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Post by eternal0 on Mar 17, 2015 0:02:08 GMT -5
I posted this concept years ago on here as Eternal (no longer have access to my old hotmail account so I couldn't verify my old account)
Wondering if anyone knows how to do this. I've always wanted a true survival mode where all items other than dispensers never respawn so that you have to start using unconventional items and eventually you start running out of supplies entirely. Food never respawn, weapons never respawn so you often have to decide if you want to make a combined weapon that is more effective or keep two weapons that last longer. Vehicals never respawn so it's hard to get from point A to point B sometimes. Things like that would be a lot of fun to me.
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Post by solidcal on Mar 17, 2015 9:28:10 GMT -5
We can't stop food from resawning as it will respawn when you leave the area aqnd come back anyway, we can however lock combo doors, decrease effectiveness of weapons, make zombies tougher and so on. but one time only spawning items we can't do. As far as my knowledge goes.
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Post by eternal0 on Mar 17, 2015 18:19:44 GMT -5
What about locking weapons from respawning is that possible? You only mention food. Shame if you can't I've always thought that'd be a fun concept. Like imagine an optional true survival mode not just for endless but the actual story, each day you get less and less supplies to utilize while the zombies get stronger and stronger, in addition you need to plot out where you get your stuff from. Do you pick up an item now for an easier time or leave it alone until you pass through here later with possibly less stuff. Plotting out item pickup positions and getting stuff during the early parts of the game from places more out of the way so that you get items on the routes you're more likely to travel during later days. Endless mode would be true survival. How long can you actually survive while also racking up points? (so you can't just hang out on a safe roof or something). Eventually food and weapons run low and you're getting sick from expired food and attacking zombies with marbles. Too bad they've never implemented that and it sounds like it's probably impossible to do
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Post by solidcal on Mar 18, 2015 6:01:01 GMT -5
We can remove weapons from the map all together. But no way to make them spawn once. As I recall the zombrex is tied to it's own little mission. So if we were to make it like zombrex, we would need to make a mission or two for nearly all the weapons to appear just once.
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Post by eternal0 on Mar 18, 2015 23:11:02 GMT -5
Hmmm, that does sound like a crazy amount of work given the thousands of items in DR2. I might look into it though just to see if it's even feasible.
Is there any sort of thread on how mission editing works? Things like creating mission definitions, flags, events, and such?
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Post by solidcal on Mar 19, 2015 7:38:05 GMT -5
There is one in the dr2 general modding. But if you see Tommah online ask him about the missions as he has edited those a lot in the past.
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tommah
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Post by tommah on Mar 19, 2015 11:59:20 GMT -5
yea, placing every item in a single mission is the only way to achieve this. I can tell you what you need to know but I'll warn you.... it'll take a LONG time.....LONG long time.
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Post by solidcal on Mar 19, 2015 15:01:52 GMT -5
Also on top of that you would have to remove every item spawn in the maps through the txt files and that will add more time. Then making each one a mission so like zombrex it only spawns once will be a big project to do.
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Post by eternal0 on Mar 19, 2015 18:11:06 GMT -5
So I'd need to basically do this:
But like if I wanted to do say one of the roulette wheels in the americana it would look like this?
But for every item? Would there be anything else? I mean that is still a crazy amount of work and probably not something I'd do, just curious if I'm on the right track.
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tommah
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Post by tommah on Mar 19, 2015 21:28:14 GMT -5
yea, that's basically it, if I remember correctly you wouldn't need the EventString part and may be able to omit it entirely, but yea that's basically it. But you could spawn everything in that one mission. The "LevelName" tells where to spawn and MissionSpawnItem is the Item and Coordinates.
So you could have:
cMissionLevelReady Americana2 { LevelName = "LEVEL_AMERICANA_CASINO" cMissionSpawnItem AmericanaRouletteWheel-1 { ItemName = "RouletteWheel" Location = "-325.513,-4.619,-25.127" PropState = "-2" Rotation = "0.000,0.000,0.000,1.000" } LevelName = "LEVEL_SAFEHOUSE" cMissionSpawnItem AmericanaRouletteWheel-2 { ItemName = "RouletteWheel" Location = "-325.513,-4.619,-25.127" PropState = "-2" Rotation = "0.000,0.000,0.000,1.000" } }
All in the same mission.
the code for the safehouse probably wouldn't work, but you get the idea.
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Post by eternal0 on Mar 21, 2015 4:43:04 GMT -5
If that actually works it might not be so bad. Still a lot of work but like all of the stuff is in the proper format in the file for each level, it'd just mostly be a matter of copy pasting and changing "cItemPlacement" to "cMissionSpawnItem" and removing the props from the level text file so it doesn't double spawn them.
Not doesn't sound TOO hard just time consuming. Use a text editor replace all instances of "cItemPlacement" with "cMissionSpawnItem" then copy paste it into the section for that levels subset of the MissionSpawnItem mission, repeat for each level making sure that you have everything in the correct syntax.
Also looks like I can mod how dispensers work, vending machines already have a all of em limited to 25 dispensed I could maybe add that to stuff like servbot heads or ponysticks. Think if I did this I'd reduce the number of guns to dispense to 15 and increase snacks to 30 though. Depending on how hard this may end up being I may actually try it.
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Post by eternal0 on Mar 22, 2015 0:38:32 GMT -5
Ok I've definitely done SOMETHING wrong. Here is how I've got the mission currently setup to test the concept:
I added this mission to the bottom of the missions.txt file. Now I've tried various names for the mission level ready, SafeHouse, Safehouse1, ect but none seemed to change anything incase that was the issue. I've also tried it with and without removing the prop from the safehouse.txt file. With the prop still in the safehouse.txt file it doesn't actually remove the prop when I pick it up and leave an area and come back. If I remove the prop from safehouse.txt it doesn't spawn at all.
I've restarted the game from scratch every time as well and had no luck.
Any idea what I'm doing wrong?
Also followup: is there something that would need to be done different for it to be enabled in Sandbox mode in OTR or would it function in both because of no prerequisite?
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Post by eternal0 on Mar 22, 2015 4:59:23 GMT -5
Update:
I still haven't figured out what I'm doing wrong BUT I think there might be a problem with the concept from the get go, at least according to my limited understanding of what tommah and solidcal said. Check out how the day1 safehouse cafeteria item inventory mission is setup in OTR
That sounds like how the mission you told me to create is setup if I'm correct. However those items always respawn when you leave the safe house and come back.
I tried removing the "Can't fail" thing and that didn't prevent it from respawning items. I tried changing wait until end to false and that just stopped the mission from working entirely for some reason. I tried changing explicit start and that didn't seem to do anything.
I tried using "triggerxtimes = 1" on the item spawns. I tried OnlyExecuteOnce= True on the item and I tried it on the mission and that doesn't prevent items respawning either.
I'm worried I might need to create an eventscript + mission or something for every single individual item. If that is the case than the entire project is certainly kaput.
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Post by eternal0 on Mar 24, 2015 6:34:05 GMT -5
Found my old thread, apparently someone else had the concept too a few years later and they got merged and anno made all of the items in fortune plaza depletable. deadrising2mods.proboards.com/thread/179?996=undefined&page=2Apparently I was right in my concept that it would require an event script and mission objective for every single item. --- I'm curious, exactly what does propstate -2 do? Anno says items with the propstate -2 aren't depleted. I see that propstate show up often so I'm curious exactly what it does.
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Post by solidcal on Mar 24, 2015 11:16:41 GMT -5
As I recall propstate = 2 was to lock the item in place so it didn't move or anything. A lot of the outfit despencers have those.
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Post by eternal0 on Mar 27, 2015 5:14:33 GMT -5
God I wish I knew how to program, I bet this would be super easy to write a program to generate missions for automatically. Simply punch in the item and it's location and it would generate a mission for it. Feels like way too much work to do each item by hand.
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Post by solidcal on Mar 27, 2015 10:09:05 GMT -5
God I wish I knew how to program, I bet this would be super easy to write a program to generate missions for automatically. Simply punch in the item and it's location and it would generate a mission for it. Feels like way too much work to do each item by hand. Well we did tell you it would take time and a lot of patience. That's how it is with modding. Also remember when you edit the missions or any txt file in the datafile.big now thanks to steam changing it, you need to start a new game or restart your old save where you can keep the current level.
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Post by eternal0 on Mar 27, 2015 20:12:22 GMT -5
I've done modding before, I know how slow it can be. That's just like extra tedious. Part of good game development is find how you can speed up processes, automate things and then double check them. Otherwise you'll never meet a deadline.
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Post by solidcal on Mar 29, 2015 4:21:45 GMT -5
I've done modding before, I know how slow it can be. That's just like extra tedious. Part of good game development is find how you can speed up processes, automate things and then double check them. Otherwise you'll never meet a deadline. I do know this you know. I've modded for a long time also.
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Post by eternal0 on Mar 30, 2015 22:51:18 GMT -5
Been using search, I guess no one has managed to figure out if or how to utilize OTR's debug mode?
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Post by solidcal on Apr 1, 2015 4:20:37 GMT -5
OTR's debug mode can be used, the only thing it misses is a co-ords line on screen to use for placement, but a lot of the stuff uses the same co-ords from dr2, so you coul get a co-ord with dr2's debug and use it in otr in say Royal Flush Plaza. It's only Uranus Zone we can't get things from. XD
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