I have unlocked the doors in the arena and created waypoints that lead to the cage. Can't get the cage to work, nor the grinders, because all that is coded in the exe. But I placed tons of zombies. I wanted to create a Psycho-Frank, so if anyone knows how to convert Frank's arena outfit into a big/tex set that can be applied as an asset to a survivor-post in this thread! Anyway here's the code to enable the fighting cage in the arena. PS I think you have to start a new save, because editing missions screws up sandbox saves. The code is below pics:
Can't get the cage to work, nor the grinders, because all that is coded in the exe.
Strongly doubt the grinders are coded in exe, are you sure? Almost every time someone says that a behavior or feature is in exe, later the community finds out this is not the case (biggest example is decreasing life for chuck). By saying something is in exe (which cannot be edited easily at all), this stops people from searching for a solution! Saying something is in the exe is like saying something is "gods will" -- all investigation and inquiry stops.
well, when I can't find code in the items and missions, and battle file, I open the exe in a hex editor and see that there is code attributed to turning grinders off and on, and other code that I can't get at in the exe, that's why I say it's in the exe. I remember trying to make a mod for more kinds of zombies about a year ago, and said that there must be a code for bodytype in the exe, no one in the forum has found otherwise. The community has done an outstanding job of modding, but the exe is 10 megs of code against the 5 megs of datafile, so there are going to be alot of cases where we can't have our way like half life or anything
I don't have the game so I can't quite help much but is it possible its triggered by flags in the same way the environment is changed? Or could it be considered a mini-game and it have its own definition in items.txt? Maybe you guys could post a datafile.big from OTR so I can play around with it for a little