Post by Freako on Nov 27, 2011 5:12:12 GMT -5
Thanks to Tommah for finding the model in the game initially, I took a look at his old Dead Rising 2 code and improved it, it has the same attributes as the UZI in the first Dead Rising, such as 100 ammo.
I have placed spawns for one uzi in every main area/zone.
Download this .rar and place the subgun.big into data/dynamicprops/
If the dynamicprops folder does not exist, create it.
You will need Gibbed's Dead Rising 2 tools.
Download: www.mediafire.com/?dj8r53jccj58tr3
Next, extract your datafile.big and then do the following:
Add this to your items.txt
cFirearmItem subgun
{
AchievementCategory = "2"
ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR"
ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN"
AimIKLeftAngleLimit = "38"
AimIKRightAngleLimit = "45"
AnimationChooserValueForFirearms = "2"
AnimationChooserValueForHand = "11"
AnimationChooserValueForIdle = "0"
AnimationChooserValueForPickup = "0"
AnimationChooserValueForPutdown = "0"
AnimationChooserValueForWalkRun = "0"
AssetFilename = "subgun"
AttachPropToBoneType = "0"
AudioActionBits = "256"
AudioCollisionProfile = "0"
AudioFilename = "fx_mercenaryassaultrifle"
AudioItemName = "MercAssaultRifle"
BaseBulletDamage = "40"
CollidableQuality = "0"
CollisionAudioDissipationFactor = "0.01"
CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
CollisionType = "3"
DisplayName = "02233"
DR2 = "true"
Durability = "100"
EffectOnImpact = "2"
EffectOnVictim = "0"
FatalHitReaction = "5"
FiringRate = "12"
Friction = "25"
HandlingStyle = "0"
HitReaction = "51"
HitReaction0 = "HITREACTION_WEAPON_MEDIUM"
IconFilename = "w_handgun"
Impulse = "1"
InteractDistance = "1.2"
InventoryInteractionType = "0"
IsAutomatic = "true"
IsWeapon = "true"
LoadDistance = "25"
MaxBulletDistance = "40"
MaxBulletsPerClip = "100"
NumPelletsPerShot = "1"
PropEffectLocator0 = "16"
PropEffectLocator2 = "16"
PropEffectLocatorIndex0 = "0"
PropEffectsOnCondition0 = "7"
PropEffectsOnCondition1 = "9"
PropEffectsOnCondition2 = "12"
PyroEffect0 = "60"
PyroEffect1 = "43"
PyroEffect2 = "65"
RequiresReload = "false"
Restitution = "0.08"
RestrictedByRegion = "false"
Restitution = "0.2"
Reticle_AccuracyDecreasePerShot = "0.6"
Reticle_ActiveInRangeMode = "true"
Reticle_BestAccuracy = "0.915"
Reticle_MinMovementRateBeforeAccuracyDecrease = "0"
Reticle_ReturnToNormalAccuracyRate = "0.035"
Reticle_Type = "0"
Reticle_WorstAccuracy = "0.47"
Reward = "true"
SurvivorHandlingTwoHands = "false"
SurvivorWeapon = "true"
VertOffsetFromHandToMuzzle = "0.2"
VibrationPattern = "5"
WeaponType = "15"
Weight = "10"
RightWristBend = "0,-0.14,0"
cLimbDestroyInfoItem subgun_gore
{
Limb0 = "0"
ProbabilityOfExploding0 = ".075"
}
cExternalLocatorItem lefthandsubgun
{
ID = "0"
ParentBone = "-1"
Position = "0.009,-0.080,0.000"
Rotation = "0,0,0,1"
Type = "27"
}
Now add the following spawn codes to each of the allocated .txt's:
theme_park.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "-20.704,7.965,218.060"
Rotation = "0.000,0.000,0.707,0.707"
}
palisades.txt
cItemPlacement subgun
{
IsStatic = ""
ItemName = "subgun"
Location = "150.9,6.1,-74.6"
Rotation = "0.000,0.000,0.707,0.707"
}
americana_casino.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "-386.9,-4.1,-49.5"
Rotation = "0.000,0.000,0.707,0.707"
}
arena_backstage.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "-74.4,9.7,-19.3"
Rotation = "0.000,0.000,0.707,0.707"
SettleObjectAfterSpawn = "true"
}
royal_flush.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "-190.0,11.5,-117.5"
Rotation = "0.000,0.000,0.707,0.707"
SettleObjectAfterSpawn = "true"
}
yucatan_casino.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "295.4,5.68,-298.1"
Rotation = "0.000,0.000,0.707,0.707"
}
atlantica_casino.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "49.4,6.54,42.1"
Rotation = "0.000,0.000,0.707,0.707"
}
food_barn.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "-73.3,2.0,-136.9"
Rotation = "0.000,0.000,0.707,0.707"
SettleObjectAfterSpawn = "true"
}
cItemPlacement subgun1
{
ItemName = "subgun"
Location = "29.5,3.0,-199.2"
Rotation = "0.000,0.000,0.707,0.707"
SettleObjectAfterSpawn = "true"
}
south_plaza.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "-211.1,-0.1,88.4"
Rotation = "0.000,0.000,0.707,0.707"
}
fortune_exterior.txt
cItemPlacement subgun
{
ItemName = "subgun"
Location = "-231.3,0.5,-13.7"
Rotation = "0.000,0.000,0.707,0.707"
SettleObjectAfterSpawn = "true"
}
Save all the .txt's and then repack your datafile.big
If you need some hints as to where they're spawned, Royal Flush Plaza's is on the balcony opposite where you would go to get to the hot air balloon.
For the other ones, think high places or areas where special items used to be spawned in regular Dead Rising 2, for palisades think where it was spawned in Entrance Plaza in DR1.
Load the game and give it a whirl!
Known bugs: The inventory icon will sometimes appear as a pistol or a black rectangle and when shooting while walking WITHOUT aiming the bullets will fire off to the right.