|
Post by goblinglasses on May 24, 2012 20:39:58 GMT -5
Hey everyone! I'm relatively new to modding and I was wanting to know if anyone could advise me how to fix a problem I'm having. I've tried to mod Psycho Chuck into a recruitable survivor by copying his Boss files and renaming them "srv_chuck." From there I use Tommah's recruit script to put him in the safehouse. It mostly works, but for some reason instead of getting psycho chuck, I get normal chuck with a display name of "Fighting Dummy." He's also unfortunately unrecruitable. He just kinda stands there like a normal saved survivor. I'd prefer standard Chuck to be recruitable but if it's not possible I can settle for PsychoChuck. Attached is what I'm seeing. Thank you!
|
|
|
Post by goblinglasses on May 25, 2012 1:02:38 GMT -5
That's Because that's Co-op Chuck,His psycho files are boss_chuck.big and boss_chuck.tex. Good Luck I'm not quite sure if you understood what I said up there... Buut... I pointed the code to boss_chuck instead of my copied and renamed files and that results in a crash. :/ Regardless, I'd kinda prefer Non-psycho Chuck, I just don't what files to point to to obtain that effect.
|
|
|
Post by Freako on May 25, 2012 5:14:43 GMT -5
Solidcal knows how to do it. Ask him.
|
|
|
Post by solidcal on May 25, 2012 7:14:27 GMT -5
Just replace the whole cod of srv_chuck in the items.txt with this code. cSurvivorItem srv_chuck { Age = "35" AssetFilename = "data/models/npcs/boss_chuck" AttackZombiesAndBosses = "true" AudioChestFoleyType = "3" AudioLegFoleyType = "4" AudioShoeType = "4" AwarenessRange = "15" BossType = "0" CanDefect = "false" CanFollow = "false" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" ClothableType = "2" DefectsCowardly = "false" Description = "83056" DisablePhysicsInPrejoin = "false" DisplayName = "50557" DR2 = "true" FullName = "50557" Gift = "85001" GiftQuote = "67734" HasPersistentInfo = "true" HealthAmount = "1000" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" InteractThroughWallsInPreJoin = "false" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "11000" Nature = "4" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PokerAnimTypeAllIn1 = "1" PokerAnimTypeAllIn2 = "98" PokerAnimTypeCall1 = "10" PokerAnimTypeCall2 = "12" PokerAnimTypeCheck = "14" PokerAnimTypeFold1 = "17" PokerAnimTypeFold2 = "17" PokerAnimTypeIdle = "21" PokerAnimTypeKnockedOut = "35" PokerAnimTypeLoseBig1 = "40" PokerAnimTypeLoseBig2 = "41" PokerAnimTypeLoseBig3 = "51" PokerAnimTypeLoseMild = "53" PokerAnimTypeRaise1 = "73" PokerAnimTypeRaise2 = "184" PokerAnimTypeShortIdle1 = "26" PokerAnimTypeShortIdle2 = "31" PokerAnimTypeStrongTellAllIn = "87" PokerAnimTypeStrongTellCall = "87" PokerAnimTypeStrongTellNormal = "87" PokerAnimTypeStrongTellRaise = "87" PokerAnimTypeWeakTellAllIn = "83" PokerAnimTypeWeakTellCall = "83" PokerAnimTypeWeakTellNormal = "83" PokerAnimTypeWeakTellRaise = "83" PokerAnimTypeWinBig1 = "106" PokerAnimTypeWinBig2 = "84" PokerAnimTypeWinBig3 = "69" PokerAnimTypeWinMild = "110" PortraitTextureName = "portrait_sven.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65452" SafeHouseRoom = "2" SavedPrestigePoints = "22000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "true" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" SuppressTurnedMsg = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "108"
cGunAttackBehaviour x45 { }
cMeleeAttackBehaviour x91 { DamageCap = "200" DamageMultiplier = "4" }
} And viola!You now have a recruitble normal survivor Chuck Greene. Heres a SS btw. I stumbled on this code of srv_chuck a while back and it ended up like what happened to you when you edited it.Then sometime later tommah was messing with the code and found the line you had to delete to make normal Chuck a noc survivor.So it's a pretty weird thing that came about.Pretty much shows Capcom was gonna have Chuck as a saveable survivor at some point before they changed him to a psycho.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 25, 2012 7:47:28 GMT -5
There's a line in there that says "CanFollow" in your code, solid, and it's set to "false."
goblinglasses, if you switch that to "true" then chuck can be recruitable.
|
|
|
Post by solidcal on May 25, 2012 8:55:28 GMT -5
There's a line in there that says "CanFollow" in your code, solid, and it's set to "false." goblinglasses, if you switch that to "true" then chuck can be recruitable. Oh shiz I missed changing that line. XD Just found the code from a notepad file I saved it to a while back xD Yeah like madda just said change the link in canfollow from false to true.
|
|
|
Post by goblinglasses on May 25, 2012 11:41:07 GMT -5
Success! I originally got a crash because I had the missions.txt entry pointing to boss_chuck, but then I changed it to srv_chuck and there you have it! So one last question, though admittedly this isn't nearly as big of a question. The survivor animations Chuck uses are a bit... Goofy. [Notice how he's crouching down in that screenshot? Lol] Any advice on how to change his idle behaviors? Regardless, Thanks a lot guys! I'm really psyched to have Chuck recruitable!
|
|
|
Post by solidcal on May 25, 2012 12:43:53 GMT -5
Success! I originally got a crash because I had the missions.txt entry pointing to boss_chuck, but then I changed it to srv_chuck and there you have it! So one last question, though admittedly this isn't nearly as big of a question. The survivor animations Chuck uses are a bit... Goofy. [Notice how he's crouching down in that screenshot? Lol] Any advice on how to change his idle behaviors? Regardless, Thanks a lot guys! I'm really psyched to have Chuck recruitable! That seems to be the only problem is that we can't seem to change his idle behaviour.Will need to look into that again at some point.
|
|
|
Post by goblinglasses on May 25, 2012 13:14:04 GMT -5
That seems to be the only problem is that we can't seem to change his idle behaviour.Will need to look into that again at some point. I think I see what you mean. I restarted the game and now Chuck's using a different behavior. Odd. But alright, that's a minor gripe I can live with. Thanks again!
|
|
djlarryt
Modder
Ridin the dolphin!
Posts: 171
|
Post by djlarryt on May 25, 2012 20:06:14 GMT -5
You can change his idle behaviour but it won't work if he spawns in the Safehouse (don't know why this happens, I've tried every which way and it doesn't work... as soon as you put your recruit somewhere out in the regular environment, it works).
For example, look in your items.txt file and get the idle behaviour for one of the "Brains Over Brawn" players, this is the code to influence what he's doing before he joins- find one you want and add this to the bottom of your srv_Chuck code (this one has him on the ground on all fours):
cAnimationBehaviour PreJoinAnimCharacter { AnimName = "brains_male_survivor_game_2" Type = "0" } cAnimationBehaviour GetUpCharacter { AnimName = "brains_male_survivor_game_getup_1" Type = "1" }
|
|