Post by spider3po on Jan 18, 2011 0:32:15 GMT -5
*update*If you use the Boost Mod, this mod is not necessary. If you don't, it works fine as a stand alone or combined with the VEHICLES: Drive Anywhere Mod.
AT, is Area Transition.
Okay, okay. The drive anywhere mod was pretty cool right?
(files in my last post in that thread)
Well, I got something even better! A custom Area Transition without using any existing in game references! Check out my Safehouse mod! Walk or drive through the emergency doors with a vehicle (even four wheeled ones) and ta-da! It's in your safehouse. Even better, you can drive out!
Files are below this tutorial. Skip tutorial if you just want the mod.
How to apply the files, check my Drive Anywhere Tutorial. Or, that cool post about decreasing zombies for performance improvement. Anyways...
If you don't think the radius for the entrance is big enough, take it up to six. It'll cover you. I have it on four, for anyone nitpicky enough not to lose a piece of area.
And, like all my mods thus far. I'll teach you how to do it.
Tutorial
First, Debug Mode. Set your User.ini to have the following:
The camera part is extremely important! Without it, your not getting this done. Why?
If your like "debug whaaat? guy?" Go here
You need the following information to create a successful spawn point:
-CameraHeading (camera info)
-CameraPitch (camera info)
-Location (RenderLocalPlayerPosition or DrawCameraPosition works fine)
-Rotation (need RenderLocalPlayerPosition)
For a entry point, all you need is coordinates so location by player or turning the camera into the wall or door you wish to use.
Okay, first step. Here's an example from my waypoint_exterior.
Okay, let me explain the key parts.
InteractButton, true forces you to press B to enter while false requires no action.
Level, is just LEVEL_ then area file.
LevelSpawnPoint, uses a custom cSpawnPoint I made. And you will make if you follow me. For now, just make mental note of it.
Location, is where you enter. I set this against the door of the emergency shutters as close as I could get. Using the coordinates from the camera in this case. Most of the time, I use the player pos. Radius, is the size of your transition. If you want a vehicle to pass, ideally you want between 3-6 Radius. A person, only needs 2.
For every new file, copy and past - actiontype, IsStatic, Rotation, Vertex 1-4. These are constant.
DisplayName, is optional. It takes the number of the map your on. For ex, 707 is the Safehouse I believe. So, who cares unless your a stickler for that kind of thing.
Also, here's my waypoint_safehouse file example.
Got all that? That's, the easy part. cSpawnPoint takes it up a notch. Here's an example from fortune_exterior.
The name after cSpawnPoint is important, unlike cTriggerVolume Name which is for ease of use. If you ever mess up this step with the
cSpawnPoint name by putting the wrong name or a typo - it'll probably do to you what it did to me. Warp you to the default start point. In Fortune, that's outside the Arena. In the Safehouse, that's the security room right next to the glass coffee table.
You can find the default points in any file usually with start in the name.
So everything about cSpawnPoint is important except maybe RegionRadius. Which, I'm not entirely clear on what it does. I just borrowed it from another Area Transition that works well already in game, the Slot Ranch. So, stand where you think you want
yourself to appear. Or, where the camera is, if you want it as close to a wall as possible. And that's it. Done.
Second example from safehouse file.
There you go. If you get good enough, you can spawn NPC's wherever you want. I don't know the details to how yet, but the game files hint on ways to do this. Enjoy!
If there's any doubts, just try my files. Take any vehicle in through the emergency doors in Fortune. It'll be in the safehouse.
Category name Weapon and vehicle Modifications
AT, is Area Transition.
Okay, okay. The drive anywhere mod was pretty cool right?
(files in my last post in that thread)
Well, I got something even better! A custom Area Transition without using any existing in game references! Check out my Safehouse mod! Walk or drive through the emergency doors with a vehicle (even four wheeled ones) and ta-da! It's in your safehouse. Even better, you can drive out!
Files are below this tutorial. Skip tutorial if you just want the mod.
How to apply the files, check my Drive Anywhere Tutorial. Or, that cool post about decreasing zombies for performance improvement. Anyways...
If you don't think the radius for the entrance is big enough, take it up to six. It'll cover you. I have it on four, for anyone nitpicky enough not to lose a piece of area.
And, like all my mods thus far. I'll teach you how to do it.
Tutorial
First, Debug Mode. Set your User.ini to have the following:
DrawCameraPosition="True"
RenderLocalPlayerPosition="True"
show_camera_info="True"
The camera part is extremely important! Without it, your not getting this done. Why?
If your like "debug whaaat? guy?" Go here
You need the following information to create a successful spawn point:
-CameraHeading (camera info)
-CameraPitch (camera info)
-Location (RenderLocalPlayerPosition or DrawCameraPosition works fine)
-Rotation (need RenderLocalPlayerPosition)
For a entry point, all you need is coordinates so location by player or turning the camera into the wall or door you wish to use.
Okay, first step. Here's an example from my waypoint_exterior.
cTriggerVolume SafeHouse2
{
ActionType = "3"
DisplayName = ""
Height = "2.0"
InteractButton = "false"
IsStatic = ""
Level = "LEVEL_SAFEHOUSE"
LevelSpawnPoint = "EntrySafehouseED"
Location = "-267.319,-5.716,-32.317"
Radius = "4"
Rotation = "0,0,0,1"
Vertex1 = "-1,0,1"
Vertex2 = "1,0,1"
Vertex3 = "1,0,-1"
Vertex4 = "-1,0,-1"
}
Okay, let me explain the key parts.
InteractButton, true forces you to press B to enter while false requires no action.
Level, is just LEVEL_ then area file.
LevelSpawnPoint, uses a custom cSpawnPoint I made. And you will make if you follow me. For now, just make mental note of it.
Location, is where you enter. I set this against the door of the emergency shutters as close as I could get. Using the coordinates from the camera in this case. Most of the time, I use the player pos. Radius, is the size of your transition. If you want a vehicle to pass, ideally you want between 3-6 Radius. A person, only needs 2.
For every new file, copy and past - actiontype, IsStatic, Rotation, Vertex 1-4. These are constant.
DisplayName, is optional. It takes the number of the map your on. For ex, 707 is the Safehouse I believe. So, who cares unless your a stickler for that kind of thing.
Also, here's my waypoint_safehouse file example.
cTriggerVolume FortuneDoors
{
ActionType = "3"
DisplayName = ""
Height = "2.0"
InteractButton = "false"
IsStatic = ""
Level = "LEVEL_FORTUNE_EXTERIOR"
LevelSpawnPoint = "EntryFortuneED"
Location = "8.501,0.251,9.671"
Radius = "4"
Rotation = "0,0,0,1"
Vertex1 = "-1,0,1"
Vertex2 = "1,0,1"
Vertex3 = "1,0,-1"
Vertex4 = "-1,0,-1"
}
Got all that? That's, the easy part. cSpawnPoint takes it up a notch. Here's an example from fortune_exterior.
cSpawnPoint EntryFortuneED
{
CameraHeading = "3.086"
CameraPitch = "0.029"
Location0 = "-267.5,-4.2,-19.2"
RegionRadius = "6"
Rotation0 = "0.1"
}
The name after cSpawnPoint is important, unlike cTriggerVolume Name which is for ease of use. If you ever mess up this step with the
cSpawnPoint name by putting the wrong name or a typo - it'll probably do to you what it did to me. Warp you to the default start point. In Fortune, that's outside the Arena. In the Safehouse, that's the security room right next to the glass coffee table.
You can find the default points in any file usually with start in the name.
So everything about cSpawnPoint is important except maybe RegionRadius. Which, I'm not entirely clear on what it does. I just borrowed it from another Area Transition that works well already in game, the Slot Ranch. So, stand where you think you want
yourself to appear. Or, where the camera is, if you want it as close to a wall as possible. And that's it. Done.
Second example from safehouse file.
cSpawnPoint EntrySafehouseED
{
CameraHeading = "3.183"
CameraPitch = "0.022"
Location0 = "1.5,-1.1,9.9"
RegionRadius = "4"
Rotation0 = "-0.1"
}
There you go. If you get good enough, you can spawn NPC's wherever you want. I don't know the details to how yet, but the game files hint on ways to do this. Enjoy!
If there's any doubts, just try my files. Take any vehicle in through the emergency doors in Fortune. It'll be in the safehouse.
Category name Weapon and vehicle Modifications