains more than stated in the header of the file then it will crash # cHealthEvent 40 # cPlayerAnimEvent 20
// There must be 40 or less health events in the file or it will crash. cAnimGroup Some_Group { cPlayerAnimEvent SomeAnimation { // I'm unsure how animations are converted into a number and plugged into the file line File = 2318292 }
cPlayerAnimEvent SomeAnimation2 { File = -1583168 } }
cAnimGroup Some_Group2 { cPlayerAnimEvent SomeAnimation3 { File = 442134 }
cPlayerAnimEvent SomeAnimation4 { // Animations within the same group can be swapped with simple text replacement File = -123332 // File = 442134 but cannot become (File = -1583168) since that is located in group 1 } }
Since animations are only loaded when an item that requires them is picked up and in your inventory then that is why its tricky to have them working under any condition and that is why you must modify a working entry with your code. If you can get all animations to load regardless of items on hand then you wouldn't have to worry about groups and could get any animation working with any item.
I hope its not too confusing since it's not once you get the hang of it. The hard part is navigating the file but after you get an idea even that becomes easy just time consuming at times when you don't know what you are looking for.
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Post by ubiquitous on Jan 2, 2012 1:40:42 GMT -5
So today I had sometime and I wasted most of it trying to enable a debug through the .exe I know very little about hex editing and surely not enough to be able to enable functions but from what I can tell it will be complicated.
My initial testing yielded the results I needed but I was naive enough to continue and not try something else before attempting hours of trial and error.
In DR2 I have 2 .EXEs 1) The DR2.exe (Unmodified) and 2) DR2_Debug.exe (The exe that reads user.ini)
So I naturally tried making 2 exes in DR2:OTR but when I would run DR2OTR_Debug.exe the game would crash. I didn't pay attention to it and counted it as a modification in the file but later I remembered I hadn't touched the file so it should have ran. I renamed the original by adding a single letter and sure enough the game crashed before the main menu screen came up.
After hours of attempting to learn how IDA worked I decided to try and just change something in the original.exe and set Data/Controls/Keymap.txt to Data/Controls/Keyman.txt and the game crashed. I then went back into DR2 and tried the same change and the game ran but since there was no keyman.txt the game wouldn't do anything since it didn't know what to do with they keys I was pressing.
My overall conclusion is I don't know enough on how to modify an exe but from what I can tell the game does a pretty good job of noting any changes made to the exe. I'm sure something could be done but it is beyond my skill level. I will try and poke around the file to see if I get lucky with something happening but not expecting anything to happen.
UPDATE 1-2-12 Ok so after thinking about it and being disappointed about not being able to change anything in the exe I thought of something. I got the Skidrow crack and changed the name and it worked. I then went in and changed keymap.txt to keymat.txt and it also worked.
The downside? It requires skid.dll which I don't know what it contains but possibly could be something bad or nothing at all.
The upside? It is possible to change the exe so it is not tamper proof just need someone with enough skills to make one not require the skid.dll
Also I noticed that the skidrow exe does not seem to use gdf.dll so the skid.dll could just be a way to bypass that file and still have the game run. Anyways hopefully someone with more skill comes in and chimes in.
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Post by ubiquitous on Jan 1, 2012 16:49:22 GMT -5
How about limited debug mode? I mean limited as in the only thing you can do is start at a mission none of the extra fucntion added like coords and stuff like that. Go into frontend/mainmenu.big locate the file that says title.txt and then locate one of the buttons you want to modify. If you are more adventurous you can even add a new button which shouldn't be that complicated. For example the extras button go into it and the line that says // This line OnSelect:ACT:Extras
// Change to onSelect="FWD:DebugJump"
By doing this when you click the art gallery it will allow you to access debug jump menu which will at least allow you to choose a mission to start from. If you scan through the title.txt file you will notice the buttons for debug jump are there just have to make them appear somehow. ***Update 1-2-12***Ok so took the liberty to make this work since the exe didn't go too well and here are the results. You can download it here: www.mediafire.com/download.php?0o69csrleanbqc4or you could copy and replace a few lines in Mainmenu.big/title.txt
// DebugJump becomes Debug_Jump cFEButton Debug_Jump { onUp="FOC:XboxLive" onDown="FOC:Debug_Enter" onSelect="FWD:DebugJump"
// DebugEnter becomes Debug_Enter cFEButton Debug_Enter { onUp="FOC:Debug_Jump" onDown="FOC:Game_Options" onSelect="ACT:DebugEnter"
// Adds new button can be placed anywhere cFEButton Game_Options { onUp="FOC:Debug_Enter" onDown="FOC:StartGameReal" onSelect="FWD:Options" X=0.08595 Y=0.54011 W=0.31250 H=0.03333 cFEWidget highlight { X=-0.18752 Y=0.04187 W=1.27500 H=0.95843 R=0.29412 G=0.05882 B=0.01961 ScaleY=0.90000 cFEBitmap back { File="gradientsides_32" X=-0.04510 Y=-0.13043 W=0.83333 H=1.26087 A=0.00000 cFEAnim focus { AnimateA="true" AnimateScaleY="true" StateFocus="true" X=0.02345 Y=-9.24138 cFEKeyFrame Frame0 { Interpolation="ease" EaseIn=1.00000 EaseOut=0.00000 EaseScale=2.60000 Y=-0.13043 A=0.39216 ScaleY=0.70000 } cFEKeyFrame Frame5 { Time=5 Y=-0.13043 } } } cFEWidget grunge_group { X=0.01763 Y=-1.13043 W=0.44902 H=3.30434 A=0.00000 ScaleX=-1.00000 cFEBitmap grunge { File="HUD_grunge2" ScaleX=-1.00000 ScaleY=-1.00000 cFEAnim focus { AnimateScaleX="true" AnimateScaleY="true" StateFocus="true" cFEKeyFrame Frame0 { ScaleX=-1.00000 ScaleY=-1.00000 } cFEKeyFrame Frame10 { Time=10 Interpolation="ease" EaseIn=1.00000 EaseOut=0.00000 EaseScale=2.60000 ScaleX=-0.90000 ScaleY=-0.60000 } cFEKeyFrame Frame60 { Time=60 ScaleX=-1.00000 ScaleY=-1.00000 } } } cFEAnim focus { AnimateA="true" StateFocus="true" cFEKeyFrame Frame0 { A=0.00000 } cFEKeyFrame Frame10 { Time=10 A=0.00000 } cFEKeyFrame Frame20 { Time=20 } } } cFEWidget grunge_group1 { X=0.28824 Y=-1.21745 W=0.35490 H=3.17391 A=0.00000 RotX=0.00000 RotY=0.00000 RotZ=0.12217 cFEBitmap grunge1 { File="HUD_grunge1" ScaleY=-1.00000 cFEAnim focus { AnimateScaleX="true" AnimateScaleY="true" StateFocus="true" X=-2.16022 Y=-2.82192 cFEKeyFrame Frame0 { ScaleX=-1.00000 ScaleY=-1.00000 } cFEKeyFrame Frame10 { Time=10 Interpolation="ease" EaseIn=1.00000 EaseOut=0.00000 EaseScale=2.60000 ScaleX=-0.90000 ScaleY=-0.60000 } cFEKeyFrame Frame60 { Time=60 ScaleX=-1.00000 ScaleY=-1.00000 } } } cFEAnim focus { AnimateA="true" StateFocus="true" X=-2.16022 Y=-2.82192 cFEKeyFrame Frame0 { A=0.00000 } cFEKeyFrame Frame10 { Time=10 A=0.00000 } cFEKeyFrame Frame20 { Time=20 } } } } cFEWidget textgroup { X=0.02500 W=0.47500 H=1.00003 cFEText Text { Text="8902 IDS_STORAGE_TYPE_OPTIONS" Font="arialblk46" DropShadow="true" DropShadowX=0.00200 DropShadowY=0.00200 X=-0.25263 ScaleX=0.60000 ScaleY=0.60000 cFEAnim focus { AnimateR="true" AnimateG="true" AnimateB="true" Loop="true" StateFocus="true" X=-1.19445 Y=-19.70987 cFEKeyFrame Frame0 { } cFEKeyFrame Frame30 { Time=30 R=0.50196 G=0.50196 B=0.50196 } cFEKeyFrame Frame60 { Time=60 } } } } }
// In StartGameReal replace top with cFEButton StartGameReal { onUp="FOC:Game_Options" onDown="FOC:Online" onSelect="ACT:GameSelect"
// Modify XboxLive Button so when down is pressed it goes into Debug_Jump cFEButton XboxLive { onUp="FOC:PCQuit" onDown="FOC:Debug_Jump" onSelect="ACT:XBOXLIVE"
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Post by ubiquitous on Jan 1, 2012 6:15:38 GMT -5
I don't have the game so I can't quite help much but is it possible its triggered by flags in the same way the environment is changed? Or could it be considered a mini-game and it have its own definition in items.txt? Maybe you guys could post a datafile.big from OTR so I can play around with it for a little
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Post by ubiquitous on Dec 27, 2011 21:47:08 GMT -5
I hope you are right Ubiq. I am fairly certain that all bosses have load screens, although they are must shorter. But I know for certain we were never able to figure out teleporting without load screens. Buy hey! We figured out how to get Chuck to time travel, so I figure we can be forgiven for not figuring out spawn points that don't load If our community can conquer time travel. I am certain we can figure teleporting without load screens, and even collision to build the Willamette Mall in Dead Rising 2 will be a breeze.* * (not so subtle renewed invitation) If I remember correctly each level file has its own spawn point locations so it is very simple to create a new one with the location you want. Also I don't see why it wouldn't be possible to teleport a player without having to reload a map. Take a look at the boss battles in missions.txt I am pretty sure they had player teleport fields as soon as the fight started. It may be something as simple as this cMissionOnTrigger Teleport { cMissionTeleportPlayer New_Location { New_Location_Code } }
Or it may require some conditions before it could be triggered. Look at the code in DR2 since it's got debug mode and test things out there then just transfer them over to OTR since it should be pretty much the same thing. Sounded like you were trying to challenge my post so here you go teleporting without the need of a loading screen. I modified one of my boss challenge mode entries to make it fast and prove its possible cMissionDefinition Boss_SexDeviant { CantFailOnLevel = "FORTUNE_EXTERIOR" Color = "13058304" DebugSpawnPoint = "Start" DescriptionSummary = "80568" DisplayName = "80040" Duration = "270000" IgnoreAction = "false" LevelToStartAtIfDebuggingMission = "SAFEHOUSE" MissionType = "4" ShowInDebugMenu = "true" ShowInHUD = "false" StartTime = "10800"
cMissionObjective SexDeviant-Objective { cMissionObjectiveKillBoss KillDeviant { BOSS_NAME = "Deviant" MissionWaypoint = "FORTUNE_EXTERIOR,6.757,0.693,-112.201" } }
cMissionLevelReady SafeHouse_Boss_Deviant_Trigger { LevelName = "LEVEL_SAFEHOUSE"
cMissionOnTrigger Trigger_Teleport { DisplayName = "50279" InnerRadius = "1.5" InteractButton = "true" Location = "-2.78,-0.314,10.738" NeverFinish = "true" Radius = "1.5" ZombieRotation = "0,-0.2,0,1"
cMissionTeleportPlayer Tele_Player_Same_Level_No_Loading { CameraHeading = "95.730" Location0 = "-8.703,-1.022,11.408" TeleportAllPlayers = "false" TeleportPlayerOnly_YourPartyStaysPut = "true" } } } }
Button is gonna be on top of the scissors found on the desk. You may need to pick up the scissors for it to be able to highlight the button but it should give you an idea that it does work if you want to teleport to any area in the map without having to do any reloading. Now if you want to teleport to a whole different area (For ex. Safehouse to Royal Flush) then that does require loading.
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Post by ubiquitous on Dec 27, 2011 11:01:56 GMT -5
If I remember correctly each level file has its own spawn point locations so it is very simple to create a new one with the location you want. Also I don't see why it wouldn't be possible to teleport a player without having to reload a map. Take a look at the boss battles in missions.txt I am pretty sure they had player teleport fields as soon as the fight started. It may be something as simple as this
cMissionOnTrigger Teleport { cMissionTeleportPlayer New_Location { New_Location_Code } }
Or it may require some conditions before it could be triggered. Look at the code in DR2 since it's got debug mode and test things out there then just transfer them over to OTR since it should be pretty much the same thing.
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Post by ubiquitous on Dec 27, 2011 0:09:40 GMT -5
Ok so I didn't want to post it on here since I don't know how far I will get with this but I need assistance. I am gonna attempt to make a mission editor / maker but I want to limit user error to a minimum. The help I need from you guys for you guys to provide me mission hierarchy of what can go with what.
For example cMissionDefinition SomeMission can contain: { -cMissionObjective can contain: -{ --cMissionObjectiveEvent
--cMissionObjectiveGiveItemToNPC can contain: --{ ---cMissionCinematic --}
-}
-cMissionOnEnter can contain: -{ --cMissionSendEvent --cMissionSetChuckState
-}
}
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Post by ubiquitous on Sept 15, 2011 8:22:56 GMT -5
Hmmm maybe in controls or something like that? I'll take a look when I get a chance.
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Post by ubiquitous on Sept 14, 2011 17:38:11 GMT -5
Looks incredible from the video and the pics I will have to give it a try some time. Great job on finishing it up Tommah.
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Post by ubiquitous on Sept 14, 2011 17:28:32 GMT -5
Sorry haven't been on for a while and been longer since I got a chance to look at the files. I had some time last night to look at the files but I was unable to find anything that may change the mechanics of how the grab works. I will take a look again when I get some more time but I can't promise anything as it seems like it may be really hard to change something as it may be hard coded into the animation or some other file other than sgraph.txt
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Post by ubiquitous on Sept 2, 2011 3:41:00 GMT -5
The corrupt save means that missions.txt has been altered and therefore the data trying to load does not match the file and it won't load due to that. You can still restart story to keep all levels, money, items and such.
As for your issue it sounds like tutorial1, tutorialkatey, or case1-1 may contain errors in it's coding and causing your game to crash since when you skip the intro I think it starts you off on tutorialkatey but I don't remember it's been a while since I had time to look at the files.
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Post by ubiquitous on Aug 23, 2011 9:27:30 GMT -5
That would just take all the fun out of modding though moloko Time reset code: cMissionDefinition Time_Travel { CantFailOnLevel = "FORTUNE_EXTERIOR" Color = "16422912" DebugSpawnPoint = "ROYAL_FLUSH" DisplayName = "50206" // name above Duration = "18000" LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH" MissionType = "12" ShowInDebugMenu = "False"
// 3 A.M. On 28th for smooth time transition to 3 A.M. on the 25th StartTime = "270000"
cMissionOnEnter Events { //Set time to 3A.M. first night when zombies spawn cMissionSetClock Reset_To_3AM { Time = "10800" } } }
The code above is launched on the third night at 3A.M. and sets the time back to 3A.M. of the first night so you would have 6 days as opposed to 3 to finish the game. I am not sure how the military timer would be affected though so if the achievement goes by that and it doesn't change then you may have a small problem I think the code above is a 1 time launch thing but it could be slightly modified to make it an infinite loop so whenever the time reaches day 3 then it would reset to day 1 like anno was saying. With the 10X zombie mod and improved hit area modifications you should not even need all 3 Days to get the achievement though.
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Post by ubiquitous on Aug 21, 2011 20:32:39 GMT -5
Well you could just go into missions.txt and replace duration of missions with some really high number and there is your slow down timer mod in a way Not sure if there is a line of coding in items.txt that prevents zombies from grabbing you so you may have to do it in sgraph. I haven't done it personally so I wouldn't be able to tell you what needs to be changed.
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Post by ubiquitous on Aug 21, 2011 9:37:25 GMT -5
Think zombie 10x is gonna be missions.txt but not sure. If you feel adventurous you can try modifying the code from my mod that unlocks achievements by replacing values as it seems to be linear. So for example say the lowest achievement in my mod is Value = 1336 try changing it to 1335 and say the highest is Value = 1340 try changing it to 1341 to see if it unlocks anything. If you are feeling even more adventurous, this shouldn't be too hard to do, you can go into sgraph.txt and locate the default hit animations (hookright, hookleft, Haymaker, etc...) in the cAttackEvent someNumbers locate AttackEffectiveness = 0.000000 set it to a high number like 1000.000000, RadiusAttack = "false" and set it to true, AttackRadius = 0.000000 set it to a high number like 100.000000 and MaxHeightDiff = 0.000000 set it to something like 30.000000. In theory every time the attack is used it will wipe out a whole area of zombies. AttackEffectiveness is self explanatory Radius affects the radius around the attack so having a high number means a large circle around the player gets affected. MaxHeighDiff affects the Y-Axis so height having this a higher number affects a higher area both lower and higher from the center of the attack if I am not mistaken. I have not done this or tested this but it should work hopefully not crashing the game
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Post by ubiquitous on Aug 10, 2011 10:59:19 GMT -5
Dang that would have been the perfect item for the mod it would have tied into it. Well I found a way to invoke an item spawn through sgraph and now I am just trying to find out how items are picked up so I could possibly spawn a Hadouken item, pick it up and launch it without the player having to do anything other than a single click.
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