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Post by ubiquitous on Aug 9, 2011 17:08:54 GMT -5
That is a great idea Tommah and integrating the animation into weapon attacks shouldn't be to hard. I am wondering if you could integrate a projectile into the MMA gloves under the secondary attack. If you could then that would be awesome and I could integrate all the animations into the gloves themselves
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Post by ubiquitous on Aug 8, 2011 17:39:06 GMT -5
Still working on making it more smooth so anything you guys find helps out. I will look into the queen jar matter it may have to do with the auto aim feature or the fact that all throws at the moment only get launched in a straight line from where you stand. With 1.1 they don't launch up or down just straight the next small modification will change that though so they get launched in the direction your cursor is aiming. Now if I could only find a way to make items catch on fire when thrown and his fist get fiery on the dragon punch that would just make this so much better
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Post by ubiquitous on Aug 8, 2011 14:49:15 GMT -5
Hadouken replaces the throwing animation. So whenever you have an item like a soccer ball, fire axe, briefcase, boxes, etc.. and decided to throw it he does the hadouken animation instead of the regular throwing animation.
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Post by ubiquitous on Aug 8, 2011 14:45:59 GMT -5
Sorry the mod only unlocks 5 achievements those are the ones found through out missions.txt. I haven't tried updating this mod yet but may in the near future as it is getting quite the amount of downloads.
Achievements: -Father of the month -Father of the year -Snowflake -OT unlocked -OT completed
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Post by ubiquitous on Aug 7, 2011 23:26:37 GMT -5
Hadouken has been added and I'm not gonna lie that one is fun All modifications take place in sgraph.txt and make use of animations already included in the game. It is simple copy and paste into the animations that were replaced with the code of other animations. I am still unable to insert new animations though so just hang tight with what capcom gave us for now
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Post by ubiquitous on Aug 7, 2011 21:21:42 GMT -5
This is a simple mod that replaces the haymaker with the dragon punch and it replaces the jump kick with a Hurricane Kick. It's not much but hope it's fun for some people This mod doesn't change anything from missions so it will still play your old save files without an issue. **Hadouken animation has been added in! Mod functions:-Haymaker changed to Dragon punch -Jump kick changed to Hurricane Kick -Spit changed to sweep kick -Certain item throwing changed to Hadouken! Install:-Locate DR2 Main Directory -Place datafile.big into the Data folder and replace old datafile.big Changes:SF 1.11 V1 - Download HERESF 1.11 V2 - Download HERE- Special effects on dragon punch, hurricane kick and hadouken. - Reduced Queen Bee Jar speed so it can be tossed over zombies. - Reduced explosion times on explosives so when launched they will blow up a slight second after launched. - Items can be thrown in any direction now with hadouken animation. - Waiting to throw item animation changed to hadouken charging (Half completed) *V2 changes spit animation (sweep kick in v1) into something similar Yoga Flame SF 1.10 - Download HERE- Inserted hadouken animation when throwing items most items. SF 1.00 - Download HERE- Haymaker becomes Dragon punch - Jump kick becomes Hurricane kick - No hadouken in 1.0 Solidcal edit! Spanish instructions of this mod thanks to Taco. Thanks Taco! Instrucciones en españolEste es un mod sencillo que reemplaza el haymaker con el puño del dragón y la patada voladora con la patada de huracán. No es mucho, pero espero que sea divertido para algunas personas. Este mod no edita nada al archivo missions.txt asà que podrás continuar jugando con tus archivos guardados. **¡Se ha añadido la animación del Hadouken! Mod functions:-Haymaker cambiado al puño del dragón. -Patada voladora cambiada a patada del huracán. -Escupida -Al lanzar algunos items se crearán hadoukens-! Instalación:-Encuentra la carpeta del juego: programfiles/capcom/DeadRising2/Data. -Reemplaza el datafile.big que se encuentra allà con el que acabas de descargar. Cambios:SF 1.11 V1 - Descarga aquÃSF 1.11 V2 - Descarga aquÃ- Efectos especiales en el puño del dragón, patada huracán y hadoukens. - Reducida la velocidad de las reinas para que pueda ser lanzada contra los zombis. - Reducida la explosión de los explosivos, para que cuando sean lanzados exploten un poco después. - Los items pueden lanzarse en cualquier dirección gracias al hadouken. - La animación previa a lanzar un item fue reemplazada con la del hadouken (Completada a la mitad.) *V2 Cambiada la animación de la escupida (patada barredora en v1) en algo similar a la Yoga Flame SF 1.10 - Descarga aquÃ- Insertada la animación del Hadouken al lanzar casi todos los objetos. SF 1.00 - Descarga aquÃ- Haymaker bse vuelve el puño del dragón. - La patada voladora se vuelve la patada del huracán. - No hay hadouken en la versión 1.0
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Post by ubiquitous on Aug 6, 2011 19:17:04 GMT -5
Ok so today while working on solving other issues I came up with some ideas for new mods. First idea: Co-op Racing mod -Players would spawn on bikes and have to go through checkpoints in order to activate the finish line. Throughout the course there would be random traps to try to mess up players. Second idea: Survival type mod -In this mod players would go around like they normally would. The safehouse will be overrun with zombies and so will all other areas. Zombies will chase players more and be more aggressive to give the survival feel to the game. Players could then go to pawnshops and buy upgrades that start building a safehouse around the pawnshop. I want to know what you guys think about these ideas because I think they would be fun
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Post by ubiquitous on Aug 5, 2011 21:02:55 GMT -5
Decided to try and break down the locker a little more and found out how to unlock the clothes that are already in there. It is not hard to unlock them and I'm surprised I missed it before but at least now we got a starting point to solve how to insert more clothes in there In data/datafile.big/items.txt, Unlock = "#" is the magic line in this case and it applies to cClothingDispenserItemExample: Coding entry before unlock code inserted
cClothingDispenserItem TirOutfitDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50888" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "false" IsFeet = "true" IsHands = "true" IsHead = "false" IsHeadwear = "false" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "5" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
Coding entry after unlock code inserted
cClothingDispenserItem TirOutfitDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50888" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "false" IsFeet = "true" IsHands = "true" IsHead = "false" IsHeadwear = "false" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "5" Restitution = "0.05" RestrictedByRegion = "false" Unlock = "7" Unmoveable = "true" Weight = "100" }
By simply inserting Unlock = "7" whenever you use that clothing dispenser it will unlock the clothing item that corresponds to predefined value 7 Here are the values I have found right now: Unlock = "X"Where X = Value 1 = Unknown (Nothing appeared could be DLC?) 2 = Unknown (Nothing appeared could be DLC?) 3 = Unknown (Nothing appeared could be DLC?) 4 = Unknown (Nothing appeared could be DLC?) 5 = Champion Jacket 6 = TIR Helmet 7 = TIR Uniform 8 = Arthur Helmet 9 = Full Beard Moustache 10 = Knight Armor 11 = Knight Boots 12 = Willamette Mall Security Uniform 13 = Orange Prisoner Outfit 14 = Hockey Mask 15 = Tattered Clothes 16 = Dealer Outfit I haven't played much with these new findings but I know you can only have 1 unlock per clothing dispenser otherwise only the last value will be unlocked. So if you have Unlock 10-16 in one only 16th will be unlocked in the locker. I will be trying other things when I get more ideas
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Post by ubiquitous on Aug 5, 2011 0:21:11 GMT -5
I gave it a try when you posted the link for anno that one night. I was amazed at how good it looked and how well you portrayed your idea. It is a great mod and I hope you get the the issues you are having fixed Ok so what I noticed was zombies that join you hardly fight and mainly just follow you around. I also saw Chuck spawn in various areas which I thought was pretty cool it reminded me of Resident Evil Nemesis or whatever title it was the one where that big guy kept popping out in random areas at random times The main flaw I noticed with Chuck, might be with all survivors, is when you punch him once he sort of does a taunt where he raises his arms and just look at you like saying WTF. You can then keep punching him and he will keep doing it so slowly but surely you kill Chuck without much of a fight. I am not sure if this is only with punching him or with him taking damage in general. I ran through 3 areas before I had to quit but I didn't notice any mercs in any of the areas I went through. Areas: -Arena Starting area (Recruitable Zombie) -Americana Casino (Chuck, Recruitable Zombie) -Fortune Exterior (Don't recall) -Royal Flush (Chuck, Looters) Hope your mod gets completed soon because its coming out great so far
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Post by ubiquitous on Aug 4, 2011 15:16:02 GMT -5
Modified one of my Boss Challenge triggers
cMissionDefinition Trigger_Combo_Cards { CantFailOnLevel = "YUCATAN_CASINO" Color = "8117675" DebugSpawnPoint = "EntryFoodCourt" DescriptionSummary = "80509" DisplayName = "81559" Duration = "270000" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "YUCATAN_CASINO" MissionType = "4" ShowInDebugMenu = "true" StartTime = "0"
cMissionObjective TwinBossChallenge { cMissionObjectiveKillBoss KillTwinsChallenge { BOSS_NAME = "Twins" MissionWaypoint = "YUCATAN_CASINO,396.710,5.520,-312.103" } }
cMissionLevelReady SafeHouse_Combo_Card_Trigger { LevelName = "LEVEL_SAFEHOUSE"
cMissionSpawnItem Twin_Prop { IsStatic = "true" ItemName = "KatanaSword" Location = "-26.8,0.0,21.4" NonInteractableProp = "true" Rotation = "0.001,0.501,0.001,0.001" }
cMissionSpawnItem Twin_Prop2 { IsStatic = "true" ItemName = "KatanaSword" Location = "-26.8,0.25,21.4" NonInteractableProp = "true" Rotation = "0.001,1.0,0.001,360" }
cMissionOnTrigger Trigger_Combo_Cards { DisplayName = "98745" InnerRadius = "1.5" InteractButton = "true" Location = "-26.7,0.100,21.4" NeverFinish = "false" Radius = "1.5" ZombieRotation = "0,-0.2,0,1"
cMissionSendEvent Combo_Card_Event { Value = "CCStartup" } } }
cMissionOnEvent ComboCardStart { EventString = "CCStartup"
cMissionRaiseDialog Tutorial_Combo_Card { FullScreen_TutorialID = "15" }
cMissionSetChuckState Give_Combo_Card_1 { ChuckState = "19" Value = "0" }
cMissionSetChuckState Give_Combo_Card_2 { ChuckState = "19" Value = "1" }
cMissionSetChuckState Give_Combo_Card_3 { ChuckState = "19" Value = "2" }
cMissionSetChuckState Give_Combo_Card_4 { ChuckState = "19" Value = "3" }
cMissionSetChuckState Give_Combo_Card_5 { ChuckState = "19" Value = "4" }
cMissionSetChuckState Give_Combo_Card_6 { ChuckState = "19" Value = "5" }
cMissionSetChuckState Give_Combo_Card_7 { ChuckState = "19" Value = "6" }
cMissionSetChuckState Give_Combo_Card_8 { ChuckState = "19" Value = "7" }
cMissionSetChuckState Give_Combo_Card_9 { ChuckState = "19" Value = "8" }
cMissionSetChuckState Give_Combo_Card_10 { ChuckState = "19" Value = "9" }
cMissionSetChuckState Give_Combo_Card_11 { ChuckState = "19" Value = "10" }
cMissionSetChuckState Give_Combo_Card_12 { ChuckState = "19" Value = "11" }
cMissionSetChuckState Give_Combo_Card_13 { ChuckState = "19" Value = "12" }
cMissionSetChuckState Give_Combo_Card_14 { ChuckState = "19" Value = "13" }
cMissionSetChuckState Give_Combo_Card_15 { ChuckState = "19" Value = "14" }
cMissionSetChuckState Give_Combo_Card_16 { ChuckState = "19" Value = "15" }
cMissionSetChuckState Give_Combo_Card_17 { ChuckState = "19" Value = "16" }
cMissionSetChuckState Give_Combo_Card_18 { ChuckState = "19" Value = "17" }
cMissionSetChuckState Give_Combo_Card_19 { ChuckState = "19" Value = "18" }
cMissionSetChuckState Give_Combo_Card_20 { ChuckState = "19" Value = "19" }
cMissionSetChuckState Give_Combo_Card_21 { ChuckState = "19" Value = "20" }
cMissionSetChuckState Give_Combo_Card_22 { ChuckState = "19" Value = "21" }
cMissionSetChuckState Give_Combo_Card_23 { ChuckState = "19" Value = "22" }
cMissionSetChuckState Give_Combo_Card_24 { ChuckState = "19" Value = "23" }
cMissionSetChuckState Give_Combo_Card_25 { ChuckState = "19" Value = "24" }
cMissionSetChuckState Give_Combo_Card_26 { ChuckState = "19" Value = "25" }
cMissionSetChuckState Give_Combo_Card_27 { ChuckState = "19" Value = "26" }
cMissionSetChuckState Give_Combo_Card_28 { ChuckState = "19" Value = "27" }
cMissionSetChuckState Give_Combo_Card_29 { ChuckState = "19" Value = "28" }
cMissionSetChuckState Give_Combo_Card_30 { ChuckState = "19" Value = "29" }
cMissionSetChuckState Give_Combo_Card_31 { ChuckState = "19" Value = "30" }
cMissionSetChuckState Give_Combo_Card_32 { ChuckState = "19" Value = "31" }
cMissionSetChuckState Give_Combo_Card_33 { ChuckState = "19" Value = "32" }
cMissionSetChuckState Give_Combo_Card_34 { ChuckState = "19" Value = "33" }
cMissionSetChuckState Give_Combo_Card_35 { ChuckState = "19" Value = "34" }
cMissionSetChuckState Give_Combo_Card_36 { ChuckState = "19" Value = "35" }
cMissionSetChuckState Give_Combo_Card_37 { ChuckState = "19" Value = "36" }
cMissionSetChuckState Give_Combo_Card_38 { ChuckState = "19" Value = "37" }
cMissionSetChuckState Give_Combo_Card_39 { ChuckState = "19" Value = "38" }
cMissionSetChuckState Give_Combo_Card_40 { ChuckState = "19" Value = "39" }
cMissionSetChuckState Give_Combo_Card_41 { ChuckState = "19" Value = "40" }
cMissionSetChuckState Give_Combo_Card_42 { ChuckState = "19" Value = "41" }
cMissionSetChuckState Give_Combo_Card_43 { ChuckState = "19" Value = "42" }
cMissionSetChuckState Give_Combo_Card_44 { ChuckState = "19" Value = "43" }
cMissionSetChuckState Give_Combo_Card_45 { ChuckState = "19" Value = "44" }
cMissionSetChuckState Give_Combo_Card_46 { ChuckState = "19" Value = "45" }
cMissionSetChuckState Give_Combo_Card_47 { ChuckState = "19" Value = "46" }
cMissionSetChuckState Give_Combo_Card_48 { ChuckState = "19" Value = "47" }
cMissionSetChuckState Give_Combo_Card_49 { ChuckState = "19" Value = "48" }
cMissionSetChuckState Give_Combo_Card_50 { ChuckState = "19" Value = "49" } } }
You can change its location right now its in the safehouse in Room 10 the room right next to the safehouse the katanas will guide you to the trigger.
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Post by ubiquitous on Aug 4, 2011 13:09:25 GMT -5
Not sure as I haven't tried but from reading and not troubleshooting it myself I am not sure what to tell you. Crashing could be for a number of reasons but you narrowed it down quite a bit.
-You say with 17 unlocks the game crashes so is it really 17 states or is it a faulty card that can't be unlocked through code like that?
-Would attaching timers to code launches prevent the crash?
-Perhaps you can give all cards and .001 fraction of a second later load a new area to prevent the massive card acquired screens that pop up.
There is no defined number of possible solutions just gotta test them out save results and try another test that is one of the many ways to find out how things work out.
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Post by ubiquitous on Aug 4, 2011 2:17:17 GMT -5
You can take a look at the coding in my Boss Challenge Mod beta version. Inside missions.txt just look at any of the cMissionDefinition Boss_ entries I have. I made a trigger set off an event and in the event you can add all the coding you want launched at the event so you can have all combo cards unlocked through a trigger. You would though have to make each combo card its own coding section though so for example lets say cMissionChuckState Give_Combo_1 { ChuckState = "State # for giving combo cards" Value = "Card 1" }
each card would need to have the coding duplicated and renamed to unique names and where value is the CardIndex #. Pseudo Code
cMissionDefinition Trigger_Combo_Card_Unlock { Start time = 0 Duration = 518000
cMissionOnTrigger Combo_Card_Button { //Set trigger parameter DisplayName = "#" InnerRadius = "Some small value like 1-3" InteractButton = "true" Location = x,y,z Radius = "Some small value like 1-3"
cMissionSendEvent Start_Events { Value = "Give_Combo_Cards" } }//End of trigger function
cMissionOnEvent Give_All_Combo_Cards_Code { //Name string whatever you put into value in SendEvent string = "Give_Combo_Cards"
cMissionSetChuckState Give_Combo_Card_1 { ChuckState = "19" Value = "1" }
cMissionSetChuckState Give_Combo_Card_2 { ChuckState = "19" Value = "2" } . . . . .
cMissionSetChuckState Give_Combo_Card_50 { ChuckState = "19" Value = "50" } } }
I hope that made some sense it really shouldn't be that hard to get what you want accomplished.
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Post by ubiquitous on Aug 2, 2011 13:50:05 GMT -5
You are only limited by your determination you can do a lot of stuff and all the things you mentioned are possible. Things you will need are gibbed tools, hex editor and the files you will be looking at will be missions.txt from datafile.big found in DR2 Main Directory\data folder and str_en.bcs found in DR2 Main Directory\Data\Frontend. str_en.bcs contains all the text found in game you will need to read the tutorial on the wiki to take full advantage of inserting your own text if your dialogue is longer than the dialogue you are replacing. One of the major things you can't do are import new models into the game. So you are limited to creating things with all the stuff currently found in the game. I guess another thing that we can't do yet is put all clothes into the locker.
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Post by ubiquitous on Aug 2, 2011 13:41:28 GMT -5
Saves won't work because they are trying to load data that doesn't exist anymore. You have to start a new game or New Game + which keeps your level and cash. As far as the crashing goes you would have to provide more information that could help narrow it down, maybe try lowering graphic settings.
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Post by ubiquitous on Aug 1, 2011 22:29:12 GMT -5
Thanks for your reply the trigger name is an easy fix how did you make the items disappear after you killed them? Everything is setup in the same mission so when the mission is complete the code doesn't need to run you can look at my missions.txt it should be well organized so you can easily understand the code. I wanted a shop function but I may just go the easier path and unlock weapons when you defeat the psychopath that you can then pick up in the safehouse. Is there going to be some grand prize at the end of killing all these people? I haven't really made anything but I suppose I could make a grand prize when you defeat all bosses it shouldn't be too hard. are any of the missions in different areas from the original? All bosses you fight are in their default locations I may relocate them later on but it's too much of a pain to do that right now. There will be survival missions added on though which will last for 1minute and 30 seconds in which there will be waves of enemies spawning every (X) amount of seconds. I am not sure what the reward will be as it was gonna be money for the shop but due to it not going as planned I may just have it restore your health completely when you complete it.
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Post by ubiquitous on Jul 31, 2011 16:42:09 GMT -5
I require the assistance of the community. The shop function isn't integrated yet as I am still working on solving that problem but all bosses I've integrated into the mod should be spawning.
3 weapons and lobsters have been included in beta 1.0 for testing purposes only. For now I only need to know if all bosses are working correctly on your side as well.
Bosses: -Boykin -Chef -Helicopter -Leon -Magicians -Mascot -Postman -Protester -Security Guard -Sex Deviant -Sullivan -TK -Twins
After each battle you should be teleported back to the safehouse cafeteria and receive some cash. To get back into the boss room just exit the cafeteria and head right. It will be the first room right next to the cafeteria.
Link is at the top of the page on the first post
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Post by ubiquitous on Jul 30, 2011 21:42:42 GMT -5
cMissionSetLevelFlags AtlanticaBoom { FlagsToAdd = "2" FlagsToRemove = "131072" Level = "FORTUNE_EXTERIOR" }
FlagsToAdd = "2" This code adds an environment into the map so in the case of the casino it adds the room that leads into the vault.
FlagsToRemove = "131072" Removes a piece of environment and in the casino it removes that wall that comes up in annos picture.
You could run the code with only adding the environment in but then when you try to leave through where you normally would there will be a wall blocking the path as it wasn't removed. From the back side it will look invisible but when you look through the other side you will see it correctly textured and all.
I'm not sure what determines the flag number but it may be the same numbering system found for sgraph fileNames so finding one may give the answer to the other.
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Post by ubiquitous on Jul 29, 2011 2:15:59 GMT -5
Wasn't sure where to add this so did a search for Missions and found this thread which I thought would be the best fit since it can be added to new missions.
Ok so lets say you want to make a mission where even if Chuck dies you don't want a game over screen to come up. This is possible by adding this line of code
cMissionOnPlayerKilled Some_Name { }
By inserting that line of code into your mission it allows chuck to die and the game to keep on going. You can insert other code to execute afterwards to meet the conditions you want.
For example:
cMissionOnPlayerKilled Chuck_Died_Mission_32 //Code required for the game not to end. { }
cMissionOnFail Mission_32-Fail { cMissionLoadLevel Mission32_Fail { Level = "ROYAL_FLUSH" LevelSpawnPoint = "Exit_Safehouse" } }
In this example after Chuck dies and the mission fails Chuck will teleport to ROYAL_FLUSH at the Safehouse exit spawn point. That is just one of many things that you could do as that line creates an indefinite amount of possibilities.
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Post by ubiquitous on Jul 24, 2011 14:00:42 GMT -5
This project is taking longer than I though since I like to over complicate things XD Ok so all boss missions should work but I haven't added triggers to all the bosses yet so not all of them can be spawned. This is alpha version 1.0 so its just a preview of what is to come later on. This has no shop yet and only contains a few bosses. Your life will be regained after each fight since its only alpha version. Let me know what you guys think so far as feedback is always appreciated. By the way when you start off make sure to turn the camera around as the current boss triggers are behind Chuck's starting point. Alpha 1.0: www.mediafire.com/?ny7tvai68zmf9yf
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Post by ubiquitous on Jul 21, 2011 17:33:37 GMT -5
You gotta look at the fine print Tommah it is is copyrighted material and you will be prosecuted to full extent of the law. My attorney's will contact you shortly lol jk anyways back on topic Sorry I didn't notice the other thread was a single page thread I thought it was a multi-page thread so that's why I started it here. Also the reason I started it here was that I believed there was enough information on the topic to become a tutorial. I believe once there is enough information then a tutorial can be created for people to locate topics easier. You can move it to the top of the other thread if you want but that's my reason for having it here. I plan to do the same once I decrypt enough of sgraph and psychopaths so all data can be centralized in an easy to read post with a working example so people don't get discouraged.
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Post by ubiquitous on Jul 21, 2011 14:16:06 GMT -5
Yes one was suppose to be zombiesets.txt I was tired when I was writing it >_< Thanks for catching my mistake though as I wasn't gonna re read it XD
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Post by ubiquitous on Jul 21, 2011 2:36:44 GMT -5
Alright lets do this now that I got a few minutes to spare. In order to spawn zombies in other areas it is not really that hard. At the same time not every type of zombie can be spawned at the same time in an area at least not as of yet I will be working on that when I got more time. Things requiring modification: - Missions.txt
- (Level_File).txt
- Zombiesets.txt
***For this example/tutorial the safehouse will be used***Missions.txtOk so in this one we need to make a simple mission or take advantage of one that has already been made. I prefer a new mission since if it breaks your game you can always delete it and everything will be ok. Basic mission template: cMissionDefinition Basic_Mission_Layout { CantFailOnLevel = "SAFEHOUSE" Color = "13058304" DebugSpawnPoint = "Start" DescriptionSummary = "80568" DisplayName = "80040" Duration = "380000" IgnoreAction = "false" LevelToStartAtIfDebuggingMission = "SAFEHOUSE" MissionType = "4" //4 places into scoops in debug 8 into cases ShowInDebugMenu = "true" ShowInHUD = "false" StartTime = "0"
cMissionObjective ObjectiveEvents { //Create mission objectives so mission won't finish cMissionObjectiveEvent Basic_Objective_Set { EventString = "PosterSeen_LaserSword" }
}
cMissionLevelReady Events_That_Load_When_Level_Loads { LevelName = "LEVEL_SAFEHOUSE"
cMissionZombieFactory Zombie_Types_to_Spawn { Amount0 = "5" //Amount to spawn of certain type Amount1 = "10" Amount2 = "10" Amount3 = "2" ClumpDiameterDelta = "3.0" Type0 = "zombie_tir" //This is the zombie type spawned for amount0 Type1 = "mercenary_tk" Type2 = "zombie_dealer" Type3 = "zombie_fat" ZombieWarehouseName = "CafeteriaZombies" } } } // Mission End
Ok the objective in the mission is not the best to use as once the poster has seen the mission will end so you will want to set a different objective if you use it the way it is. Let's break down the code the important part is the cMissionZombieFactory- Amount# = "# Value" Amount of zombies spawned. - Type# = "zombie type" This is where you choose the zombie type you want spawned. It is limited as of now but you will still have a good amount of freedom. - ZombieWarehouseName = "Warehouse_Name" This is where you choose which warehouse will be used. These are created in each levels.txt and it sets the location of where zombies spawn. Now that your mission is complete we will save that and move on to the next file that needs modification. Safehouse.txtAll warehouse zones are created here. These are in a way a boundary where zombies are allowed to spawn. Some contain a lot of vertex but you can make a simple one as I will show in here. Place into your safehouse.txt file cZombieWarehouse SafeLooters { cPolygonSmall Looters_R219 { Height = "2.0" NumVertex = "4" Vertex0 = "-2.8,-1.12,20.6" Vertex1 = "-5.4,-1.10,20.5" Vertex2 = "-4.4,-1.10,23.4" Vertex3 = "-2.7,-1.10,23.4" } }
That zombie warehouse creates a square area spawn that is between the tables close to the wall closes to the restroom in the cafeteria. Ok last but not least the most important file needed in order for the zombies to spawn or you will not get em to work correctly. Zombiesets.txtInside this file all information pertains to which zombie spawns in which area. You must locate the safehouse coding so you can modify the entry. Some will have multiple entries and I tried it with the safehouse but I am not sure how these are chosen yet so this is where the limitation comes in. Ok first things first ignore this >_> // AUTOGENERATED BY MIDDEN , DO NOT EDIT BY HANDnext locate safehouse code cZombieLoadSet LEVEL_SAFEHOUSE { cZombieLoadSetEntry e0 { start = "291600" //Day 4 at 9:0 end = "752400" //Day 9 at 17:0 type0 = "zombie_skinny" // 2200 type1 = "zombie_fat_female" // 4828 type2 = "zombie_gas" // 1740 number = "3" total_cost = "8768" total_vert = "7031" }
// HWM: 8768 Entry 0 }
easy enough now lets locate a section that contains the zombies you want spawned. In my mission I used Type0 = "zombie_tir" Type1 = "mercenary_tk"
So lets locate a section that contains both of these zombies cZombieLoadSetEntry e5 { start = "241200" //Day 3 at 19:0 end = "259200" //Day 4 at 0:0 type0 = "zombie_skinny" // 2200 type1 = "zombie_fat" // 6176 type2 = "zombie_fat_female" // 4828 type3 = "zombie_maintenance" // 640 type4 = "zombie_tir" // 840 type5 = "zombie_dealer" // 684 type6 = "zombie_construction" // 828 type7 = "zombie_protester_female" // 1560 type8 = "mercenary_tk" // 1088 number = "9" total_cost = "18844" total_vert = "13219" }
Ok done we got all parts needed to complete our work Copy that code into the cZombieLoadSet LEVEL_SAFEHOUSE code block and erase the other entry that was in that code block so it reads this cZombieLoadSet LEVEL_SAFEHOUSE { cZombieLoadSetEntry e0 { start = "0" //Day 3 at 19:0 end = "518400" //Day 4 at 0:0 type0 = "zombie_skinny" // 2200 type1 = "zombie_fat" // 6176 type2 = "zombie_fat_female" // 4828 type3 = "zombie_maintenance" // 640 type4 = "zombie_tir" // 840 type5 = "zombie_dealer" // 684 type6 = "zombie_construction" // 828 type7 = "zombie_protester_female" // 1560 type8 = "mercenary_tk" // 1088 number = "9" total_cost = "18844" total_vert = "13219" }
// HWM: 8768 Entry 0 }
Notice Start was set to 0 so that it starts at game time 12a.m. which is 0 and End was set to a high number to prevent zombies from not spawning due to time frame ending. Ok save and you are done! The limitation comes into play where only zombies can be spawned if the code section remains the same as the original. You can not make custom ZombieSets or at least not as of yet. For example in the entry above cZombieLoadSetEntry e0 { start = "291600" //Day 4 at 9:0 end = "752400" //Day 9 at 17:0 type0 = "zombie_skinny" // 2200 type1 = "zombie_fat_female" // 4828 type2 = "zombie_gas" // 1740 number = "3" total_cost = "8768" total_vert = "7031" }
You could replace one of the types with "Looter" but the type will not spawn at all. I haven't tried other things yet so it might or might not be possible but for now it still gives you quite a bit of freedom to play around.
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Post by ubiquitous on Jul 20, 2011 17:25:38 GMT -5
The warehouse isn't that hard to make then again I only made a square lol I'm not sure how it determines what point is what but here is a small example I did last night.
s1095.photobucket.com/albums/i478/UbiquitousUser/Dead Rising 2/Zombie spawning/
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Post by ubiquitous on Jul 20, 2011 5:24:29 GMT -5
Simple tool that has proved useful to my use. It is a list extractor and its window mode so self explanatory on how to use no need to type any commands or anything. It also has a little box in which code for wiki and proboards comes out it creates a simple table with all the data extracted. Be patient with it as it may take some time depending on the size of the file and how many keywords you add to the list. Simple layout Text boxes:File text box = Displays file you want to search for keywords in. Header text box = Allows you to rename any of the headers of your table so you wont have to struggle to much to customize the code. Numeric:Up and down = allows you to choose which of the column headers to modify. ButtonsBrowse = Browse for file + Sign = Add keyword to the list. - Sign = Remove selected keyword from the list. Extract list = Extract the keywords in the list from the file selected. Load list = Load a previously saved list. Save list = Save the list that has been extracted. Check boxes:Collapsible = Makes wiki table collapsible Spoiler = Makes ProBoards table a spoiler so it imitates the collapsible property of the wiki. Tables:Displays all data extracted and allows you to modify or delete data you do not want on the list. Ok so the program isn't a great tool but it does help navigate the bigger files like sgraph. I've found a lot of useful data with this method and hope it helps out others. The program isn't designed great so its a little slow at times when extracting the data. Also do not hit the save button if no data was extracted or if the table is empty as this will likely cause a crash in the program. Attachments:
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Post by ubiquitous on Jul 19, 2011 14:47:44 GMT -5
If you are starting from the mission look at the StartTime = "0" it needs to be set to 10800. I forgot to change it for you because on mine it was set to 0 because I was trying to test stuff out that wasn't working.
If you have a mission that sets your clock forward to 10800 then you are good but if you debug the looters mission you will not get any looters as it will start you off with the missions StartTime = "#"
Forgot to add the reason I have more looters in my pic is not due to the code you posted but due to adding more of them in battle_pharmacy.txt
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Post by ubiquitous on Jul 18, 2011 19:39:19 GMT -5
Already posted in the wrong section so we can tell Anyways some items make your game crash which this might be one of them but all you do is replace "showerhead" with the "itemName" of item you want spawend
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Post by ubiquitous on Jul 18, 2011 18:58:36 GMT -5
The method I am using only lets me spawn them in the pharmacy since that's where their boss file spawns them. I have not looked at the other spawning looters but will take a look when I got time. Make sure the time is over 10800 or 3 a.m. the first night since that's when zombies spawn at. Anything before will just give you a blank mission and a few minutes of confusion as to where your looters are at.
cMissionDefinition Pharmacy_Looters_Work_In_Progress //Small mobs to gain cash (W.I.P) { Color = "8694269" DebugSpawnPoint = "Start" Duration = "270000" LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH" MissionType = "4" ShowInDebugMenu = "True" StartTime = "0"
cMissionObjective Looters-Objective { cMissionObjectiveKillBoss Looters { BOSS_NAME = "Pharmacy" } }
cMissionLevelReady RoyalFlush1 { LevelName = "LEVEL_ROYAL_FLUSH"
cMissionSpawnZombie battle_looters_factory { NumberOfZombies = "0" ZombieType = "looter" }
cMissionBossBattle Looters { BattleFile = "data/datafile/battle_pharmacy.txt" BattleName = "Pharmacy" } } }
To modify their starting location change LevelName = "LEVEL_ROYAL_FLUSH" to the level you want it spawned in and get the coordinates you want to place them in. You then go into battle_pharmacy.txt and change location of each
cBossNode Enemy1 { Boss = "boss_thug" Location = "-106.634,-1.558,-96.779" Name = "Enemy1" Rotation = "0, 0.539, 0" Type = "5" SubID = "0" }
You can add more mobs also by using one of the entries as a layout. (Enemy1 = Flashlight looter, Enemy2 = Crowbar looter, Enemy3 = Tomahawk looter)
You may have to modify the battleZone and start entries as well if you move them to another area though but shouldn't be too hard the file is pretty small compared to the psychopaths battle files.
Forgot to mention the mission above will keep spawning the looters in the same area until they are all killed. Once they are killed they will not re-spawn anymore so if you want them to keep spawning make sure to spawn one outside the map where he can't be killed.
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Post by ubiquitous on Jul 18, 2011 16:28:01 GMT -5
I've been trying for a while now on and off. No matter how much I learn about sgraph the issue comes from the File = ##### line as I can't figure out the correlation between the file name and the number displayed in the file line.
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Post by ubiquitous on Jul 17, 2011 16:44:37 GMT -5
While working on my Slappy boss mission I was tinkering around with things and found out something intresting
Code from missions.txt
cMissionBossBattle Slappy_Boss { BattleFile = "data/datafile/battle_mascot.txt" BattleName = "Mascot" }
BattleName = "Mascot" is the line that spawns the boss and according to the boss it uses its own Battle_file.txt
I took out the line BattleFile = "info" and the boss continued as normal so this line may not even be needed. It may just be there for reference for the people who were working on missions and such.
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Post by ubiquitous on Jul 17, 2011 2:47:38 GMT -5
Ok with that information out of the way lets go ahead and post what I've found out so far. It's not hard at all to load a boss in another area. It is however tedious work getting coordinates to make them do what makes it look smooth and not smash into those ninja zombies, survivors and ninja Chuck that like to vanish just when the boss is too close to stop from running into those pesky walls.
cItemPlacement UltimateFan { ItemName = "boss_ultimatefan" Location = "-152.8,-1.0,-89.0" Rotation = "0.000,-0.707,0.000,0.707" }
cItemPlacement UltimateFanBike { DisablePhysicsOnInitialPlacement = "true" ItemName = "TIRBikeGreenUF" Location = "-152.8,-1.0,-89.0" Rotation = "0.000,0.707,0.000,0.707" }
cBossNode Start1 { Boss = "boss_ultimatefan" Location = "-152.8,-1.0,-89.0" Name = "Start" Rotation = "0, -2.7, 0" Type = "9" }
This is what spawns and places the boss. From what I can tell all lines of weapons, NPC and the Start node are required for correct placement.
cBossNode BossTauntNode000 { Boss = "boss_ultimatefan" Location = "-153.5,-,1.5,-135.4" Name = "BossTauntNode000" Type = "5" }
This node controls one of the area that Leon drives to and stops to taunt the player. You can have multiple ones placed around where you would like him to stop and taunt. How they are chosen I am not sure probably something from sgraph.txt or his boss file.
cBossNode BossNode022 { Boss = "boss_ultimatefan" Location = "-117.2,-1.5,-54.9" Name = "BossNode022" SubID = "2" Type = "4" }
cBossNode BossNode061 { Boss = "boss_ultimatefan" Location = "-124.43,-1.5,11.82" Name = "BossNode061" SubID = "3" Type = "4" }
Not sure but at least 1 of each SubID = "#" is required in this case it needs both 2 and 3 which are found in the default battle_ultimatefan.txt
cWaypoint BossWaypoint000 { Location = "-98.04,-1.27,11.01" Name = "BossWaypoint000" Type = "1" }
Not sure on this one either but I think these waypoints combined with the previous nodes is what helps the boss track the player and aim for an attack.
cPatrolPath Main { Boss = "boss_ultimatefan" Cycle = "true" Name = "Main" NumPoints = "12" Point0 = "-103.1,-1.5,-37.5" Point1 = "-117.2,-1.5,-54.9" Point2 = "-124.1,-1.5,-67.2" Point3 = "-156.4,-1.5,-93.0" Point4 = "-182.1,-1.5,-108.4" Point5 = "-205.4,-1.5,-110.4" Point6 = "-181.7,-1.5,-128.9" Point7 = "-153.5,-,1.5,-135.4" Point8 = "-141.7,-1.5,-113.0" Point9 = "-143.0,-1.5,-95.3" Point10 = "-105.5,-1.5,-64.6" Point11 = "-103.2,-1.50,41.5" Type = "0" }
This is the path that the boss will follow when it is not attacking the player. You can have multiple paths but anything that is not the main path must have the line Cycle = "false" and Type = "#" must also be changed. Leon's file contains Type = "1" and Type = "3"
NumPoints = "#" this line refers to the amount of points each path has and must contain that amount of points if its like the usual other files.
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