Post by anno1404 on Feb 6, 2011 4:45:35 GMT -5
User: Roadtripz: wrote:
"As a side note, I'll be posting a tutorial soon unless someone beats me to it on how to change animations and sound FX, by only using the items.txt file."
YEAH. thanks
Sweet mod.
UPDATE:
Roadtripz decided to destructively delete all of his posts, but I was able to retrieve them from google cache:
*Photos Soon
WEAPON: The Get The F* Off Me Gloves
These are a set of MMAGloves I modded for myself. They have different animations, including my favorite, the jumping sword attack from the katana sword, turned into a jumping downward fist attack. Plus, it also has the sound fx from the sledge hammer, which is where all its damage comes from. It was intended to be a combo weapon, but since I couldn't change the model, I did the next best thing. I wasn't going to post them, since I didn't want to hear any pie holing about them. Anyhow, after talking with Thetommah, he said to just post them. So, here you go enjoy the carnage like it was intended
This what you do with this code:
Unpack your datafile.big file
Open items.txt with any text editor (I prefer Notepad++, its free and opens and saves all kinds of different text files, just google it.)
Use the "find" option of your text editor, search for mmagloves
till you come to this:
cPlayerWeaponItem MMAGloves
Then copy the code from here and paste it over the code, in your items.txt file, till you get to the next "header" which should be:
cPlayerWeaponItem MMAGloves_spiked
*make sure you get every bit of it copied from here and over the top of the code in items.txt, including and very importantly, all the lil }. Also, keep a empty line between the last } and the next "header."
Once thats done, save it, then repack the datafile.big file and put it back into the main data folder.
Then go find some MMAGloves and watch how quickly you will need a mop and shovel.
Code:
BONUS WEAPON: The Slippery Impaler
This was going to be "The Flaming Dickhead," but since all the trial and error took me down a different road, I came up with, "The Slippery Impaler." I was intending on using the "Massager" to make zombies into flaming unicorns, but because of model hit location limits, it didn't turn out that way.
It's best used in or near a crowd of zombies.
To use it just do the same thing as above, search for: "bobstoy"
Code:
*As a side note, I'll be posting a tutorial soon unless someone beats me to it on how to change animations and sound FX, by only using the items.txt file.
"As a side note, I'll be posting a tutorial soon unless someone beats me to it on how to change animations and sound FX, by only using the items.txt file."
YEAH. thanks
Sweet mod.
UPDATE:
Roadtripz decided to destructively delete all of his posts, but I was able to retrieve them from google cache:
*Photos Soon
WEAPON: The Get The F* Off Me Gloves
These are a set of MMAGloves I modded for myself. They have different animations, including my favorite, the jumping sword attack from the katana sword, turned into a jumping downward fist attack. Plus, it also has the sound fx from the sledge hammer, which is where all its damage comes from. It was intended to be a combo weapon, but since I couldn't change the model, I did the next best thing. I wasn't going to post them, since I didn't want to hear any pie holing about them. Anyhow, after talking with Thetommah, he said to just post them. So, here you go enjoy the carnage like it was intended
This what you do with this code:
Unpack your datafile.big file
Open items.txt with any text editor (I prefer Notepad++, its free and opens and saves all kinds of different text files, just google it.)
Use the "find" option of your text editor, search for mmagloves
till you come to this:
cPlayerWeaponItem MMAGloves
Then copy the code from here and paste it over the code, in your items.txt file, till you get to the next "header" which should be:
cPlayerWeaponItem MMAGloves_spiked
*make sure you get every bit of it copied from here and over the top of the code in items.txt, including and very importantly, all the lil }. Also, keep a empty line between the last } and the next "header."
Once thats done, save it, then repack the datafile.big file and put it back into the main data folder.
Then go find some MMAGloves and watch how quickly you will need a mop and shovel.
Code:
cPlayerWeaponItem MMAGloves
{
AchievementCategory = "-1"
AnimationChooserValueForHand = "2"
AnimationChooserValueForIdle = "0"
AnimationChooserValueForPickup = "0"
AnimationChooserValueForPutdown = "0"
AnimationChooserValueForThrow = "14"
AnimationChooserValueForWalkRun = "-1"
AnimBankName = "NoveltyBoxingGloves"
AssetFilename = "data/models/weapons/mma_gloves"
AssociatedMagazineType0 = "12"
AssociatedMagazineType1 = "13"
AudioActionBits = "256"
AudioFilename = "fx_sledgehammer"
AudioItemName = "SledgeHammer"
CollidableQuality = "0"
CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
CollisionType = "3"
DisplayName = "50828"
DR2 = "true"
Durability = "900"
Friction = "25"
HandlingStyle = "0"
InteractDistance = "1.3"
InventoryInteractionType = "0"
Is_Blocking = "true"
Is_Blunt = "true"
Is_Humour = "true"
IsWeapon = "true"
LoadDistance = "25"
MaxProjectileDamage = "5"
ProjectileFatalHitReaction = "51"
ProjectileHitReaction = "52"
Restitution = "0.01"
RestrictedByRegion = "false"
ThrowAngleDegrees = "7"
ThrowForce = "10"
ThrowSpin = "0,0,0"
WeaponType = "2"
Weight = "5"
cSecondaryPropInfoItem mma_SecondaryProp
{
DR2 = "true"
SecondaryPropAssetName = "lmmaglove"
Support = "true"
}
cOverridePrimaryPropInfoItem mma_PrimaryProp
{
PrimaryPropAssetName = "rmmaglove"
}
}
cPlayerWeaponItem lmmaglove
{
ActionButton6 = "PLAYERBUTTON_STOMP"
ActionDesiredAnimState6 = "ANIMSTATE_WEAPONSTOMP"
ActionTargetCrawlerOnly6 = "true"
AnimationAttackChooserValue6 = "0"
AnimationAttackName0 = "male_attack_1hand_club_a"
AnimationAttackName6 = "male_attack_curb_stomp"
AnimationChooserValueForHand = "20"
AnimationChooserValueForIdle = "0"
AnimationChooserValueForPickup = "0"
AnimationChooserValueForThrow = "0"
AnimationChooserValueForWalkRun = "0"
AssetFilename = "mma_glove_left"
AttachPropToBoneType = "1"
AttackDamage6 = "400"
AudioActionBits = "256"
AudioFilename = "fx_sledgehammer"
AudioItemName = "SledgeHammer"
CollidableQuality = "0"
CollisionType = "3"
DestroyOnThrownImpact = "false"
DisplayName = "50828"
DR2 = "true"
Durability = "900"
Friction = "25"
HandlingStyle = "0"
InteractDistance = "0"
InventoryInteractionType = "2"
Is_Blocking = "true"
Is_Blunt = "true"
Is_Humour = "true"
IsWeapon = "true"
MaxProjectileDamage = "35"
ObjectPaddingRadius = "0.25"
ProjectileFatalHitReaction = "51"
ProjectileHitReaction = "51"
Restitution = "0.05"
Reticle_ActiveInRangeMode = "false"
Reticle_ActiveInThirdPerson = "false"
Support = "true"
ThrowAngleDegrees = "6"
ThrowEffectAudio = "0"
ThrowEffectOnImpact = "0"
ThrowEffectOnVictim = "20"
ThrowEffectOnWeapon = "0"
ThrowForce = "35"
ThrowSpin = "0,0,0"
WeaponType = "1"
Weight = "5"
}
cPlayerWeaponItem rmmaglove
{
AchievementCategory = "0"
ActionButton0 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton1 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton2 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton3 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton4 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton5 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton6 = "PLAYERBUTTON_QUICKRELEASE"
ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE"
ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK"
ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE"
ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE"
ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE"
ActionRequiredAnimState5 = "ANIMSTATE_RUNJUMPB"
ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK"
ActionTargetCrawlerOnly6 = "false"
AnimationAttackChooserValue0 = "341"
AnimationAttackChooserValue1 = "242"
AnimationAttackChooserValue2 = "243"
AnimationAttackChooserValue3 = "246"
AnimationAttackChooserValue4 = "247"
AnimationAttackChooserValue5 = "0"
AnimationAttackName0 = "male_mmaspikedgloves_kick_c"
AnimationAttackName1 = "male_attack_Rightcross_a"
AnimationAttackName2 = "male_attack_Leftcross_b"
AnimationAttackName3 = "male_attack_Rightuppercut_a"
AnimationAttackName4 = "male_attack_Leftuppercut_b"
AnimationAttackName5 = "male_attack_katana_lfoot_long"
AnimationChooserValueForHand = "20"
AnimationChooserValueForIdle = "-1"
AnimationChooserValueForPickup = "0"
AnimationChooserValueForPutdown = "0"
AnimationChooserValueForThrow = "42"
AnimationChooserValueForWalkRun = "-1"
AnimBankName = "NoveltyBoxingGloves"
AssetFilename = "mma_glove_right"
AttachPropToBoneType = "0"
AttackAudioAssetName0 = "SledgeHammerHitBodyBig"
AttackAudioAssetName1 = "SledgeHammerHitBodyBig"
AttackAudioAssetName2 = "SledgeHammerHitBodyBig"
AttackAudioAssetName3 = "SledgeHammerHitBodyBig"
AttackAudioAssetName4 = "SledgeHammerHitBodyBig"
AttackAudioAssetName5 = "SledgeHammerHitBodyBig"
AttackAudioAssetName6 = "SledgeHammerHitBodyBig"
AttackDamage0 = "300"
AttackDamage1 = "200"
AttackDamage2 = "200"
AttackDamage3 = "200"
AttackDamage4 = "200"
AttackDamage5 = "350"
AttackDamage6 = "350"
AudioActionBits = "256"
AudioFilename = "fx_sledgehammer"
AudioItemName = "SledgeHammer"
CollidableQuality = "0"
CollisionType = "3"
ComboBlendDuration0 = "0.1"
ComboBlendDuration1 = "0.1"
ComboBlendDuration2 = "0.1"
ComboBlendDuration3 = "0.1"
ComboBlendDuration4 = "0.1"
ComboBlendDuration5 = "0.1"
ComboBlendDuration6 = "0.1"
ComboBlendXZToUse0 = "2"
ComboBlendXZToUse1 = "2"
ComboBlendXZToUse2 = "2"
ComboBlendXZToUse3 = "2"
ComboBlendXZToUse4 = "2"
ComboBlendXZToUse5 = "2"
ComboBlendXZToUse6 = "2"
ComboBlendYToUse0 = "2"
ComboBlendYToUse1 = "2"
ComboBlendYToUse2 = "2"
ComboBlendYToUse3 = "2"
ComboBlendYToUse4 = "2"
ComboBlendYToUse5 = "2"
ComboBlendYToUse6 = "2"
DestroyOnThrownImpact = "false"
DisplayName = "50828"
DR2 = "true"
Durability = "900"
EffectAudio0 = "2"
EffectAudio1 = "2"
EffectAudio2 = "2"
EffectAudio3 = "2"
EffectAudio4 = "2"
EffectAudio5 = "2"
EffectAudio6 = "2"
EffectOnImpact0 = "280"
EffectOnImpact1 = "280"
EffectOnImpact2 = "280"
EffectOnImpact3 = "280"
EffectOnImpact4 = "280"
EffectOnImpact5 = "280"
EffectOnImpact6 = "280"
EffectOnVictim0 = "9"
EffectOnVictim1 = "9"
EffectOnVictim2 = "9"
EffectOnVictim3 = "9"
EffectOnVictim4 = "9"
EffectOnVictim5 = "30"
EffectOnVictim6 = "30"
FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY_SPIN"
FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY"
FatalHitReaction2 = "HITREACTION_WEAPON_HEAVY"
FatalHitReaction3 = "HITREACTION_UPPERCUT"
FatalHitReaction4 = "HITREACTION_UPPERCUT"
FatalHitReaction5 = "HITREACTION_WEAPON_CRUSH_FORWARD"
FatalHitReaction6 = "HITREACTION_FATAL_GROUP2"
Friction = "25"
HandlingStyle = "0"
HitReaction0 = "HITREACTION_WEAPON_HEAVY_SPIN"
HitReaction1 = "HITREACTION_WEAPON_HEAVY_MEDIUM"
HitReaction2 = "HITREACTION_WEAPON_HEAVY_MEDIUM"
HitReaction3 = "HITREACTION_UPPERCUT"
HitReaction4 = "HITREACTION_UPPERCUT"
HitReaction5 = "HITREACTION_WEAPON_CRUSH_FORWARD"
HitReaction6 = "HITREACTION_STAGGER_MEDIUM"
IconFilename = "w_mma_gloves"
IgnoreAnyComboRequests2 = "false"
IgnoreAnyComboRequests4 = "false"
Impulse0 = "4"
Impulse1 = "4"
Impulse2 = "4"
Impulse3 = "4"
Impulse4 = "4"
Impulse5 = "4"
Impulse6 = "4"
InteractDistance = "0"
InventoryInteractionType = "0"
Is_Blocking = "true"
Is_Blunt = "true"
Is_Humour = "true"
IsWeapon = "true"
MaxProjectileDamage = "25"
ObjectPaddingRadius = "0.15"
ProjectileFatalHitReaction = "74"
ProjectileHitImpulse = "0.9"
ProjectileHitReaction = "52"
RequiredComboSeqCounter0 = "0"
RequiredComboSeqCounter1 = "1"
RequiredComboSeqCounter2 = "2"
RequiredComboSeqCounter3 = "3"
RequiredComboSeqCounter4 = "4"
RequiredComboSeqCounter5 = "0"
RequiredComboSeqCounter6 = "9"
ResetComboSeqCounter1 = "false"
ResetComboSeqCounter2 = "false"
ResetComboSeqCounter3 = "false"
ResetComboSeqCounter4 = "true"
ResetComboSeqCounter5 = "false"
ResetComboSeqCounter6 = "true"
Restitution = "0.05"
RestrictedByRegion = "false"
Reticle_ActiveInRangeMode = "false"
Reticle_ActiveInThirdPerson = "false"
Support = "true"
ThrowEffectAudio = "1"
ThrowEffectOnImpact = "279"
ThrowEffectOnVictim = "279"
ThrowEffectOnWeapon = "0"
VibrationPattern0 = "4"
VibrationPattern1 = "4"
VibrationPattern2 = "4"
VibrationPattern3 = "4"
VibrationPattern4 = "4"
VibrationPattern5 = "4"
VibrationPattern6 = "4"
WeaponType = "1"
Weight = "5"
cLimbDestroyInfoItem MMAGloves_limb
{
Limb0 = "0"
Limb1 = "2"
Limb2 = "1"
Limb3 = "4"
Limb4 = "3"
Limb5 = "3"
mFlags0 = "7"
mFlags1 = "7"
mFlags2 = "7"
mFlags3 = "6"
mFlags4 = "6"
mFlags5 = "6"
ProbabilityOfExploding0 = "1"
ProbabilityOfExploding1 = "1"
ProbabilityOfExploding2 = "1"
ProbabilityOfExploding3 = "1"
ProbabilityOfExploding4 = "1"
ProbabilityOfExploding5 = "1"
}
cWeaponImpactPoseWarperInfoItem MMAGloves_impactwarp
{
Bone0 = "4"
Bone1 = "7"
Rotation0 = "0.000,0.000,-0.1,0.955"
Rotation1 = "0.000,0.000,-0.296,0.955"
SpeedToRecovery0 = "1"
SpeedToRecovery1 = "1"
Translation0 = "0,0,0"
WarpTime0 = "0.2"
WarpTime1 = "0.2"
}
}
BONUS WEAPON: The Slippery Impaler
This was going to be "The Flaming Dickhead," but since all the trial and error took me down a different road, I came up with, "The Slippery Impaler." I was intending on using the "Massager" to make zombies into flaming unicorns, but because of model hit location limits, it didn't turn out that way.
It's best used in or near a crowd of zombies.
To use it just do the same thing as above, search for: "bobstoy"
Code:
cPlayerWeaponItem BobsToy
{
AchievementCategory = "0"
ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK"
ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
ActionTargetCrawlerOnly6 = "false"
AnimationAttackChooserValue0 = "192"
AnimationAttackName0 = "male_attack_1hand_thrust_1"
AnimationAttackName2 = "male_attack_1hand_club_c"
AnimationAttackName8 = "bowieknife_b_rand"
AnimationChooserValueForHand = "15"
AnimationChooserValueForIdle = "0"
AnimationChooserValueForPickup = "0"
AnimationChooserValueForPutdown = "0"
AnimationChooserValueForThrow = "40"
AnimationChooserValueForWalkRun = "0"
AnimBankName = "1hand_bank1"
AssetFilename = "data/models/weapons/bob"
AttackAudioAssetName0 = "HunkOfMeatHitBody"
AssociatedMagazineType0 = "13"
AssociatedMagazineType1 = "10"
AssociatedMagazineType2 = "11"
AttackDamage0 = "0"
AudioActionBits = "784"
AudioFilename = "fx_hunkofmeat"
AudioItemName = "HunkOfMeat"
CollidableQuality = "0"
CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
CollisionType = "3"
ComboBlendDuration0 = "0.1"
ComboBlendXZToUse0 = "2"
ComboBlendYToUse0 = "2"
DisplayName = "50816"
DR2 = "true"
Durability = "15"
EffectAudio0 = "3"
EffectOnImpact0 = "279"
EffectOnVictim0 = "20"
FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY_SPIN"
Friction = "5"
HandlingStyle = "0"
HitReaction0 = "HITREACTION_PROP_PLACED_ON_HEAD"
IconFilename = "w_bob"
IgnoreAnyComboRequests0 = "false"
Impulse0 = "1"
InteractDistance = "1.2"
InventoryInteractionType = "0"
Is_Blunt = "true"
Is_Humour = "true"
IsWeapon = "true"
LoadDistance = "25"
LocatorOrientationOffset = "0,0,0,-2"
MaxProjectileDamage = "1"
MergedFileNotUsed = "true"
ProjectileFatalHitReaction = "51"
ProjectileHitImpulse = "1"
ProjectileHitReaction = "52"
PropAudioType = "0"
PropEffectLocator0 = "16"
PropEffectLocator1 = "16"
PropEffectLocatorIndex0 = "0"
PropEffectLocatorIndex1 = "0"
PropEffectsOnCondition0 = "3"
PyroEffect0 = "251"
PyroEffect1 = "251"
RequiredComboSeqCounter0 = "0"
ResetComboSeqCounter0 = "true"
ResetComboSeqCounter2 = "false"
Restitution = "0.01"
RestrictedByRegion = "true"
Reticle_ActiveInRangeMode = "true"
Reticle_Type = "1"
Support = "true"
SurvivorWeapon = "true"
ThrowAngleDegrees = "35"
ThrowEffectAudio = "3"
ThrowEffectOnImpact = "279"
ThrowEffectOnVictim = "15"
ThrowForce = "10"
ThrowOffset = "0,0,0"
ThrowSpin = "10,0,0"
VibrationPattern0 = "4"
WeaponCanSliceLimbs = "false"
WeaponType = "1"
Weight = "1"
cAlternateTextureInfoItem bosbtoy_alttex
{
AlternateIconName0 = "w_bob_green"
AlternateIconName1 = "w_bob_purple"
AlternateTextureName0 = "data/models/weapons/bob_green"
AlternateTextureName1 = "data/models/weapons/bob_purple"
}
cAttachedToZombieInfoItem bobstoy_attached_info
{
AnimSet = "5"
OnlyStickToBone = "15"
StickableAsProjectile = "true"
}
cPropLifetimeInfoItem bobstoy_die
{
DR2 = "true"
LifetimeModifier = "2"
Support = "true"
}
}
*As a side note, I'll be posting a tutorial soon unless someone beats me to it on how to change animations and sound FX, by only using the items.txt file.