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Post by notld on Nov 3, 2010 21:04:20 GMT -5
I'll start by saying I KNOW most of you won't like the idea.
But I love it. In fact, that's how I thought the game was before I got it. I thought the food and other stuff you used in the mall would be lost once you used it. And I think it would make the game a lot more interesting.
Again, I know there's very little chance anyone would like the idea, but I just want to know if it would be possible. I guess it's pretty hard, cause the game isn't made to remember the state of each "room" of Fortune City, by room meaning all the different malls, casinos, the plaza in the middle. So I have no idea if it's even possible to change the game in a way that it remembered what you used and broke and whatever.
Taking a long shot here, but still waiting for answers.
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Post by Wizard on Nov 3, 2010 22:01:44 GMT -5
Hi. I don't see why everyone would hate this idea It'd add alot of realism into the game, but I'm not sure if the game was balanced for this.. I mean, obviously it wasn't balanced with this in mind but I'm not even sure if it'd be beatable without Weapons respawning! Having just the Food and what not only spawn 1 time is different though. Not.. really sure how the game knows the difference between what to spawn 1 time, and what to only spawn 1 time. There has to be a way to do it.
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Post by notld on Nov 5, 2010 11:20:03 GMT -5
Yeah, I know, but it would make the game way more difficult, which I would obviously like. Besides, I think with a little work, if I ever find a way to do what I said in the main post, I think I could balance it miself, doing two simple things: add way more weapons and stuff everywhere, I think there's a tool for that, and changing the durability/Nº of bullets for every weapon. So there would be more stuff lying around, and they would last way more, but they wouldn't respawn.
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Post by shamrock91 on Nov 10, 2010 10:43:48 GMT -5
It might be possible in theory. I mean, DR2 is made with the same engine as DR1 and a lot of it is verys similar. There was the unlimited mode in DR1 that did this sort of thing so maybe the scripts for that are in DR2 in some way.
Actually, now that I think about it, Zombrex is a one time thing isnt it? Maybe theres something from that you could use.
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anu
Survivor
Posts: 39
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Post by anu on Nov 10, 2010 15:29:53 GMT -5
yeah it's possible ,this is how i manged to do it :
i added this to the mission file :
cMissionDefinition SpawnTemporaryMelon { Color = "13107200" DescriptionSummary = "85001" DisplayName = "50443" Duration = "432000" ExplicitStart = "true" MissionType = "12" ShowInDebugMenu = "false" ShowInHUD = "false" StartTime = "10800" cMissionObjective PickTheMelon1 { MissionWaypoint = "SAFEHOUSE,-9.752,-1.102,9.949" cMissionObjectiveEvent PickupSafeHouseMelon { EventString = "SafeHouseMelonTemp" }
}
cMissionLevelReady SafeHouseMelon1 { LevelName = "LEVEL_SAFEHOUSE" cMissionSpawnItem SafeHouseMelon2 { DisablePhysicsOnInitialPlacement = "false" ItemName = "TempMelon" Location = "-11.797,-0.276,23.452" Rotation = "0,0,0,1" }
}
}
note that i had to add a new item to the items file in order for it to work ,when i used the original Melon entry it just kept re spawning.
i also noticed that the zombrex entry in the items file is defined as keyitem and not fooditem or weapon ,so before i tried the above mentioned method i tried to turn the melon into a key item but that didn't work ,the "key"melon just didn't spawned .
so instead i just added a duplicate of the original melon entry with new name and that seems to do the trick .
cFoodItem TempMelon { AchievementCategory = "5" AnimationChooserToUse = "2" AnimationChooserValueForHand = "22" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "16" AnimationChooserValueForWalkRun = "0" AssetFilename = "data/models/interactables/melon" AudioActionBits = "256" AudioFilename = "fx_food" AudioItemName = "Hamburger" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionType = "3" DisplayName = "50443" DR2 = "true" Durability = "3" FoodType = "2" Friction = "1" HandlingStyle = "0" HandsForPickup = "1" HealthBoost = "200" IconFilename = "w_melon" InteractDistance = "1.2" InventoryInteractionType = "0" LoadDistance = "20" MaxProjectileDamage = "5" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "52" Restitution = "0.03" RestrictedByRegion = "false" ThrowAngleDegrees = "5" ThrowForce = "9" ThrowSpin = "-1.5,3,-1.5" Weight = "2" }
------ btw if you are going to try that, know that i took the melon and it's coordinate from a mission called SafehouseInventoryDay1 , so in order to use it you need to edit that mission and remove the original reference to the melon in the mission file . yep... that mission over riding the safehouse txt for item placement ,so technically you can spawn every day lower and lower food and weapon quantities or completely get rid of all of it through the mission file .
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Post by cptjackharkness on Nov 23, 2010 4:53:24 GMT -5
^ VERY CONFUSING
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Post by anno1404 on Feb 27, 2011 2:23:03 GMT -5
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