Post by notld on Feb 16, 2011 10:43:49 GMT -5
[zombiebox]
File: items.txt in datafile.big
Modding Tools: Gibbed Dead Rising 2 Tools
For both things you need to know that
Limb0 means the head
Limb1 means right arm
Limb2 means left arm
Limb3 means right leg
Limb4 means left leg
Unpack the datafile.big the tool and open the items.txt.
REGULATING LIMB EXPLOSION CHANCE ON WEAPONS THAT ALREADY HAVE THAT CAPACITY:
ADDING LIMB EXPLOSION TO A WEAPON THAT DIDN'T ORIGINALLY HAVE THAT CAPACITY:
UPDATE: I'VE BEEN TESTING THIS METHOD, AND I FOUND PROBLEMS IN MANY WEAPONS. I'M LOOKING INTO IT, BUT FOR NOW, I WOULDN'T TRUST IT.
Go to the weapon you want to give limb explosion capacity. Go down to the end of the list of stuff of the weapon, and at the end of the list add
Obviously where it says "here you put the name of the weapon" you put the name of the weapon.
Where it says "value" you put a number between 0 and 1, 0 being no chance of that limb exploding, and 1 being always exploding. Play with 0.1, 0.2, 0.3... 0.75, 0.25, whatever you want.
Example:
Added limb explosion capacity for all limbs set to 1 (meaning that all limbs will explode if you hit them) to the pushbroom.
Original pushbroom code:
Pushbroom code with added limb explosion capacity:
I'm not really sure what the line mFlags does, I just know that it's necessary for limb explosions to work on melee, and that it isn't present in firearms.
NOTE TO ADMINISTRATORS: obviously feel free to add/change/make clearer/add to another bigger thread/whatever you want with this and any other so called tutorials I may post in the forum.
File: items.txt in datafile.big
Modding Tools: Gibbed Dead Rising 2 Tools
For both things you need to know that
Limb0 means the head
Limb1 means right arm
Limb2 means left arm
Limb3 means right leg
Limb4 means left leg
Unpack the datafile.big the tool and open the items.txt.
REGULATING LIMB EXPLOSION CHANCE ON WEAPONS THAT ALREADY HAVE THAT CAPACITY:
Use the search option to find the lines
ProbabilityOfExploding0
ProbabilityOfExploding1
ProbabilityOfExploding2
ProbabilityOfExploding3
ProbabilityOfExploding4
which are preceded by
Limb0 = "value"
Limb1 = "value"
Limb2 = "value"
Limb3 = "value"
Limb4 = "value"
and what you do is just assign a value to each limb.
The ideal values should be:
Limb0 = "0"
Limb1 = "1"
Limb2 = "2"
Limb3 = "3"
Limb4 = "4"
meaning that
ProbabilityOfExploding0 controls the head
ProbabilityOfExploding1 controls the right arm
ProbabilityOfExploding2 controls the left arm
ProbabilityOfExploding3 controls the right leg
ProbabilityOfExploding4 controls the left leg
You may find in some weapons values
Limb0 = "0"
Limb1 = "2"
Limb2 = "1"
Limb3 = "4"
Limb4 = "3"
which isn't a big deal at all, it just means that
ProbabilityOfExploding0 still controls the head
ProbabilityOfExploding1 controls the left arm instead of the right
ProbabilityOfExploding2 controls the right arm instead of the left
ProbabilityOfExploding3 controls the left leg instead of the right
ProbabilityOfExploding4 controls the right leg instead of the left
You just need to keep in mind that ProbabilityOfExploding"number" will coincide with the number previously assigned in Limb0, Limb1, Limb2, Limb3 and Limb4. Let's say I change
Limb0 = "0"
to
Limb0 = "3"
It means the head will be controlled by ProbabilityOfExploding3.
The value can go from 0 to 1, 0 being no chance for the limb to explode (which would make the existence of the line useless) to 1, which means if you hit the limb, it will always explode. You can play around in between with 0.1, 0.2, 0.3... etc. I think you can even play with 0.25, 0.75, you know, stuff like that.
Here's an example of a limb exploding weapon, the SledgeHammer:
ProbabilityOfExploding0
ProbabilityOfExploding1
ProbabilityOfExploding2
ProbabilityOfExploding3
ProbabilityOfExploding4
which are preceded by
Limb0 = "value"
Limb1 = "value"
Limb2 = "value"
Limb3 = "value"
Limb4 = "value"
and what you do is just assign a value to each limb.
The ideal values should be:
Limb0 = "0"
Limb1 = "1"
Limb2 = "2"
Limb3 = "3"
Limb4 = "4"
meaning that
ProbabilityOfExploding0 controls the head
ProbabilityOfExploding1 controls the right arm
ProbabilityOfExploding2 controls the left arm
ProbabilityOfExploding3 controls the right leg
ProbabilityOfExploding4 controls the left leg
You may find in some weapons values
Limb0 = "0"
Limb1 = "2"
Limb2 = "1"
Limb3 = "4"
Limb4 = "3"
which isn't a big deal at all, it just means that
ProbabilityOfExploding0 still controls the head
ProbabilityOfExploding1 controls the left arm instead of the right
ProbabilityOfExploding2 controls the right arm instead of the left
ProbabilityOfExploding3 controls the left leg instead of the right
ProbabilityOfExploding4 controls the right leg instead of the left
You just need to keep in mind that ProbabilityOfExploding"number" will coincide with the number previously assigned in Limb0, Limb1, Limb2, Limb3 and Limb4. Let's say I change
Limb0 = "0"
to
Limb0 = "3"
It means the head will be controlled by ProbabilityOfExploding3.
The value can go from 0 to 1, 0 being no chance for the limb to explode (which would make the existence of the line useless) to 1, which means if you hit the limb, it will always explode. You can play around in between with 0.1, 0.2, 0.3... etc. I think you can even play with 0.25, 0.75, you know, stuff like that.
Here's an example of a limb exploding weapon, the SledgeHammer:
cLimbDestroyInfoItem sledgehammer_limb
{
Limb0 = "0"
Limb1 = "2"
Limb2 = "1"
Limb3 = "4"
Limb4 = "3"
mFlags0 = "7"
mFlags1 = "7"
mFlags2 = "7"
mFlags3 = "6"
mFlags4 = "6"
ProbabilityOfExploding0 = "1"
ProbabilityOfExploding1 = ".9"
ProbabilityOfExploding2 = ".9"
ProbabilityOfExploding3 = ".5"
ProbabilityOfExploding4 = ".5"
}
ADDING LIMB EXPLOSION TO A WEAPON THAT DIDN'T ORIGINALLY HAVE THAT CAPACITY:
UPDATE: I'VE BEEN TESTING THIS METHOD, AND I FOUND PROBLEMS IN MANY WEAPONS. I'M LOOKING INTO IT, BUT FOR NOW, I WOULDN'T TRUST IT.
Go to the weapon you want to give limb explosion capacity. Go down to the end of the list of stuff of the weapon, and at the end of the list add
cLimbDestroyInfoItem "here you put the name of the weapon"_limb
{
Limb0 = "0"
Limb1 = "1"
Limb2 = "2"
Limb3 = "3"
Limb4 = "4"
mFlags0 = "7"
mFlags1 = "7"
mFlags2 = "7"
mFlags3 = "6"
mFlags4 = "6"
ProbabilityOfExploding0 = "value"
ProbabilityOfExploding1 = "value"
ProbabilityOfExploding2 = "value"
ProbabilityOfExploding3 = "value"
ProbabilityOfExploding4 = "value"
}
Obviously where it says "here you put the name of the weapon" you put the name of the weapon.
Where it says "value" you put a number between 0 and 1, 0 being no chance of that limb exploding, and 1 being always exploding. Play with 0.1, 0.2, 0.3... 0.75, 0.25, whatever you want.
Example:
Added limb explosion capacity for all limbs set to 1 (meaning that all limbs will explode if you hit them) to the pushbroom.
Original pushbroom code:
cPlayerWeaponItem PushBroom
{
AchievementCategory = "0"
ActionButton0 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton1 = "PLAYERBUTTON_CHARGEATTACK_SHORT"
ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
ActionTargetCrawlerOnly6 = "false"
AnimationAttackChooserValue0 = "117"
AnimationAttackChooserValue1 = "118"
AnimationAttackName0 = "male_attack_spear_a_4"
AnimationAttackName1 = "male_attack_spear_a_5"
AnimationChooserValueForHand = "8"
AnimationChooserValueForIdle = "14"
AnimationChooserValueForPickup = "7"
AnimationChooserValueForPutdown = "1"
AnimationChooserValueForThrow = "13"
AnimationChooserValueForWalkRun = "14"
AnimBankName = "ThrustSpear"
AssociatedMagazineType0 = "9"
AttackAudioAssetName0 = "PushBroomHitBody"
AttackAudioAssetName1 = "PushBroomHitBodyBig"
AttackDamage0 = "15"
AttackDamage1 = "25"
AudioActionBits = "256"
AudioFilename = "fx_pushbroom"
AudioItemName = "PushBroom"
CollidableQuality = "0"
CollisionAudioDissipationFactor = "0.01"
CollisionType = "3"
ComboBlendDuration0 = "0.1"
ComboBlendDuration1 = "0.15"
ComboBlendXZToUse0 = "2"
ComboBlendXZToUse1 = "2"
ComboBlendYToUse0 = "2"
ComboBlendYToUse1 = "2"
DisplayName = "50183"
DR2 = "true"
DR2PRO = "true"
Durability = "15"
EffectAudio0 = "0"
EffectOnImpact0 = "0"
EffectOnImpact1 = "0"
EffectOnVictim0 = "0"
EffectOnVictim1 = "14"
FatalHitReaction0 = "HITREACTION_FATAL_GROUP2"
FatalHitReaction1 = "HITREACTION_FATAL_GROUP2"
Friction = "25"
HandlingStyle = "1"
HitReaction0 = "HITREACTION_WEAPON_MEDIUM"
HitReaction1 = "HITREACTION_FATAL_GROUP2"
IconFilename = "w_pushbroom"
IgnoreAnyComboRequests3 = "false"
Impulse0 = "1.25"
Impulse1 = "1.25"
InteractDistance = "1.4"
InventoryInteractionType = "0"
Is_Blunt = "true"
Is_Cliche = "true"
IsWeapon = "true"
LoadDistance = "25"
MaxProjectileDamage = "30"
ProjectileFatalHitReaction = "51"
ProjectileHitImpulse = "1"
ProjectileHitReaction = "3"
RequiredComboSeqCounter0 = "0"
RequiredComboSeqCounter1 = "0"
ResetComboSeqCounter0 = "true"
ResetComboSeqCounter1 = "true"
ResetComboSeqCounter2 = "false"
ResetComboSeqCounter3 = "false"
Restitution = "0.005"
Reticle_ActiveInRangeMode = "true"
Reticle_Type = "1"
SurvivorWeapon = "true"
ThrowAngleDegrees = "5"
ThrowEffectAudio = "6"
ThrowEffectOnImpact = "0"
ThrowEffectOnVictim = "279"
ThrowEffectOnWeapon = "0"
ThrowForce = "9"
ThrowSpin = ".5,0.5,1"
VibrationPattern0 = "4"
VibrationPattern1 = "10"
WeaponType = "2"
Weight = "15"
cWeaponBreakInfoItem PushBroom_PieceInfo
{
DisbleBreakingForPieces = "true"
DR2 = "true"
PieceColMeshId0 = "0"
PieceHoldLocId0 = "0"
PieceWeaponName0 = "BroomHandle"
Support = "true"
}
}
Pushbroom code with added limb explosion capacity:
cPlayerWeaponItem PushBroom
{
AchievementCategory = "0"
ActionButton0 = "PLAYERBUTTON_QUICKRELEASE"
ActionButton1 = "PLAYERBUTTON_CHARGEATTACK_SHORT"
ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
ActionTargetCrawlerOnly6 = "false"
AnimationAttackChooserValue0 = "117"
AnimationAttackChooserValue1 = "118"
AnimationAttackName0 = "male_attack_spear_a_4"
AnimationAttackName1 = "male_attack_spear_a_5"
AnimationChooserValueForHand = "8"
AnimationChooserValueForIdle = "14"
AnimationChooserValueForPickup = "7"
AnimationChooserValueForPutdown = "1"
AnimationChooserValueForThrow = "13"
AnimationChooserValueForWalkRun = "14"
AnimBankName = "ThrustSpear"
AssociatedMagazineType0 = "9"
AttackAudioAssetName0 = "PushBroomHitBody"
AttackAudioAssetName1 = "PushBroomHitBodyBig"
AttackDamage0 = "15"
AttackDamage1 = "25"
AudioActionBits = "256"
AudioFilename = "fx_pushbroom"
AudioItemName = "PushBroom"
CollidableQuality = "0"
CollisionAudioDissipationFactor = "0.01"
CollisionType = "3"
ComboBlendDuration0 = "0.1"
ComboBlendDuration1 = "0.15"
ComboBlendXZToUse0 = "2"
ComboBlendXZToUse1 = "2"
ComboBlendYToUse0 = "2"
ComboBlendYToUse1 = "2"
DisplayName = "50183"
DR2 = "true"
DR2PRO = "true"
Durability = "15"
EffectAudio0 = "0"
EffectOnImpact0 = "0"
EffectOnImpact1 = "0"
EffectOnVictim0 = "0"
EffectOnVictim1 = "14"
FatalHitReaction0 = "HITREACTION_FATAL_GROUP2"
FatalHitReaction1 = "HITREACTION_FATAL_GROUP2"
Friction = "25"
HandlingStyle = "1"
HitReaction0 = "HITREACTION_WEAPON_MEDIUM"
HitReaction1 = "HITREACTION_FATAL_GROUP2"
IconFilename = "w_pushbroom"
IgnoreAnyComboRequests3 = "false"
Impulse0 = "1.25"
Impulse1 = "1.25"
InteractDistance = "1.4"
InventoryInteractionType = "0"
Is_Blunt = "true"
Is_Cliche = "true"
IsWeapon = "true"
LoadDistance = "25"
MaxProjectileDamage = "30"
ProjectileFatalHitReaction = "51"
ProjectileHitImpulse = "1"
ProjectileHitReaction = "3"
RequiredComboSeqCounter0 = "0"
RequiredComboSeqCounter1 = "0"
ResetComboSeqCounter0 = "true"
ResetComboSeqCounter1 = "true"
ResetComboSeqCounter2 = "false"
ResetComboSeqCounter3 = "false"
Restitution = "0.005"
Reticle_ActiveInRangeMode = "true"
Reticle_Type = "1"
SurvivorWeapon = "true"
ThrowAngleDegrees = "5"
ThrowEffectAudio = "6"
ThrowEffectOnImpact = "0"
ThrowEffectOnVictim = "279"
ThrowEffectOnWeapon = "0"
ThrowForce = "9"
ThrowSpin = ".5,0.5,1"
VibrationPattern0 = "4"
VibrationPattern1 = "10"
WeaponType = "2"
Weight = "15"
cWeaponBreakInfoItem PushBroom_PieceInfo
{
DisbleBreakingForPieces = "true"
DR2 = "true"
PieceColMeshId0 = "0"
PieceHoldLocId0 = "0"
PieceWeaponName0 = "BroomHandle"
Support = "true"
}
cLimbDestroyInfoItem pushbroom_limb
{
Limb0 = "0"
Limb1 = "2"
Limb2 = "1"
Limb3 = "4"
Limb4 = "3"
mFlags0 = "7"
mFlags1 = "7"
mFlags2 = "7"
mFlags3 = "6"
mFlags4 = "6"
ProbabilityOfExploding0 = "1"
ProbabilityOfExploding1 = "1"
ProbabilityOfExploding2 = "1"
ProbabilityOfExploding3 = "1"
ProbabilityOfExploding4 = "1"
}
}
I'm not really sure what the line mFlags does, I just know that it's necessary for limb explosions to work on melee, and that it isn't present in firearms.
NOTE TO ADMINISTRATORS: obviously feel free to add/change/make clearer/add to another bigger thread/whatever you want with this and any other so called tutorials I may post in the forum.