|
Post by ubiquitous on Jul 17, 2011 1:43:36 GMT -5
Let's take the whole modding concept one step further and relocate a whole boss. I know Anno was talking about having Leon in Infinity Mode roam around Royal Flush so gonna use him just for the sake of killing 2 birds with 1 stone because I like to be efficient Here is link from my Boss Challenge mod post: www.mediafire.com/?y3bq70bdtav9067Attachments found in the following posts will be for Leon in Royal Flush must be renamed to battle_ultimatefan.txt if they aren't already named that. Attachments:
|
|
|
Post by ubiquitous on Jul 17, 2011 0:47:16 GMT -5
Hey lets keep all this dropbox love out of every other post that contains a download. This is not a full release mod so yet it doesn't matter if the file expires or not. Anyways when I need to upload larger files I can use dropbox or any other service that allows larger file downloads. The thing here being if mediafire gets hacked oh well they get the free files a user name/password only used on that site. If dropbox gets hacked it could expose vulnerabilities in their software and potential for further damage and such. For now even if the chance is extremely small of that happening I don't want to be taking those tiny 1/1000000 risks specially with a world of script kiddies roaming around everywhere just looking to cause mischief for anyone.
|
|
|
Post by ubiquitous on Jul 16, 2011 18:06:28 GMT -5
This was my work on the Boss challenge mod until I got side tracked lol. I've got a few bosses working already but this file isn't to show that. While trying to get boykin area working I found out it's one of those map areas that do not load off the back. I have 2 solutions 1) Find out how the area gets loaded so its not all black 2) Relocate the boss to a new area. I tried solution 2 and it's gonna be tedious but it's possible. The file provided here shows Leon in Royal Flush. He is not set up for that area so he just rams into every wall he sees. Maybe he is just ramming into roaches and mice that I do not see and doing the mall a favor. Either way this is still in early development and I will be exploring this possibility. Perhaps it will even be possible to have a big room where its setup for boss battles which I think would be a pretty cool idea Well let me know what you guys think as your input is always appreciated. Just to get on anno's nerves here is my mediafire link www.mediafire.com/?y3bq70bdtav9067
|
|
|
Post by ubiquitous on Jul 16, 2011 2:16:35 GMT -5
This is one of my two work in progress mods. I decided to go with this one first since its faster to pull off and will help me understand missions.txt a little more before undertaking my larger scale mod Beta V1.0 DownloadBoss Challenge Mode! -Fight all psychopaths (Done!) (Snowflake is excluded as his coding seems to mess up all other missions. I may add him later on but for now he is not in the mod) +Working on balancing money received from defeating a psychopath -Instant level up to level 50 (Done!) -Buy supplies between battles but be careful as items are limited and so is your cash. (0%) -Health won't replenish after battles you must buy food to replenish your life. -Buy companion survivors to help you fight (50/50 not sure if I want to or will be able to add this in yet) (0%) **Additions** -Adding in small fry mobs (mercs, looters) to survival type missions which can be done over and over to gain cash. Players must survive for 45 seconds and any health lost will not be replenished. (25%) This mod won't be an over the top mod or anything just something simple and hopefully fun. Might be in final release if I can get it working how I want. In case the image doesn't work here is the link i1095.photobucket.com/albums/i478/UbiquitousUser/Dead%20Rising%202/Dead%20Rising%202%20Boss%20Challenge%20Mod/Mascot_Brawl.jpgLooters mission i1095.photobucket.com/albums/i478/UbiquitousUser/Dead%20Rising%202/Dead%20Rising%202%20Boss%20Challenge%20Mod/Looters_Survival.jpg
|
|
|
Post by ubiquitous on Jul 15, 2011 19:35:45 GMT -5
This works to start somewhere else other than the arena. Keep in mind its loading twice therefore takes a little longer than usual when its a new game.
cMissionDefinition Tutorial1 { Duration = "3600" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "BIKETUTORIAL" ShowInDebugMenu = "true" cMissionLevelReady Load_New_Level { LevelName = "LEVEL_BIKETUTORIAL"
cMissionSetClock Zombs_Start_at_3am { Time = "10800" }
cMissionLoadLevel StartingLevel { Level = "SAFEHOUSE" LevelSpawnPoint = "Start" SkipInCoop = "false" } } }
|
|
|
Post by ubiquitous on Jul 15, 2011 4:55:22 GMT -5
Played around with the Dest = # values for a bit but nothing seemed to happened by changing those values. I was hoping they would be easy to manipulate like Anim = # values but they seem to have their own trick I have not figured out. It wasn't all a waste as this next section may come in handy to those who want to customize their attacks a little further.
Following code is from cGenericAnimState 290 Hurricane Kick which was able to successfully replace cGenericAnimState 386 Haymaker
File = 1304912713 DataRate = 1.000000 Looping = "false" Mirror = "false"
This first section controls the animation that plays. By changing File =###### you can get different animations to play and as long as the game has loaded them you will not have an issue with it playing. Weapon animations seem to load when the weapon is picked up I am still figuring out how to load them perhaps via the dest = setting it might be possible.
cAttackEvent -1806299320 { Time = 0.300000 Duration = 1.505000 TriggerWeapon = "false" AttackEffectiveness = 0.000000 AttackName = "meleeheavy" HitReactionName = "knocked2ground" FatalReactionName = "fatalfrontkick" LeftHand = "false" RightHand = "false" LeftFoot = "false" RightFoot = "true" Head = "false" HandToHandAttack = "true" WeaponAttack = "false" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "true" AttackRadius = 1.500000 IsArcAttack = "false" AngleWindowSize = 0.000000 AngleWindowCenter = 0.000000 PositionOffsetZ = 0.000000 SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" ZombieTagJumpingActors = "false" PushAsideAttack = "false" MaxHeightDiff = 0.000000 IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = 0.000000 MaxHitMagnitude = 0.000000 }
From what I can tell this section controls the hit area. I did not play around with the values as it was a copy paste but in theory attack range should be able to be modified. I tried it with keeping the haymaker cAttackEvent and playing the hurricane kick animation. The animation played but did not hit the zombies until the cAttackEvent of the hurricane kick was also placed into the code block
cAudioAnimEvent -444527026 { Time = 0.240000 Duration = 0.000000 Type = "vocal" AssetName = "HurricaneKick" PlaybackPercentage = 0 }
cAudioAnimEvent 1674616869 { Time = 1.590000 Duration = 0.000000 Type = "cfoley" AssetName = "CfoleyLegSlow" PlaybackPercentage = 0 }
cAudioAnimEvent -502038654 { Time = 0.250000 Duration = 0.000000 Type = "motion" AssetName = "HumanAttackKick" PlaybackPercentage = 0 }
cAudioAnimEvent -502038655 { Time = 0.370000 Duration = 0.000000 Type = "motion" AssetName = "HumanAttackKick" PlaybackPercentage = 0 }
cAudioAnimEvent -502038656 { Time = 0.460000 Duration = 0.000000 Type = "motion" AssetName = "HumanAttackKick" PlaybackPercentage = 0 }
cAudioAnimEvent -502038649 { Time = 0.640000 Duration = 0.000000 Type = "motion" AssetName = "HumanAttackKick" PlaybackPercentage = 0 }
cAudioAnimEvent -1227504155 { Time = 0.060000 Duration = 0.000000 Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = 0 }
cAudioAnimEvent -1010520974 { Time = 1.050000 Duration = 0.000000 Type = "footstep" AssetName = "FtspRunHardRight" PlaybackPercentage = 0 }
cAudioAnimEvent -1400614996 { Time = 1.080000 Duration = 0.000000 Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = 0 }
cAudioAnimEvent -1400614993 { Time = 1.900000 Duration = 0.000000 Type = "footstep" AssetName = "FtspRunSoftLeft" PlaybackPercentage = 0 }
cAudioAnimEvent 984312236 { Time = 0.410000 Duration = 0.000000 Type = "vgasp" AssetName = "Y1Attack" PlaybackPercentage = 0 }
From the name of these you can tell they belong to sound associated with an animation. You can change these around and have other sounds play as you like.
|
|
|
Post by ubiquitous on Jul 13, 2011 19:16:35 GMT -5
So this is an idea I came up with yesterday while brainstorming ideas for modding Dead Rising 2, I want something I have a passion for (Resident Evil) So I will stay interested in the project. Here is what my goal is... I want a mix of Re4, and the original RE games. LIST OF THINGS TO DO/LEARN: 1.Make the camera so it's 100% of the time over the shoulder, just like Re4/Re5. 2. Make the environment's darker. Pretty dark.. not pitch dark. I also want the Flash Light to be a major part of seeing around good. 3. Learn how to Lock doors, and to play keys around the stages that you need to find to open the doors. (<-- MAJOR) 4. Remove the Mission timers altogether. 5. Along with the camera tweak, I want to make the game much, much more oriented towards Guns, instead of Melee weapons. 6. Is it possible to make Reloading possible on guns? Any way to make find-able ammo for guns? 7. Greatly limit inventory space, down to max of 5 slots so players have to make smart choices on what they carry (just like old REgames) There may be more things Im just not thinking of at the moment. If ANYBODY can help me with ANYTHING listed above, that'd be really great. Also, Please note, this is mostly a Brainstorm idea. If there is to many problems, or to few things can be done, then it won't feel like Re enough so I wouldn't want to dump aton of time into it. Let's see if we can make this happen!! 1. Not sure about it someone else might be able to answer this better. 2. Could play around with .csv files which are the light files for each stage but people should be able to overcome this by increasing their brightness if I am not mistaken. 3. Here is code from a locked underground door in royal before you get the key. cDoorPlacement UndergroundDoor2 { AudioEnvVolume = "SewerAccess_Door2" InitialState = "0" ItemName = "door_standardknob" KeyItem = "85017" Location = "-141.569,-1.578,-63.527" LockedMessage = "50407" Rotation = "0,0.3828,0,0.9238" }
As you can see KeyItem = "85017" is the key required for the door. If you go into items.txt and look for keyItemID = "85017" you find cKeyItem Key_undergroundkey { AssetFilename = "keysingle" CollidableQuality = "0" CollisionType = "3" DisplayName = "85017" DR2 = "true" InteractDistance = "1.2" KeyItemID = "85017" MergedFilename = "data/dynamicprops/SingleKey" MergedFileNotUsed = "false" RestrictedByRegion = "false" UnlimitedDurability = "true" }
If I am not mistaken new key items should be able to be made with unique ID's which you could then assign to doors 4. You could make the duration of each mission an indefinite amount of time so that it seems it has no timer. 5. Not sure exactly what you mean for this one. 6. Don't think picking up ammo will be possible. From what it sounds is that you would like to have limited weapons this is a problem that shouldn't be to hard to overcome with your mod. The problem being if you spawn an item through a level.txt it will spawn every time you load up that area. You can overcome this the way it was done in Infinity Mode with spawning a reward for killing a boss or something since I know RE had bosses back when I played XD 7. Hmmm might be possible you would have to figure out how inventory slots are assigned and then have it get limited at your desired amount.
|
|
|
Post by ubiquitous on Jul 13, 2011 2:43:18 GMT -5
Haven't really seen this and I know people have asked how to make things have effects. In order to make it easier I have uploaded a list to wiki and it will also be here. The list will be updated as effects are figured out so if you guys know any effect numbers and their function add em here so the list can be completed. deadrisingwiki.com/wiki/PyroEffectPyroEffect = "0" No effect PyroEffect = "1" Blood drip massive continuous PyroEffect = "3" Blood splatter in chunks PyroEffect = "4" Blood drip medium intervals PyroEffect = "9" Blood drip medium intervals PyroEffect = "12" Blood drip medium intervals PyroEffect = "14" PyroEffect = "20" Blood drip medium intervals PyroEffect = "23" PyroEffect = "26" Vehicle explosion PyroEffect = "29" Blood stream small continuous PyroEffect = "30" PyroEffect = "32" PyroEffect = "35" Uknown invisible PyroEffect = "37" PyroEffect = "38" PyroEffect = "39" Blood stream huge continuous PyroEffect = "41" PyroEffect = "42" PyroEffect = "43" PyroEffect = "45" PyroEffect = "46" PyroEffect = "47" PyroEffect = "49" Shotgun shells PyroEffect = "51" Fire small PyroEffect = "52" PyroEffect = "55" PyroEffect = "56" Blood drip dropplets continuous PyroEffect = "57" Flamethrower fire stream PyroEffect = "59" Queen jar mist PyroEffect = "60" Muzzle flash PyroEffect = "61" Water stream PyroEffect = "62" Firecracker sparks PyroEffect = "63" Cooking oil blobs PyroEffect = "65" Gun shells PyroEffect = "66" Sparks PyroEffect = "67" Sparks PyroEffect = "68" Explosion PyroEffect = "72" Fire small PyroEffect = "75" Grenade explosion PyroEffect = "80" Gem shine/sparkle PyroEffect = "84" PyroEffect = "85" PyroEffect = "86" PyroEffect = "87" Sparks PyroEffect = "88" PyroEffect = "89" Muzzle flash PyroEffect = "94" PyroEffect = "95" PyroEffect = "97" PyroEffect = "99" PyroEffect = "102" PyroEffect = "103" PyroEffect = "104" PyroEffect = "105" PyroEffect = "106" PyroEffect = "107" PyroEffect = "110" PyroEffect = "114" PyroEffect = "115" PyroEffect = "116" PyroEffect = "117" PyroEffect = "122" PyroEffect = "123" PyroEffect = "124" PyroEffect = "125" PyroEffect = "126" Firecracker trail PyroEffect = "135" PyroEffect = "139" PyroEffect = "141" Extinguisher frost mist PyroEffect = "143" PyroEffect = "144" PyroEffect = "149" PyroEffect = "152" PyroEffect = "153" PyroEffect = "154" PyroEffect = "162" PyroEffect = "163" PyroEffect = "164" PyroEffect = "168" Fire medium PyroEffect = "170" PyroEffect = "171" PyroEffect = "173" PyroEffect = "176" Fire cracker explosion PyroEffect = "177" Fire medium PyroEffect = "178" PyroEffect = "179" PyroEffect = "180" PyroEffect = "181" Ice blast mist PyroEffect = "183" PyroEffect = "184" PyroEffect = "185" Fire (firespitter and tennis ball) PyroEffect = "186" PyroEffect = "187" PyroEffect = "188" PyroEffect = "189" PyroEffect = "190" PyroEffect = "191" PyroEffect = "192" PyroEffect = "199" PyroEffect = "206" PyroEffect = "207" PyroEffect = "211" PyroEffect = "212" PyroEffect = "213" Lightning PyroEffect = "214" PyroEffect = "215" PyroEffect = "216" PyroEffect = "217" PyroEffect = "221" PyroEffect = "222" PyroEffect = "223" PyroEffect = "224" PyroEffect = "225" PyroEffect = "226" PyroEffect = "227" PyroEffect = "228" PyroEffect = "231" PyroEffect = "232" PyroEffect = "233" PyroEffect = "234" PyroEffect = "235" PyroEffect = "236" PyroEffect = "239" PyroEffect = "242" PyroEffect = "243" PyroEffect = "244" PyroEffect = "247" PyroEffect = "248" PyroEffect = "250" PyroEffect = "251" PyroEffect = "254" PyroEffect = "255" PyroEffect = "256" PyroEffect = "257" PyroEffect = "258" PyroEffect = "259" PyroEffect = "262" PyroEffect = "263" PyroEffect = "264" PyroEffect = "265" PyroEffect = "266" PyroEffect = "268" PyroEffect = "270" PyroEffect = "274" PyroEffect = "282" PyroEffect = "283" PyroEffect = "284" PyroEffect = "287" PyroEffect = "289" PyroEffect = "300" PyroEffect = "301" PyroEffect = "303" PyroEffect = "304" PyroEffect = "305" PyroEffect = "307" PyroEffect = "308" PyroEffect = "309" PyroEffect = "310" PyroEffect = "311" PyroEffect = "312" PyroEffect = "313" PyroEffect = "314" PyroEffect = "315" PyroEffect = "319" PyroEffect = "320" PyroEffect = "321" PyroEffect = "323" PyroEffect = "325" PyroEffect = "326" PyroEffect = "329" PyroEffect = "334" PyroEffect = "336" PyroEffect = "337" PyroEffect = "343" PyroEffect = "344" PyroEffect = "345" PyroEffect = "350" PyroEffect = "351" PyroEffect = "352" PyroEffect = "353" PyroEffect = "358" PyroEffect = "359" Waterfall emitter PyroEffect = "360" Base of waterfall emitter along with bubbles and light water mist PyroEffect = "364" Water dropplets interval PyroEffect = "365" Dirt falling to ground PyroEffect = "367" Invisible or extremely low visibility PyroEffect = "368" Smoke like medium density continuous PyroEffect = "369" Smoke like thin density continuous
|
|
|
Post by ubiquitous on Jul 12, 2011 21:52:41 GMT -5
Latest addition for those who would like to undergo breaking down sgraph themselves As you already know Anim = # points to the cAnimRef #So Anim = 239 would mean you ctrl+F cAnimRef 239 and all the coding found in that block pertains to the animation. What you don't know is transitioners have a Dest = # cGenericBlender ToVomit { Dest = 870 XZToUse = 2 YToUse = 2 Duration = 0.100000 StopSrcAnim = "false" }
cImmediateTransitioner ToVomit { Dest = 870 DestEvent = -1 UseDestEvent = "false" SyncWithDest = "false" } I have not figured out the rest of the values as I have not played with these yet but Dest points to a cGenericAnimStateSo in the above example you would ctrl+f for cGenericAnimState = 870
|
|
|
Post by ubiquitous on Jul 12, 2011 18:26:50 GMT -5
Ok here are two more one contains the default injured animation and the next one contains one with him more hunched over let me know what you think. If you like the second one I can't make any promises but I might be able to pull it off. Attachments:
|
|
|
Post by ubiquitous on Jul 12, 2011 15:15:35 GMT -5
Nice job good to see you got things working Sorry for late reply but if you are still looking for the default hook punch values then these are it. cChooserEntryFloat male_attack_punch_hook_left540578 { Anim = 1783 Value = 1.000000 }
cChooserEntryFloat male_attack_punch_hook_right90250 { Anim = 2701 Value = 1.000000 }
Should also find other Chuck values if you keep scrolling down after the hook_right AnimState code block
|
|
|
Post by ubiquitous on Jul 12, 2011 6:37:50 GMT -5
So I may end up adding that list extractor to my set of tools after I improve upon it. It is working wonders for me a useful function I was thinking was after editing sgraph.txt and having made modifications to it for it to modify the top entries to match the correct amount of each Event so I don't have to manually find out how much has been added to prevent the usual crash from incorrect max entries. Anyways here's a list of weapon animations. This section might be useful for adding modified animations or new animations cough*dlc*cough*
cGenericAnimState 27 { AbsoluteTranslationMode = "false"
cPropWristWarper WristWarper { }
cSpineAimWarper spiner { }
cCategoryChooser cRandomChooser { ChooserType = "ATTACKWEAPONTYPE"
cChooserEntryInt male_attack_samurai_sword_a { Anim = 88 Value = 0 }
cChooserEntryInt male_attack_pitchdouble_a { Anim = 89 Value = 2 }
cChooserEntryInt male_attack_chainsaw_light_a { Anim = 90 Value = 3 }
cChooserEntryInt male_attack_paddlesaw_a { Anim = 91 Value = 4 }
cChooserEntryInt male_attack_1hand_club_a280390 { Anim = 92 Value = 6 }
cChooserEntryInt male_attack_2hand_club_a80265 { Anim = 93 Value = 7 }
cChooserEntryInt male_attack_large_item_light_a70500 { Anim = 94 Value = 8 }
cChooserEntryInt male_attack_smallbox_light_a290156 { Anim = 95 Value = 9 }
cChooserEntryInt male_attack_baseball_bat_a530187 { Anim = 96 Value = 10 }
cChooserEntryInt male_attack_1hand_slice_a570937 { Anim = 97 Value = 11 }
cChooserEntryInt male_attack_2hand_slice_a580421 { Anim = 98 Value = 12 }
cChooserEntryInt male_attack_fire_axe_a80109 { Anim = 99 Value = 14 }
cChooserEntryInt male_attack_samurai_sword_b { Anim = 100 Value = 21 }
cChooserEntryInt male_attack_pitchdouble_b { Anim = 101 Value = 23 }
cChooserEntryInt male_attack_chainsaw_light_b { Anim = 102 Value = 24 }
cChooserEntryInt male_attack_paddlesaw_b { Anim = 103 Value = 25 }
cChooserEntryInt male_attack_1hand_club_b440468 { Anim = 104 Value = 27 }
cChooserEntryInt male_attack_2hand_club_b280921 { Anim = 105 Value = 28 }
cChooserEntryInt male_attack_large_item_light_b390296 { Anim = 106 Value = 29 }
cChooserEntryInt male_attack_smallbox_light_b540671 { Anim = 107 Value = 30 }
cChooserEntryInt male_attack_baseball_bat_b390 { Anim = 108 Value = 31 }
cChooserEntryInt male_attack_1hand_slice_b110046 { Anim = 109 Value = 32 }
cChooserEntryInt male_attack_2hand_slice_b320093 { Anim = 110 Value = 33 }
cChooserEntryInt male_attack_fire_axe_b440046 { Anim = 111 Value = 35 }
cChooserEntryInt male_attack_samurai_sword_c { Anim = 112 Value = 36 }
cChooserEntryInt male_attack_pitchdouble_c { Anim = 113 Value = 38 }
cChooserEntryInt male_attack_1hand_club_c570937 { Anim = 114 Value = 39 }
cChooserEntryInt male_attack_2hand_club_c20390 { Anim = 115 Value = 40 }
cChooserEntryInt male_attack_smallbox_light_c220593 { Anim = 116 Value = 41 }
cChooserEntryInt male_attack_baseball_bat_c210015 { Anim = 117 Value = 42 }
cChooserEntryInt male_attack_1hand_slice_c100156 { Anim = 118 Value = 43 }
cChooserEntryInt male_attack_2hand_slice_c30328 { Anim = 119 Value = 44 }
cChooserEntryInt male_attack_sledgehammer_light { Anim = 120 Value = 47 }
cChooserEntryInt male_attack_1hand_med_item { Anim = 121 Value = 48 }
cChooserEntryInt male_attack_2hand_large_item_light { Anim = 122 Value = 49 }
cChooserEntryInt male_attack_chair_light { Anim = 123 Value = 50 }
cChooserEntryInt male_attack_lawndart_a400125 { Anim = 124 Value = 53 }
cChooserEntryInt male_attack_sledgehammer_heavy { Anim = 125 Value = 56 }
cChooserEntryInt male_attack_sword_heavy { Anim = 126 Value = 57 }
cChooserEntryInt male_attack_rifle_light { Anim = 127 Value = 58 }
cChooserEntryInt male_attack_musket_light { Anim = 128 Value = 59 }
cChooserEntryInt male_jack_attack_pistol_whip_heavy { Anim = 129 Value = 60 }
cChooserEntryInt male_attack_chair_heavy { Anim = 130 Value = 63 }
cChooserEntryInt male_attack_paddlesaw_heavy { Anim = 131 Value = 65 }
cChooserEntryInt male_attack_chainsaw_heavy { Anim = 132 Value = 66 }
cChooserEntryInt male_attack_large_item_heavy60187 { Anim = 133 Value = 67 }
cChooserEntryInt male_attack_2hand_slice_heavy50669 { Anim = 134 Value = 68 }
cChooserEntryInt male_attack_smallbox_heavy370406 { Anim = 135 Value = 69 }
cChooserEntryInt male_attack_1hand_club_heavy560281 { Anim = 136 Value = 70 }
cChooserEntryInt male_attack_baseball_bat_heavy30058 { Anim = 137 Value = 71 }
cChooserEntryInt male_attack_2hand_thrust_heavy450855 { Anim = 138 Value = 73 }
cChooserEntryInt male_attack_2hand_stab_heavy_spear440843 { Anim = 139 Value = 74 }
cChooserEntryInt male_attack_2hand_golf_swing380703 { Anim = 140 Value = 75 }
cChooserEntryInt male_attack_1hand_slice_heavy130015 { Anim = 141 Value = 76 }
cChooserEntryInt male_attack_2hand_club_heavy160203 { Anim = 142 Value = 77 }
cChooserEntryInt male_attack_samurai_sword_cool_c360477 { Anim = 143 Value = 79 }
cChooserEntryInt male_attack_samurai_sword_cool_a380336 { Anim = 144 Value = 80 }
cChooserEntryInt male_attack_samurai_sword_cool_b380368 { Anim = 145 Value = 81 }
cChooserEntryInt male_attack_1hand_slice_b_3370560 { Anim = 146 Value = 82 }
cChooserEntryInt male_attack_1hand_slice_b_1410248 { Anim = 147 Value = 83 }
cChooserEntryInt male_attack_1hand_slice_b_2410310 { Anim = 148 Value = 84 }
cChooserEntryInt male_attack_1hand_slice_thrust_190546 { Anim = 149 Value = 85 }
cChooserEntryInt male_attack_1hand_slice_a_1310687 { Anim = 150 Value = 89 }
cChooserEntryInt male_attack_smallbox_light_b_1430203 { Anim = 151 Value = 90 }
cChooserEntryInt male_attack_smallbox_light_a_1430265 { Anim = 152 Value = 91 }
cChooserEntryInt male_attack_bullskull_b50982 { Anim = 153 Value = 92 }
cChooserEntryInt male_attack_bullskull_a60029 { Anim = 154 Value = 93 }
cChooserEntryInt male_attack_2hand_club_h470890 { Anim = 155 Value = 98 }
cChooserEntryInt male_attack_roulette_wheel_a320703 { Anim = 156 Value = 99 }
cChooserEntryInt male_attack_suitcase_a300468 { Anim = 157 Value = 100 }
cChooserEntryInt male_attack_suitcase_b300500 { Anim = 158 Value = 101 }
cChooserEntryInt male_attack_leadpipe_a560971 { Anim = 159 Value = 102 }
cChooserEntryInt male_attack_handbag_a510362 { Anim = 160 Value = 103 }
cChooserEntryInt male_attack_cardboardbox_c330534 { Anim = 161 Value = 104 }
cChooserEntryInt male_attack_cardboardbox_a350300 { Anim = 162 Value = 105 }
cChooserEntryInt male_attack_cardboardbox_b350331 { Anim = 163 Value = 106 }
cChooserEntryInt male_attack_extinguisher_light180250 { Anim = 164 Value = 107 }
cChooserEntryInt male_attack_meat_cleaver_b310359 { Anim = 165 Value = 108 }
cChooserEntryInt male_attack_meat_cleaver_a320765 { Anim = 166 Value = 109 }
cChooserEntryInt male_attack_baseball_bat_b_220468 { Anim = 167 Value = 110 }
cChooserEntryInt male_attack_bass_guitar_a290015 { Anim = 168 Value = 111 }
cChooserEntryInt male_attack_bass_guitar_b460515 { Anim = 169 Value = 112 }
cChooserEntryInt male_attack_bass_guitar_c40921 { Anim = 170 Value = 113 }
cChooserEntryInt male_attack_bass_guitar_heavy470531 { Anim = 171 Value = 114 }
cChooserEntryInt male_attack_spear_a_1250328 { Anim = 172 Value = 115 }
cChooserEntryInt AnimGroup1609150109 { Anim = 173 Value = 116 }
cChooserEntryInt male_attack_spear_a_4100015 { Anim = 174 Value = 117 }
cChooserEntryInt male_attack_spear_a_520453 { Anim = 175 Value = 118 }
cChooserEntryInt male_place_prop_on_zombie_head280734 { Anim = 176 Value = 121 }
cChooserEntryInt male_attack_cash_register_a200271 { Anim = 177 Value = 122 }
cChooserEntryInt male_attack_cash_register_b190255 { Anim = 178 Value = 123 }
cChooserEntryInt male_attack_pitchfork_a_1220380 { Anim = 179 Value = 124 }
cChooserEntryInt male_attack_spear_a_3515 { Anim = 180 Value = 125 }
cChooserEntryInt male_attack_spear_a_2531 { Anim = 181 Value = 126 }
cChooserEntryInt male_attack_pitchfork_b_170937 { Anim = 182 Value = 127 }
cChooserEntryInt T_male_place_prop_on_zombie_head_miss10750 { Anim = 183 Value = 128 }
cChooserEntryInt T_male_place_prop_on_zombie_head_2hand_miss530500 { Anim = 184 Value = 129 }
cChooserEntryInt T_male_smbox_back_to_360_a340968 { Anim = 185 Value = 130 }
cChooserEntryInt T_male_smbox_heavy_7_to_4_a340968 { Anim = 186 Value = 131 }
cChooserEntryInt T_male_smbox_heavy_1_to_5_a400250 { Anim = 187 Value = 132 }
cChooserEntryInt T_male_smbox_heavy_4_to_8_b390265 { Anim = 188 Value = 133 }
cChooserEntryInt T_male_smbox_heavy_1_to_6_b390281 { Anim = 189 Value = 134 }
cChooserEntryInt T_male_bucket_overhead_slam_head109 { Anim = 190 Value = 135 }
cChooserEntryInt T_male_smbox_back_to_push_aa460671 { Anim = 191 Value = 136 }
cChooserEntryInt male_moose_attack_a470968 { Anim = 192 Value = 137 }
cChooserEntryInt male_moose_attack_b906 { Anim = 193 Value = 138 }
cChooserEntryInt male_smbox_placeontorso200843 { Anim = 194 Value = 139 }
cChooserEntryInt male_run_to_idle_moosehead550328 { Anim = 195 Value = 140 }
cChooserEntryInt male_attack_1hand_a_impact_miss_8_to_4_light190711 { Anim = 196 Value = 141 }
cChooserEntryInt male_attack_sword_6_to_1_a360234 { Anim = 197 Value = 142 }
cChooserEntryInt male_attack_sword_6_to_1_b170968 { Anim = 198 Value = 143 }
cChooserEntryInt male_attack_sword_1_to_5_c190078 { Anim = 199 Value = 144 }
cChooserEntryInt male_attack_chair_miss340093 { Anim = 200 Value = 145 }
cChooserEntryInt male_attack_chair_lunge180531 { Anim = 201 Value = 146 }
cChooserEntryInt male_sword_a_2_to_8_36030687 { Anim = 202 Value = 147 }
cChooserEntryInt male_smbox_heavy_6_to_2_a60382 { Anim = 203 Value = 148 }
cChooserEntryInt male_attack_smallbox_ground540921 { Anim = 204 Value = 149 }
cChooserEntryInt male_pylon_overhead_slam_head430078 { Anim = 205 Value = 150 }
cChooserEntryInt male_2h_thrust_bale_miss480421 { Anim = 206 Value = 151 }
cChooserEntryInt male_attack_2h_thrust_pelvic_miss550404 { Anim = 207 Value = 152 }
cChooserEntryInt male_smbox_heavy_1_to_5380046 { Anim = 208 Value = 153 }
cChooserEntryInt male_attack_1hand_8_to_3160171 { Anim = 209 Value = 154 }
cChooserEntryInt male_attack_smallbox_7_to_3190953 { Anim = 210 Value = 155 }
cChooserEntryInt male_smbox_heavy_8_to_4_a400578 { Anim = 211 Value = 156 }
cChooserEntryInt male_attack_lance_a_1320968 { Anim = 212 Value = 157 }
cChooserEntryInt male_attack_lance_a_2310375 { Anim = 213 Value = 158 }
cChooserEntryInt male_smbox_heavy_3_to_7_b340484 { Anim = 214 Value = 159 }
cChooserEntryInt male_attack_2hand_thrust_8_to_4150828 { Anim = 215 Value = 160 }
cChooserEntryInt male_2hand_2_to_7_b430031 { Anim = 216 Value = 161 }
cChooserEntryInt male_2hand_7_to_3_a270078 { Anim = 217 Value = 162 }
cChooserEntryInt lance_bale_miss250765 { Anim = 218 Value = 163 }
cChooserEntryInt male_painting_miss_1_to_5562 { Anim = 219 Value = 164 }
cChooserEntryInt male_ied_4_to_8_b450140 { Anim = 220 Value = 165 }
cChooserEntryInt male_attack_pitchfork_8_to_4170228 { Anim = 221 Value = 166 }
cChooserEntryInt male_attack_pitchfork_a_2160712 { Anim = 222 Value = 167 }
cChooserEntryInt male_attack_pitchfork_a_350978 { Anim = 223 Value = 168 }
cChooserEntryInt male_1hand_heavy_6_to_2_a170421 { Anim = 224 Value = 169 }
cChooserEntryInt male_1hand_heavy_7_to_3_a480062 { Anim = 225 Value = 170 }
cChooserEntryInt male_1hand_heavy_8_to_2_a220359 { Anim = 226 Value = 171 }
cChooserEntryInt male_1hand_heavy_8_to_4_a30859 { Anim = 227 Value = 172 }
cChooserEntryInt male_1hand_heavy_4_to_8_b160312 { Anim = 228 Value = 173 }
cChooserEntryInt male_1hand_heavy_1_to_6_b160312 { Anim = 229 Value = 174 }
cChooserEntryInt male_1hand_heavy_2_to_6_b160312 { Anim = 230 Value = 175 }
cChooserEntryInt male_1hand_heavy_3_to_7_b160312 { Anim = 231 Value = 176 }
cChooserEntryInt male_attack_garbagecan_a450750 { Anim = 232 Value = 177 }
cChooserEntryInt male_1hand_overshoulder_throw_queen210015 { Anim = 233 Value = 179 }
cChooserEntryInt male_attack_paddle_push180828 { Anim = 234 Value = 180 }
cChooserEntryInt male_chefknife_miss220296 { Anim = 235 Value = 181 }
cChooserEntryInt AnimGroup4359400359 { Anim = 236 Value = 182 }
cChooserEntryInt AnimGroup5168470468 { Anim = 237 Value = 183 }
cChooserEntryInt male_attack_garbagecan_c250462 { Anim = 238 Value = 184 }
cChooserEntryInt male_attack_garbagecan_b260680 { Anim = 239 Value = 185 }
cChooserEntryInt male_2hand_heavy_2_to_6_b150337 { Anim = 240 Value = 186 }
cChooserEntryInt male_2hand_heavy_8_to_4_a150337 { Anim = 241 Value = 187 }
cChooserEntryInt male_attack_1hand_a_impact_miss_8_to_3550977 { Anim = 242 Value = 188 }
cChooserEntryInt male_2hand_heavy_1_to_5530796 { Anim = 243 Value = 191 }
cChooserEntryInt male_attack_1hand_thrust_1320796 { Anim = 244 Value = 192 }
cChooserEntryInt AnimGroup2646210546 { Anim = 245 Value = 195 }
cChooserEntryInt AnimGroup6328550828 { Anim = 246 Value = 196 }
cChooserEntryInt male_2hand_heavy_3_to_6_b90984 { Anim = 247 Value = 197 }
cChooserEntryInt male_2hand_heavy_7_to_4_a100015 { Anim = 248 Value = 198 }
cChooserEntryInt firecracker_throw50944 { Anim = 249 Value = 199 }
cChooserEntryInt airhorn_a10897 { Anim = 250 Value = 200 }
cChooserEntryInt male_bucket_a_impact_miss_8_to_3968 { Anim = 251 Value = 201 }
cChooserEntryInt male_bucket_overhead_slam_head_miss330281 { Anim = 252 Value = 202 }
cChooserEntryInt male_attack_flamethrower_light430093 { Anim = 253 Value = 203 }
cChooserEntryInt male_attack_1hand_1_to_5_miss530609 { Anim = 254 Value = 204 }
cChooserEntryInt male_smbox_heavy_4_to_8_b220171 { Anim = 255 Value = 205 }
cChooserEntryInt male_smbox_heavy_7_to_4_a2230171 { Anim = 256 Value = 206 }
cChooserEntryInt AnimGroup118750687 { Anim = 257 Value = 207 }
cChooserEntryInt AnimGroup2475210375 { Anim = 258 Value = 208 }
cChooserEntryInt AnimGroup2168120968 { Anim = 259 Value = 209 }
cChooserEntryInt male_gascan_overhead_slam_head_miss240515 { Anim = 260 Value = 210 }
cChooserEntryInt male_katie_attack_kick530890 { Anim = 261 Value = 211 }
cChooserEntryInt male_minigame_moose_attack_swing_from_idle_group { Anim = 262 Value = 212 }
cChooserEntryInt male_attack_baseball_bat_ball_hit { Anim = 263 Value = 213 }
cChooserEntryInt male_bowie_knife_miss { Anim = 264 Value = 214 }
cChooserEntryInt male_attack_shotgunpitchfork_miss290578 { Anim = 265 Value = 215 }
cChooserEntryInt male_attack_portablelawn_thrust_miss570250 { Anim = 266 Value = 216 }
cChooserEntryInt bowling_ball_heavy_miss400781 { Anim = 267 Value = 217 }
cChooserEntryInt AnimGroup1978140578 { Anim = 268 Value = 218 }
cChooserEntryInt AnimGroup119360593 { Anim = 269 Value = 219 }
cChooserEntryInt male_attack_miningpick_miss410765 { Anim = 270 Value = 220 }
cChooserEntryInt male_attack_miningpick_2_to_7_b140718 { Anim = 271 Value = 221 }
cChooserEntryInt male_attack_miningpick_7_to_3_a140734 { Anim = 272 Value = 222 }
cChooserEntryInt male_portablelawnmower_1_to_5_miss160015 { Anim = 273 Value = 224 }
cChooserEntryInt AnimGroup3984300984 { Anim = 274 Value = 225 }
cChooserEntryInt male_football_throw60703 { Anim = 275 Value = 226 }
cChooserEntryInt sawblade_throw470437 { Anim = 276 Value = 227 }
cChooserEntryInt male_2hand_heavy_crosscheck_a80734 { Anim = 277 Value = 228 }
cChooserEntryInt male_attack_1hand_a_impact_8_to_4_miss360187 { Anim = 278 Value = 229 }
cChooserEntryInt male_2hand_1_to_5_miss370687 { Anim = 279 Value = 230 }
cChooserEntryInt male_attack_lgbox_8_to_4_a20375 { Anim = 280 Value = 231 }
cChooserEntryInt male_attack_lgbox_4_to_8_b110625 { Anim = 281 Value = 232 }
cChooserEntryInt male_lgbox_1_to_5_miss480703 { Anim = 282 Value = 233 }
cChooserEntryInt male_lgbox_6_to_2_a510515 { Anim = 283 Value = 234 }
cChooserEntryInt male_attack_lgbox_3_to_7_b530562 { Anim = 284 Value = 235 }
cChooserEntryInt male_attack_lgbox_7_to_3_a530562 { Anim = 285 Value = 236 }
cChooserEntryInt male_lgbox_2_to_6_b530562 { Anim = 286 Value = 237 }
cChooserEntryInt male_1hand_heavy_8_to_4_a_miss270015 { Anim = 287 Value = 238 }
cChooserEntryInt male_2hand_1_to_5_miss_v2400875 { Anim = 288 Value = 239 }
cChooserEntryInt male_attack_shotgunpitchfork_miss_quick400187 { Anim = 289 Value = 240 }
cChooserEntryInt AnimGroup4746470046 { Anim = 290 Value = 241 }
cChooserEntryInt male_attack_Rightcross_a { Anim = 291 Value = 242 }
cChooserEntryInt male_attack_Leftcross_b { Anim = 292 Value = 243 }
cChooserEntryInt male_attack_Righthook_a //Glove Hook { Anim = 293 Value = 244 }
cChooserEntryInt male_attack_Lefthook_b //Glove Hook { Anim = 294 Value = 245 }
cChooserEntryInt male_attack_Rightuppercut_a { Anim = 295 Value = 246 }
cChooserEntryInt male_attack_Leftuppercut_b { Anim = 296 Value = 247 }
cChooserEntryInt male_2hand_8_to_4_a_nv510750 { Anim = 297 Value = 248 }
cChooserEntryInt male_2hand_1_to_5_a_nv540937 { Anim = 298 Value = 249 }
cChooserEntryInt male_2hand_2_to_6_b_nv550781 { Anim = 299 Value = 251 }
cChooserEntryInt male_2hand_3_to_7_b_nv560140 { Anim = 300 Value = 252 }
cChooserEntryInt male_2hand_4_to_8_b_nv560531 { Anim = 301 Value = 253 }
cChooserEntryInt male_2hand_6_to_2_a_nv560937 { Anim = 302 Value = 254 }
cChooserEntryInt male_2hand_7_to_3_a_nv570328 { Anim = 303 Value = 255 }
cChooserEntryInt male_setup_teddybear_sentrygun460625 { Anim = 304 Value = 256 }
cChooserEntryInt male_attack_condiment550937 { Anim = 305 Value = 257 }
cChooserEntryInt male_Tomahawk_miss560873 { Anim = 306 Value = 258 }
cChooserEntryInt male_2hand_1_to_5_b_nv560375 { Anim = 307 Value = 259 }
cChooserEntryInt male_2hand_1_to_5_a_ground_nv560531 { Anim = 308 Value = 260 }
cChooserEntryInt male_2hand_1_to_5_b_ground_nv560640 { Anim = 309 Value = 261 }
cChooserEntryInt male_soccerball_full_kick40156 { Anim = 310 Value = 15 }
cChooserEntryInt male_lawndart_full_throw530937 { Anim = 311 Value = 16 }
cChooserEntryInt male_spraypaint_full190359 { Anim = 312 Value = 17 }
cChooserEntryInt male_mechanical_heavy_7_to_3_a400421 { Anim = 313 Value = 262 }
cChooserEntryInt male_mechanical_heavy_3_to_7_b370609 { Anim = 314 Value = 263 }
cChooserEntryInt male_mechanical_1_to_5_ground310171 { Anim = 315 Value = 264 }
cChooserEntryInt male_parasol_thrust270859 { Anim = 316 Value = 265 }
cChooserEntryInt male_keg_quick_attack390656 { Anim = 317 Value = 18 }
cChooserEntryInt male_lgbox_1_to_5_a_v240046 { Anim = 318 Value = 19 }
cChooserEntryInt male_golfclub_idle_to_swing_to_idle470343 { Anim = 319 Value = 266 }
cChooserEntryInt male_6shooter_idle_to_1fan_to_idle200142 { Anim = 320 Value = 20 }
cChooserEntryInt male_attack_sledgehammer_1_to_5_a_ground_nv270617 { Anim = 321 Value = 267 }
cChooserEntryInt male_attack_sledgehammer_2_to_6_b_nv290274 { Anim = 322 Value = 268 }
cChooserEntryInt male_attack_sledgehammer_6_to_2_a_nv290305 { Anim = 323 Value = 269 }
cChooserEntryInt male_lance_thrust550032 { Anim = 324 Value = 270 }
cChooserEntryInt male_1hand_1_to_5_miss370687 { Anim = 325 Value = 271 }
cChooserEntryInt male_chainsaw_heavy_3_to_7_b20750 { Anim = 326 Value = 272 }
cChooserEntryInt male_chainsaw_heavy_7_to_3_a40125 { Anim = 327 Value = 273 }
cChooserEntryInt male_parasol_charge_to_thrustidle100906 { Anim = 328 Value = 274 }
cChooserEntryInt male_attack_electricrake_miss120109 { Anim = 329 Value = 275 }
cChooserEntryInt male_attack_parablower160828 { Anim = 330 Value = 276 }
cChooserEntryInt male_attack_katana_d190437 { Anim = 331 Value = 277 }
cChooserEntryInt male_attack_katana_a230250 { Anim = 332 Value = 278 }
cChooserEntryInt male_attack_katana_b230562 { Anim = 333 Value = 279 }
cChooserEntryInt male_attack_katana_c230640 { Anim = 334 Value = 280 }
cChooserEntryInt male_attack_wheelchair_7_to_3_a234 { Anim = 335 Value = 281 }
cChooserEntryInt male_beachball_throw480984 { Anim = 336 Value = 282 }
cChooserEntryInt male_attack_croupier_miss460968 { Anim = 337 Value = 283 }
cChooserEntryInt male_attack_croupier_8_to_4_miss90328 { Anim = 338 Value = 284 }
cChooserEntryInt male_knifegloves_2_to_6_b230015 { Anim = 339 Value = 285 }
cChooserEntryInt male_knifegloves_8_to_4_a260109 { Anim = 340 Value = 286 }
cChooserEntryInt male_attack_meat_cleaver_miss110984 { Anim = 341 Value = 287 }
cChooserEntryInt male_1hand_heavy_8_to_4_a_stick_miss270015 { Anim = 342 Value = 288 }
cChooserEntryInt male_cementsaw_miss490171 { Anim = 343 Value = 289 }
cChooserEntryInt male_setup_rc_helicopter100656 { Anim = 344 Value = 290 }
cChooserEntryInt male_attack_metalbarrier_3_to_7_b500656 { Anim = 345 Value = 291 }
cChooserEntryInt male_attack_metalbarrier_7_to_3_a500859 { Anim = 346 Value = 292 }
cChooserEntryInt male_attack_metalbarrier_8_to_6_heavy500984 { Anim = 347 Value = 293 }
cChooserEntryInt male_cementsaw_thrust_torso160718 { Anim = 348 Value = 294 }
cChooserEntryInt AnimGroup6675580875 { Anim = 349 Value = 295 }
cChooserEntryInt male_attack_lawnmower_7_to_3_a234 { Anim = 350 Value = 296 }
cChooserEntryInt male_attack_lgbox_8_to_6_heavy_a530609 { Anim = 351 Value = 297 }
cChooserEntryInt male_cementsaw_light_b430562 { Anim = 352 Value = 298 }
cChooserEntryInt male_cementsaw_light_a430609 { Anim = 353 Value = 299 }
cChooserEntryInt male_attack_exsanguinator_miss40484 { Anim = 354 Value = 300 }
cChooserEntryInt male_attack_swordshield_b130093 { Anim = 355 Value = 301 }
cChooserEntryInt male_attack_swordshield_a130125 { Anim = 356 Value = 302 }
cChooserEntryInt male_acousticguitar_1_to_5_miss480703 { Anim = 357 Value = 303 }
cChooserEntryInt male_attack_exsanguinator_a_down120671 { Anim = 358 Value = 304 }
cChooserEntryInt male_attack_exsanguinator_a_up120828 { Anim = 359 Value = 305 }
cChooserEntryInt male_attack_poleweapon_8_to_460343 { Anim = 360 Value = 306 }
cChooserEntryInt male_attack_swordshield_b2180234 { Anim = 361 Value = 307 }
cChooserEntryInt male_attack_swordshield_a2180531 { Anim = 362 Value = 308 }
cChooserEntryInt male_attack_swordshield_heavy150546 { Anim = 363 Value = 309 }
cChooserEntryInt male_attack_dolly_8_to_4_a150546 { Anim = 364 Value = 310 }
cChooserEntryInt male_attack_swordshield_charge100828 { Anim = 365 Value = 312 }
cChooserEntryInt male_attack_parablower_miss100187 { Anim = 366 Value = 311 }
cChooserEntryInt male_attack_tikitorch_a160304 { Anim = 367 Value = 313 }
cChooserEntryInt male_attack_tikitorch_heavy160351 { Anim = 368 Value = 314 }
cChooserEntryInt male_attack_lgbox_6_to_4_a440679 { Anim = 369 Value = 315 }
cChooserEntryInt male_attack_lgbox_7_to_3_aa440710 { Anim = 370 Value = 316 }
cChooserEntryInt male_superslicer_idle_to_charge280296 { Anim = 371 Value = 317 }
cChooserEntryInt male_attack_superslicer_headbutt60500 { Anim = 372 Value = 318 }
cChooserEntryInt male_chainsaw_pink_chuck_spin410765 { Anim = 373 Value = 319 }
cChooserEntryInt male_chainsaw_pink_chuck_hump420093 { Anim = 374 Value = 320 }
cChooserEntryInt male_attack_double_poleweapon_heavy200453 { Anim = 375 Value = 321 }
cChooserEntryInt male_shoot_barret50cal_step90812 { Anim = 376 Value = 322 }
cChooserEntryInt male_flaminggloves_miss200062 { Anim = 377 Value = 323 }
cChooserEntryInt male_lgboxidle_throw_combatidle150203 { Anim = 378 Value = 324 }
cChooserEntryInt male_rocket_fireworks_miss450000 { Anim = 379 Value = 325 }
cChooserEntryInt male_cart_heavy_stumble_7_to_3320078 { Anim = 380 Value = 326 }
cChooserEntryInt male_attack_laser_sword_thrust530671 { Anim = 381 Value = 327 }
cChooserEntryInt male_attack_laser_sword_2_to_6_b530703 { Anim = 382 Value = 328 }
cChooserEntryInt male_attack_laser_sword_7_to_3_a120699 { Anim = 383 Value = 329 }
cChooserEntryInt male_attack_laser_sword_3_to_7_b120746 { Anim = 384 Value = 330 }
cChooserEntryInt male_attack_laser_sword_8_to_2_c410418 { Anim = 385 Value = 331 }
cChooserEntryInt male_smbox_slow_heavy_6_to_2_a210277 { Anim = 386 Value = 332 }
cChooserEntryInt male_zombiethrower_miss460328 { Anim = 387 Value = 333 }
cChooserEntryInt male_drink_beerhat460406 { Anim = 388 Value = 334 }
cChooserEntryInt male_tennis_full_hit10218 { Anim = 389 Value = 335 }
cChooserEntryInt male_wingman_open550515 { Anim = 390 Value = 336 }
cChooserEntryInt male_power_guitar_idle_to_loop_to_idle350671 { Anim = 391 Value = 337 }
cChooserEntryInt male_power_guitar_attack_full350718 { Anim = 392 Value = 338 }
cChooserEntryInt male_mmaspikedgloves_jab_left_b330015 { Anim = 393 Value = 339 }
cChooserEntryInt male_mmaspikedgloves_jab_right_a330328 { Anim = 394 Value = 340 }
cChooserEntryInt male_mmaspikedgloves_kick_c330468 { Anim = 395 Value = 341 }
cChooserEntryInt male_mmaspikedgloves_knee_c330593 { Anim = 396 Value = 342 }
cChooserEntryInt male_mmaspikedgloves_chest_miss270671 { Anim = 397 Value = 343 }
cChooserEntryInt male_burningskull_attack_a220765 { Anim = 398 Value = 344 }
cChooserEntryInt male_burningskull_attack_b220796 { Anim = 399 Value = 345 }
cChooserEntryInt male_driller_miss510531 { Anim = 400 Value = 346 }
cChooserEntryInt male_attack_bass_guitar_1_to_5_c230375 { Anim = 401 Value = 347 }
cChooserEntryInt male_attack_fryingpan_miss530640 { Anim = 402 Value = 348 }
cChooserEntryInt male_bobstoy_inspect340937 { Anim = 403 Value = 349 }
cChooserEntryInt male_knifegloves_gut_punch_miss240703 { Anim = 404 Value = 350 }
cChooserEntryInt male_auger_miss130015 { Anim = 405 Value = 351 }
cChooserEntryInt male_attack_sledgehammer_1_to_5_ground_v2400468 { Anim = 406 Value = 352 }
cChooserEntryInt male_attack_sledgehammer_5_to_1_uppercut510109 { Anim = 407 Value = 353 }
cChooserEntryInt male_atm_hacker_zap410890 { Anim = 408 Value = 354 }
cChooserEntryInt male_atm_hacker_swipe280968 { Anim = 409 Value = 355 }
cChooserEntryInt male_sword_1_to_5_ground260953 { Anim = 410 Value = 356 }
cChooserEntryInt male_attack_sledgehammer_1_to_5_ground_choked_up580203 { Anim = 411 Value = 357 }
cChooserEntryInt male_attack_defiler_miss540734 { Anim = 412 Value = 358 }
cChooserEntryInt male_attack_sledgehammer_7_to_2140020 { Anim = 413 Value = 359 }
cChooserEntryInt male_defiler_2_to_6_b_nv470625 { Anim = 414 Value = 360 }
cChooserEntryInt male_defiler_6_to_2_a_nv470656 { Anim = 415 Value = 361 }
cChooserEntryInt male_wrenchlarge_miss50171 { Anim = 416 Value = 362 }
cChooserEntryInt male_wrenchlarge_8_to_4_a_miss270015 { Anim = 417 Value = 363 }
cChooserEntryInt male_spear_full_throw390453 { Anim = 418 Value = 364 }
cChooserEntryInt male_brick_8_to_4_a_miss400953 { Anim = 419 Value = 365 }
cChooserEntryInt male_battleaxe_7_to_3_a_nv570328 { Anim = 420 Value = 366 }
cChooserEntryInt male_battleaxe_3_to_7_b_nv560140 { Anim = 421 Value = 367 }
cChooserEntryInt male_attack_battleaxe_heavy470531 { Anim = 422 Value = 368 }
cChooserEntryInt male_1hand_overshoulder_full_throw40765 { Anim = 423 Value = 369 }
cChooserEntryInt male_attack_fire_axe_impact_miss370750 { Anim = 424 Value = 370 }
cChooserEntryInt male_wrenchlarge_1_to_5_miss70968 { Anim = 425 Value = 371 }
cChooserEntryInt male_auger_heavy_7_to_3_a350921 { Anim = 426 Value = 372 }
cChooserEntryInt male_2hand_1_to_5_ground450171 { Anim = 427 Value = 373 }
}
A list of only the names without anim or values has been added to the wiki. The one in the wiki contains all entries with keywords male_attack so it has a few not found in animation group. deadrisingwiki.com/wiki/Mod:Character_animations,_zombie_and_unarmed_damage
|
|
|
Post by ubiquitous on Jul 12, 2011 6:11:52 GMT -5
Played around with this for a bit today and I got some good news bad news type of deal.
I will start with the bad news so you can at least end with some hope. Bad news is they are not in the same animation group so not a simple Anim = value change and animations seems to be somehow restricted to certain groups.
Ok now on to the somewhat good news . I copied the code from the glove hook over to the default hook animations and like I mentioned they seem to be restricted to the weapon category I am guessing. So when the animation would play Chuck would go into a T-Pose and freeze until hit.
I then picked up some MMA Gloves to test out the animation so I could see what it was and then I switched back into bare hands and the hook matched that of the gloves. While having gloves in the inventory I could do the hook animation without freezing and without having the gloves equiped. I am guessing that this may be possible with any type of animation as long as an item that can access that animation is in the inventory.
So to conclude this post these are my findings: - Animations restricted to certain groups/items. - Can use different animations for default actions as long as an item that can access that animation remains in an inventory.
Another alternative to having these animations might be finding them in streamedassets.big or wherever they are contained and replacing the male_attack_punch_hook_Left.anm with the Gloves Hook doing that for both left and right hands. I am not sure if this would work but if it did it would certainly be easier and more effective than the sgraph approach for now.
|
|
|
Post by ubiquitous on Jul 10, 2011 17:44:56 GMT -5
Not exactly sure but you would have to locate it in sgraph as its one of chuck's default actions without props and I don't think it can be modified through items.txt. If they are in the same Animation Group it will be easy as you will just need to change the Anim = # to match the ones in the Hook punch.
So for example lets say that
Default Punch L { Anim = 203 Value = 0 }
Default Punch R { Anim = 204 Value = 1 }
Hook Punch L { Anim = 208 Value = 10 }
Hook Punch R { Anim = 209 Value = 11 }
You would have to modify the values for Default punch anim to match Hook Punch so it would turn to this.
Default Punch L { Anim = 208 Value = 0 }
Default Punch R { Anim = 209 Value = 1 }
Hook Punch L { Anim = 208 Value = 10 }
Hook Punch R { Anim = 209 Value = 11 }
Keep in mind this would only work if they are both contained in the same AnimGroup and the Value = # must remain the same or when your game tries to locate Value = 0 and there is no zero it will likely crash. By changing only the Anim = # it can still access it but now it tells it to load the code from cAnimRef # found in the Anim value.
Sorry if it makes no sense I am not very good at explaining I will take a look at it when I have some time though but I make no promises as this is out of my skill level.
|
|
|
Post by ubiquitous on Jul 10, 2011 2:20:38 GMT -5
Sure no problem Anno the thing is that this program was designed only for my use so again it has no error handling. Doing something wrong will break it and make it crash. How to use: 1)Make sure file you want to extract a list from is in the same folder as the program. 2)It will ask you for file name so if its missions.txt type full name missions.txt 3)Next it will ask you for the keyword you which to make a list out of. The longer the better so if its something like the word File every line that contains File will be added to the list. 4)It will save the list in the same folder the program is with Keyword_Filename.txt so nothing will be replaced. Not the best program but it got the job that I needed done. Attachments:
|
|
|
Post by ubiquitous on Jul 9, 2011 22:11:49 GMT -5
ChooserType's found in sgraph.txt
ChooserType = "ACTORTORETICLE" ChooserType = "ATTACKWEAPONTYPE" ChooserType = "BIKELEAN" ChooserType = "BOSSANIM" ChooserType = "BOSSANIM_SECONDARY" ChooserType = "BOSSLOCOMOTION" ChooserType = "BOSSTYPE" ChooserType = "BUTTONTYPE" ChooserType = "CANPLAYAMBIENTIDLES" ChooserType = "CARRYNPCTYPE" ChooserType = "CATLOCATION" ChooserType = "CHARACTER_FACIAL" ChooserType = "CHARACTERTYPE" ChooserType = "CLIMBORHANG" ChooserType = "CLOTHING" ChooserType = "COMBINEPROPS" ChooserType = "CUSTOM_DEAD_REACTION" ChooserType = "CUSTOM_DEATH_REACTION" ChooserType = "CUSTOM_HITREACTION" ChooserType = "CUSTOM_IDLE" ChooserType = "DETERMINE_CUSTOM_DEAD_REACTION" ChooserType = "DETERMINE_CUSTOM_DEATH_REACTION" ChooserType = "DETERMINE_CUSTOM_HITREACTION" ChooserType = "DETERMINE_CUSTOM_IDLE" ChooserType = "DODGETYPE" ChooserType = "DOORACTIONTYPE" ChooserType = "DROPKICKLANDTYPE" ChooserType = "EATDRINKTYPE" ChooserType = "ENHANCEDTYPE" ChooserType = "ENTEREXITVEHICLETYPE" ChooserType = "FACIALTEST" ChooserType = "FIREARMTYPE" ChooserType = "FITNESSBIKE_ENTERONSIDE" ChooserType = "FREEFALLATTACKTYPE" ChooserType = "FREEFALLING" ChooserType = "GAMETIME_HRS" ChooserType = "GETUP" ChooserType = "GRABZOMBIEATTACKSIDE" ChooserType = "GRABZOMBIEATTACKTYPE" ChooserType = "HANDLINGSTYLE" ChooserType = "HANDTYPE" ChooserType = "HITDIRECTION" ChooserType = "HITREACTIONTYPE" ChooserType = "HUGPARENTCHILD" ChooserType = "IDLEAWARENESSTYPE" ChooserType = "IDLEHOLDTYPE" ChooserType = "INJURED" ChooserType = "INPUSHABLETYPE" ChooserType = "ISMERMAID" ChooserType = "KICKATTACKTYPE" ChooserType = "LANDINGTYPE" ChooserType = "LANDTOIDLEORSPLAT" ChooserType = "LANDTOIDLERUNSPLAT" ChooserType = "LEADERAHEAD" ChooserType = "MOOSEHEAD_MINIGAME_CHARGE" ChooserType = "MOOSEHEAD_MINIGAME_SWING_A" ChooserType = "MOOSEHEAD_MINIGAME_SWING_B" ChooserType = "MOOSEHEAD_MINIGAME_SWING_IDLE" ChooserType = "MOTIONSTATE" ChooserType = "MOURNINGSTYLE" ChooserType = "MOVIETHEATRE_MOVIETYPE" ChooserType = "OBJECTHOLDTYPE" ChooserType = "ONBELLY" ChooserType = "PENDINGLANDREACTION" ChooserType = "PHONEJUMPHOLDTYPE" ChooserType = "PICKUPHEIGHT" ChooserType = "PICKUPPROPCOMBOSTATION" ChooserType = "PICKUPTYPE" ChooserType = "PIVOTTYPE" ChooserType = "PLACEPROPSCOMBOSTATION" ChooserType = "PLANT_PIKE" ChooserType = "POKERACTION" ChooserType = "POKERIDLE" ChooserType = "POKERIDLETOLEANBACK" ChooserType = "POKERKNOCKEDOUT" ChooserType = "POKERLEANBACKIDLE" ChooserType = "POKERLEANBACKTOIDLE" ChooserType = "POKERLOSE" ChooserType = "POKERREGULARIDLE" ChooserType = "POKERSPECIALIDLE" ChooserType = "POKERSTRIP" ChooserType = "POKERWIN" ChooserType = "POSEVIEWER" ChooserType = "PSYCHOHITANIM" ChooserType = "PUSHABLEATTACHTYPE" ChooserType = "PUSHABLESTATE" ChooserType = "PUSHABLETYPE" ChooserType = "PUTDOWNTYPE" ChooserType = "QUICKTHROWTYPE" ChooserType = "RIDEABLE_GETOFF" ChooserType = "RIDEABLERIDE" ChooserType = "RIGHTFOOTDOWN" ChooserType = "ROLLABLESPEED" ChooserType = "SAFEHOUSEIDLEMODE" ChooserType = "SFATTACK" ChooserType = "SHOVESIDE" ChooserType = "SICK" ChooserType = "SKELETON" ChooserType = "SPECIAL_MELEE_ATTACK" ChooserType = "SPECIFICVEHICLE" ChooserType = "SPRAYTURN" ChooserType = "STRAFEDIRECTION" ChooserType = "STRAFETYPE" ChooserType = "SURVIVOR_HAS_ONE_HANDED_PROP" ChooserType = "SURVIVORATTACK" ChooserType = "SURVIVORCLASS" ChooserType = "SURVIVORCUSTOM" ChooserType = "SURVIVORCUSTOMPREJOIN" ChooserType = "SURVIVORDEFECT" ChooserType = "SURVIVORDISPOSITION" ChooserType = "SURVIVORENEMYAWARE" ChooserType = "SURVIVOREVENTREACTION" ChooserType = "SURVIVORORHUMAN" ChooserType = "SURVIVORPREJOIN" ChooserType = "SURVIVORREACTIONLEVEL" ChooserType = "SURVIVORTARGETDISTANCE" ChooserType = "SWINGTYPE" ChooserType = "TERRAININTERACTIONTYPE" ChooserType = "THROWTYPE" ChooserType = "TIR_PLAYER_ID" ChooserType = "TOSSOVERSHOULDER" ChooserType = "TRIGGERVOLUMETYPE" ChooserType = "TURNDIRECTION" ChooserType = "USEMOMENTUMSTOP" ChooserType = "VEHICLEEJECTIONIMPACT" ChooserType = "VEHICLEEXIT" ChooserType = "VEHICLESTEERING" ChooserType = "VEHICLETYPE" ChooserType = "WALKRUNHOLDTYPE" ChooserType = "WALKWITHZOMBIETYPE" ChooserType = "WEAPONIMPACT" ChooserType = "WEAPONON" ChooserType = "ZOMBIEGRAPPLE"
Screenshot Poses Don't know if they pose any use to anyone but just found it interesting cCategoryChooser cRandomChooser { ChooserType = "POSEVIEWER"
cChooserEntryInt female_pose_hero120921 { Anim = 2450 Value = 1 }
cChooserEntryInt male_pose_hero120921 { Anim = 2451 Value = 0 }
cChooserEntryInt male_pose_hero_02380657 { Anim = 2452 Value = 2 }
cChooserEntryInt male_pose_hero_03130907 { Anim = 2453 Value = 3 }
cChooserEntryInt male_pose_hero_05200562 { Anim = 2454 Value = 4 }
cChooserEntryInt male_pose_hero_04220390 { Anim = 2455 Value = 5 }
cChooserEntryInt male_tir_pose_4160390 { Anim = 2456 Value = 6 }
cChooserEntryInt male_tir_pose_1180296 { Anim = 2457 Value = 7 }
cChooserEntryInt male_tir_pose_2180296 { Anim = 2458 Value = 8 }
cChooserEntryInt male_tir_pose_3180312 { Anim = 2459 Value = 9 }
cChooserEntryInt chuck_screenshot_pose_1921 { Anim = 2460 Value = 10 }
cChooserEntryInt male_screenshot_pose_190671 { Anim = 2461 Value = 11 }
cChooserEntryInt female_screenshot_pose_1270406 { Anim = 2462 Value = 12 }
cChooserEntryInt deviant_screenshot_pose_1480968 { Anim = 2463 Value = 13 }
}
|
|
|
Post by ubiquitous on Jul 9, 2011 20:55:42 GMT -5
data/sgraph.txt controls all animations in the game, zombie damage and unarmed damage. I am tired of looking at sgraph and wanting to cry from the immense amount of code found in it. So from now on anything I find that may be useful to anyone in the future I will post here for reference so no one has to go through my pain. Be advised sgraph is not for the faint of heart!The usual format I will post will be something like this: cCategoryChooser cRandomChooser { ChooserType = "HANDTYPE"
cChooserEntryInt male_hand_hold_drink_pose530471 { Anim = 1152 Value = 22 } }
There are hundreds of sections in sgraph. Two of the most common section types are cGenericAnimState and cAnimGroup If the coding is something like cChooserEntryInt Chooser3 then I will provide the cGenericAnimState # or cAnimGroup # as well so you can locate the required section easily. Now for a little break down so you can make use of the information I provide you with. Code
| Description
| Example(s)
| ChooserType
| There are a variety of different types. For the most part, depending on the type you can figure out what animations are controlled in the same code block.
| ChooserType = "HANDTYPE"
| Anim
| This is a cAnimRef number of a code block below this line. All code inside cAnimRef 1152 will be run whenever the requirements are met for the cChooserEntryInt
| Anim = 1152
cAnimRef 1152
| Value
| This is a value which is found in other files. For example, in items.txt locate a drink. The drink has this line, AnimationChooserValueForHand = "22", which is the value for holding a drink, which is value = 22 in sgraph.
| Value = 22
|
|
|
|
[/td][/tr] [tr] [td] [/td] [td] [/td] [td] [/td][/tr] [/td][/tr] [tr] [td] [/td] [td] [/td] [td] [/td][/tr] [/table] That concludes the basic breakdown. Later posts will be sections of sgraph that may be useful to others.
|
|
|
Post by ubiquitous on Jul 9, 2011 19:56:55 GMT -5
Was just browsing sgraph to see what new things I came across and I found something that you pretty much already mentioned so don't know if it will help you out in any way but here you go cChooserEntryInt ShoulderLean { Anim = 590 Value = 0 }
cChooserEntryInt Piggyback1 { Anim = 590 Value = 1 }
cChooserEntryInt Piggyback2 { Anim = 591 Value = 2 }
cChooserEntryInt Carry { Anim = 592 Value = 3 }
cChooserEntryInt male_shoulder_assist_idle490437 { Anim = 593 Value = 4 }
cChooserEntryInt male_carry_survivor_female_idle490187 { Anim = 594 Value = 5 } As you can see Value = 5 is the equivalent of Assisttype = "5" from the code it looks like its for carrying females so that's why it might glitch with a male character.
|
|
|
Post by ubiquitous on Jul 9, 2011 10:10:54 GMT -5
Not sure since I didn't use his bigfile.xml but the person was saying all models were coming up as the missing prop box. I looked at his and the current xmls and they are formatted differently so that is likely the issue.
|
|
|
Post by ubiquitous on Jul 9, 2011 9:50:49 GMT -5
[infinitebox] Rags to Riches, Loser to Hero! For those who are too lazy or just don't have time to play the game to level up and get money as easy as that is. Since it adds a new mission into the game this will not work with prior save games. You must either start a new game or New Game Plus which is done by selecting your save slot and hitting the X key. The mission begins at game minute 1 and upon loading a new area it will give you your rewards. Reward: 10M Money 5M PP All Achievements (Untested) Link: www.mediafire.com/?2n4qbyybltsr9el***Forgot to add*** Since you will get 5M PP it will keep popping up the you leveled up screen till you reach max level (50) to avoid the constant screens make sure to reload another area as soon as possible. This will prevent constant screens from popping up. I will fix this when I have a little more time.
|
|
|
Post by ubiquitous on Jul 9, 2011 7:47:53 GMT -5
Wizard not sure what version of the tools was used back when this mod was made but the bigfile.xml included in your download gave problems to a person using the Rev11 tools. I made a new one which uses the rev11 tools and not sure if I did everything right maybe you or someone with knowledge of the npcs.big could take a look at it from what I was told it worked correctly. Attachments:
|
|
|
Post by ubiquitous on Jul 8, 2011 19:41:33 GMT -5
Ok here's another attempt I didn't have much time but this is just a quick fix for now. It will stay in injured mode but took advantage of NPC injured idle so instead of him standing up his hand moves back XD Doing this helped me narrow down the exact location I need to focus on so let me know what else you notice besides his weird new pose when in idle. Attachments:
|
|
|
Post by ubiquitous on Jul 8, 2011 11:52:05 GMT -5
Thats awesome I will take a look at it when I get the chance I wont have much free time this weekend but I'll do what I can. If you don't mind me asking how did you find that out? If it's one of the file names then maybe we can work together finding out how sgraph accesses these files. I know there is the line File = ##### in sgraph. If we find the correlation between the file names and that line then sgraph will be a breeze to navigate
|
|
|
Post by ubiquitous on Jul 8, 2011 0:02:35 GMT -5
Did some more tinkering and still got a few issues I am having with it. Sgraph is just such a pain to navigate but at least I found out how to stop those little animations chuck does when standing around even while holding items if I am not mistaken. As of now when Chuck runs its in injured state and should be when holding any item I think. There may be a few items where it does not but I don't do extensive testing. The issue happens when he stops running he reverts to a normal standing up position for around 3 seconds and then it goes back into injured state. Still working on solving that issue but not sure how complicated that will be. Attachments:
|
|
|
Post by ubiquitous on Jul 7, 2011 20:41:58 GMT -5
Ask and ye shall receive! Did a few test on sgraph and may have gotten a result that is in your favor Tommah. I did not test it fully only did a 10 sec test but should be easy to tweak to your favor if it's what you are looking for that is. Attachments:
|
|
|
Post by ubiquitous on Jul 6, 2011 23:29:36 GMT -5
This is pretty much same version as last one with small additions. I added a few minor things like a progress bar and optimized code so program does not look frozen anymore. I have also just noticed that the order of missions.txt does not matter so this program will also work with that file. It will split up all the missions to make it a little easier to read the code for each mission so you can find things easier if something is unlocked in a mission and you want to learn how it was done. Only file I think it wont work with right now is sgraph.txt as that file is picky as hell and I haven't tried to make it work with a specific re-merge sorting order. There is a new button at the bottom of the application which is the new addition I am working on. You can click it and it will open another window but it has no real function as of yet. Eventually I plan to hopefully be able to make it place all items from a level in the window which could then be moved around for easy placing for mods but still plenty of time before I am able to complete that tool if I can even pull it off that is. Attachments:
|
|
|
Post by ubiquitous on Jul 6, 2011 22:18:12 GMT -5
Word of Caution, TabMod's mission.txt got added survivors for FUNPLAY, may ruin existing savegames. Please start new game.(Not +New Game) New game + is virtually the same thing as New Game except you get to keep your characters level. Saves will only be broken if a certain thing tries to be loaded and its not there since it was removed and it will crash your game. So by using a modded missions.txt file it doesn't always mean your saves will be messed up just don't overwrite all of them with the modded file missions data as when you revert to the original file the same thing will happen if it tries to load missions that are not there.
|
|
|
Post by ubiquitous on Jul 2, 2011 17:53:41 GMT -5
Add damage over time to your character so you take damage as you fight the boss You could also up the damage and I think health of boss. Plenty of ways to make the game harder just gotta tell people what you want.
|
|
|
Post by ubiquitous on Jun 27, 2011 14:40:20 GMT -5
The application isn't much different from notepad right now. What it does is read through the file you choose and then it separates it into different folders according to the category they are found. So it places all cFoodItems into their folder and all cPlayerWeaponItems into their folder and so on. Once extracted you have two combo boxes in the application. One to choose the category and one to choose the item found in that category. When you choose the item it displays all of the items properties on the right side in the text box editor. It makes it a little easier to find things for those who don't know how to use CTRL + F or get discouraged by so much text For now the application only works on files where order does not matter. So for how all levels are arranged and items.txt. I have not developed a method for missions.txt or sgraph.txt where order matters yet so still working on it but I think I may be on the path to the solution I'm sure there are better methods than mine but since I am still learning this is the best I can do right now. Also integrating an add function for new items shouldn't be too hard with this method so hopefully I can add that later on
|
|
|
Post by ubiquitous on Jun 26, 2011 21:24:32 GMT -5
Latest version of my editor still not much of an improvement since last time since I got tired of all the fails I got XD This version has saving and re-merging the file so its a single file again. The re-merged file will be in the same directory as the .exe to prevent accidental replacement of original. Functions as of now:Browse - Locate text file you wish to extract info from. Extract - Extracts all items from the chosen file. Merge - Becomes available when any changes have been made. It will merge all files so any modifications you made are saved into a single file. Save - Saves changes done to an item in the text box on the right side. Exit - Self Explanatory Delete Category - Deletes the entire selected category. Delete Item - Deletes the selected item. Any changes done to any item must be saved for now I have added the save button to prevent accidental unwanted editing and saving. Also all changes applied must be merged before closing the program or changes will have to be made again. I will fix this in the future as this is still a work in progress since I am still learning So if you guys got any suggestions on what to add function wise then let me know so I can try and learn that as well As of now this application requires the use of gibbed Tools to extract the text files that this application breaks down a step further. I am still trying to decipher Gibbed tools source code in order to integrate it into a window form but I am failing at understanding it with my current knowledge. Attachments:
|
|