tommah
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Post by tommah on Jul 6, 2011 11:40:07 GMT -5
ZOMBIE MODE I've started putting together another big mode that will turn the player into a zombie as you search for food and kill humans. This is fairly rough at the moment but am pretty sure its quite doable. (updated 8/6/2011) more info HERESome features are: -New Save Points. -Model swap player with a zombie model Done! -Change Hunk Of Meat into the only food item with different enhancements Done! -Recruitable zombies Done! 5 recruitable zombies but reconsidering as zombies are attracted to them and attack them
-Other zombies ignore you (more or less) Done!
-incorporate the "injured state" animations as default animations *option in debug mode "force_injured_state = "True"" but can't find anything else at the moment Done! (thanks TooLazy)
-incorporate Chuck as a "Super boss" - done for the most part. Need to give him a badass weapon though. I gave him a flamethrower gun but he just shoots it in bursts and barely harms you
-spawn looters and mercenaries (but have way more zombies, of course) -can only hold one item at a time (no guns/vehicles) Done! -Use Infinity Mode's mission.txt as a basic missions template and create missions/blockades -Decreased Looter/Merc health, increased player health Done! -change melee animations to more "zombie" like animations (possibly the knife gloves animations) -Anno wanted to play with environments... go nuts Anno
Things I will need help with: -change starting location Don't think possible -change Infinity Mode's missions.txt reward missions to either removed completely or only Hunkofmeat rewards (not sure yet) creating new missions -change player's default animations to injured state animations -create barricade missions including multiple survivors
any suggestions would be considered and added to the list if I like it. And any help would be awesome.
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Post by Rogue on Jul 6, 2011 11:56:54 GMT -5
Nice project, I too am thinking the same idea like L4D2. Unfortunely, I am just a student learn HTML. All hopes and good luck on success.
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Post by anno1404 on Jul 6, 2011 12:05:29 GMT -5
ZOMBIE MODE I've started putting together another big mode that will turn the player into a zombie as you search for food and kill humans. This is fairly rough at the moment but am pretty sure its quite doable. (updated 7/6/2011) Some features are: -Model swap player with a zombie model Done! -Damage over time Done! -Change Hunk Of Meat into the only food item -Recruitable zombies
-Other zombies ignore you (more or less) Done! -incorporate the "injured state" animations as default animations *option in debug mode "force_injured_state = "True"" but can't find anything else at the moment
-incorporate Chuck as a "Super boss"
-spawn looters and mercenaries (but have way more zombies, of course) -can only hold one item at a time (no guns/vehicles) Done! -Hunk of meat will give short boost to speed -Use Infinity Mode's mission.txt as a basic missions template and change from there
Things I will need help with:-change Infinity Mode's missions.txt reward missions to either removed completely or only Hunkofmeat rewards (not sure yet) -change player's default animations to injured state animations any suggestions would be considered and added to the list if I like it. And any help would be awesome. So is this going to be Zombie infinity mode? Where you get food from killing survivors? How about dumping the lower health setting completely, and make missions where you have to kill barricaded survivors for food? We can get rid of all the hostile zombies, and replace them with mercs and looters with a variety of weapons (note, I never did quite figure out how to place these "zombies" -- but i never spent any amount of time either on it) something that will help is: looter locations and the zombie pageI wonder if there is any upper limit to placing mercenaries? RE: change Infinity Mode's missions.txt reward missions to either removed completely or only Hunkofmeat rewards (not sure yet)modify the items in missions.txt will be easy. If you want to limit food, you would need to remove the zombiefactory entires with hunkofmeat in missions.txt. RE: change player's default animations to injured state animationsThat probably is a ubiquitous project, as it involves sgraph. make sure to post what you find! Mod:Placing_characters has many animations for survivors, including wounded animations. Remember that Stacey has a wounded animation which is really easy to apply. But I don't know how to apply these to zombie Chuck. Hmmm... what kind of animations are there for Chuck? Maybe if we found the vomiting animation that would be the key to change Chuck. Background environment Maybe in this mod I can total destroy the environment like i wanted to do infinity mode 2.0. Maybe we can have a plane crashed through the ceiling? Actually a crashing plane would be easy too, you just take away the -2 setting and let it drop.
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tommah
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Post by tommah on Jul 6, 2011 12:14:10 GMT -5
kinda like zombie infinity mode in the sense that there is unlimited time and health depletes... but other than that its just a zombie vs. humans game.
This is interesting as I can apply this to the recruitable survivors, but I doubt I can do this for Chuck.... Chuck has his own injured animations (get attacked a few times and he'll run around injured for about a minute, but that's all)
kinda, although he is wearing a Tir Outfit instead of default clothes unfortunately... its in the image in the first post.
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Post by anno1404 on Jul 6, 2011 12:22:50 GMT -5
I updated the post with all kinds of ideas. it will be so nice to have a huge forum wide project that I am not heading up this time  I am excited because I think we will once again push the boundaries of modding with this project. Maybe we can even attempt to make new boss missions. The big question is: will chuck have guns and weapons? Seems kinda Brian Keene silly to have zombies with guns.
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tommah
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Post by tommah on Jul 6, 2011 12:29:45 GMT -5
by "Chuck" do you mean the Player? if this is what you mean, then no.... no guns for player.
Do you think we could create a seperate section for different Modes? might be fun and encourage others to start one.
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Post by tommah on Jul 6, 2011 12:44:16 GMT -5
That's cool. Would you be able to put chuck together in his normal outfit? No, at least not at this time yea, I think this is a better idea.... now that I think about it it seems wierd for a zombie to actually die from hunger.... also barricaded survivor missions is a great idea. Kind of like the one mission with the guy and girl in the casino (sorry don't know the name of the mission). The guy attacks you at first. I'm sure we can simulate that. well I want a lot of looters and mercs, but I also want a lot of zombies too... a zombie game seems pointless without hordes of zombies. Plus I have an imagine of more of a war between humans and zombies, not making the player feel overwhelmed as a zombie.
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Post by anno1404 on Jul 6, 2011 12:56:05 GMT -5
well I want a lot of looters and mercs, but I also want a lot of zombies too... a zombie game seems pointless without hordes of zombies. Plus I have an imagine of more of a war between humans and zombies, not making the player feel overwhelmed as a zombie. So the zombies will attack you? Or are you imaging the zombies attacking the humans (which is cool). We were never able to get the zombies to ignore survivors. Something we would have to work on. Yeah, worker's compensation. Except with more guns.  So my huge question is will chuck carry weapons? Or we haven't decided yet. Maybe creating some zombie specific new weapons? Like a severed arm which acts like a sledge hammer....i don't know. Maybe make chuck's spitfire permanent?
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tommah
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Post by tommah on Jul 6, 2011 13:09:08 GMT -5
zombies attacking humans.... I've gotten zombies to just about completely ignore the player, every once and a while one will attack the player, though it may be because of the aggressive zombies mod I got going on...
YES! Worker's Compensation with more guns.
Again, is "Chuck" the player? or is "Chuck" the Super boss I'm creating? How about from now on refer to the player as "player" to remove confusion.
zombie weapons isn't a bad idea but there's only the hunk of meat.... I don't think you can pick up severed arms. Any zombie weapon ideas are welcome.
maybe make multiple hunkofmeat fooditems with all different properties (quickstep, spitfire, invincible)
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Post by anno1404 on Jul 6, 2011 14:27:19 GMT -5
zombie weapons isn't a bad idea but there's only the hunk of meat.... I don't think you can pick up severed arms. Any zombie weapon ideas are welcome. maybe make multiple hunkofmeat fooditems with all different properties (quickstep, spitfire, invincible) actually the more i think about it, the lamer the idea sounds. I hate resident evil super zombies too. RE: maybe make multiple hunkofmeat fooditems with all different properties (quickstep, spitfire, invincible) ha i like that idea.
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tommah
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Post by tommah on Jul 7, 2011 12:00:53 GMT -5
finished turning Hunk Of Meat into food with random enhancements - Speed, Spitfire, Invincible, etc...  also Anno, I think I figured out how to get the fooditem intestines to work. Let me know if you're still interested
figured out how to switch default animations with injured animations, but it is VERY time consuming... If anyone finds a quick solution let me know, please
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Post by Wizard on Jul 7, 2011 14:55:19 GMT -5
Wow, badass idea dude! I wish you the best of luck on this project! =D
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Post by anno1404 on Jul 7, 2011 15:13:30 GMT -5
finished turning Hunk Of Meat into food with random enhancements - Speed, Spitfire, Invincible, etc... gyazo.com/6fe04bba039fd6520d8f7d72320be22c.png also Anno, I think I figured out how to get the fooditem intestines to work. Let me know if you're still interested figured out how to switch default animations with injured animations, but it is VERY time consuming... If anyone finds a quick solution let me know, please Please explain how you did this all here. I would be interested, along with the community as a whole. How are you changing to injured animations? how do you make food have juice properties? Please share!
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tommah
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Post by tommah on Jul 7, 2011 19:21:03 GMT -5
Theory: Juices act like the cThemeItem DLC which gives a boost to a skill, health, etc. The juices are just juice without the theme item. Am I correct? nope, Juices have a "FoodEffect" line that is specific to JUST FoodItems, and the effect cannot be lengthened or shortened. Individually switching animations in /anim/default.big from the players' default animations to the injured animations. Using debug mode to figure out all the names of animations
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Post by ubiquitous on Jul 7, 2011 20:41:58 GMT -5
Ask and ye shall receive! Did a few test on sgraph and may have gotten a result that is in your favor Tommah. I did not test it fully only did a 10 sec test but should be easy to tweak to your favor if it's what you are looking for that is. Attachments:
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tommah
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Post by tommah on Jul 7, 2011 20:42:32 GMT -5
so basically you were saying juices add attribute boosts.... and that's how it works? well that's a bit obvious, I think everyone knows the juices boosts attributes.
plus ThemeItem is a bad example since its works completely different
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tommah
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Post by tommah on Jul 7, 2011 22:21:00 GMT -5
awesome, thanks TooLazy
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Post by ubiquitous on Jul 8, 2011 0:02:35 GMT -5
Did some more tinkering and still got a few issues I am having with it. Sgraph is just such a pain to navigate but at least I found out how to stop those little animations chuck does when standing around even while holding items if I am not mistaken. As of now when Chuck runs its in injured state and should be when holding any item I think. There may be a few items where it does not but I don't do extensive testing. The issue happens when he stops running he reverts to a normal standing up position for around 3 seconds and then it goes back into injured state. Still working on solving that issue but not sure how complicated that will be. Attachments:
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Post by tommah on Jul 8, 2011 7:10:24 GMT -5
Did some more tinkering and still got a few issues I am having with it. Sgraph is just such a pain to navigate but at least I found out how to stop those little animations chuck does when standing around even while holding items if I am not mistaken. As of now when Chuck runs its in injured state and should be when holding any item I think. There may be a few items where it does not but I don't do extensive testing. The issue happens when he stops running he reverts to a normal standing up position for around 3 seconds and then it goes back into injured state. Still working on solving that issue but not sure how complicated that will be. Hey TooLazy, Thanks for your help. If it helps with your research I think the animations in question are: male_run_to_idle_combat_lfoot male_run_to_idle_combat_rfoot Injured state: male_run_to_idle_combat_injured_lfoot male_run_to_idle_combat_injured_rfoot Animations going from run to idle position.
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Post by ubiquitous on Jul 8, 2011 11:52:05 GMT -5
Thats awesome I will take a look at it when I get the chance I wont have much free time this weekend but I'll do what I can. If you don't mind me asking how did you find that out? If it's one of the file names then maybe we can work together finding out how sgraph accesses these files. I know there is the line File = ##### in sgraph. If we find the correlation between the file names and that line then sgraph will be a breeze to navigate 
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Post by ubiquitous on Jul 8, 2011 19:41:33 GMT -5
Ok here's another attempt I didn't have much time but this is just a quick fix for now. It will stay in injured mode but took advantage of NPC injured idle so instead of him standing up his hand moves back XD Doing this helped me narrow down the exact location I need to focus on so let me know what else you notice besides his weird new pose when in idle. Attachments:
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Post by anno1404 on Jul 10, 2011 20:42:23 GMT -5
If we could only get dengarde to help us on this mod, or us help him more on his mod. He has some incredibly awesome skills, but he tends to like to do most of his work solo and not release anything until it is complete. Regardless, we have two incredible mods in the making here. I keep wanting to work on this mod, but get distracted.  How do we want to do organize these missions? Similar to infinity mode with a graph? I figure we can have groups of 3 to 10 survivors in one area. I imagine creating hostile survivors in a store of the food court, with dozens of chairs blocking the entrance.
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tommah
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Post by tommah on Jul 11, 2011 21:28:10 GMT -5
Thats awesome I will take a look at it when I get the chance I wont have much free time this weekend but I'll do what I can. If you don't mind me asking how did you find that out? If it's one of the file names then maybe we can work together finding out how sgraph accesses these files. I know there is the line File = ##### in sgraph. If we find the correlation between the file names and that line then sgraph will be a breeze to navigate  animation_show_info = "true" in your master.ini or user.ini and it will show the animations that are being used at any given moment. yea, I'm thinking blockade groups... figure out some good "hiding" points around the map for survivors and just put all of them in there. Try using all the survivors I guess
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Post by anno1404 on Jul 12, 2011 10:01:11 GMT -5
animation_show_info = "true" in your master.ini or user.ini and it will show the animations that are being used at any given moment. yea, I'm thinking blockade groups... figure out some good "hiding" points around the map for survivors and just put all of them in there. Try using all the survivors I guess Holy shit, that is an AWESOME find tom! Can you do a screenshot? Is it animations only for Chuck? If you want to add it to the list that would be awesome.
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tommah
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Post by tommah on Jul 12, 2011 10:13:55 GMT -5
yea, its already on the list, its the 7th one.
But no it shows all animations, Chuck, male survivors, female survivors, face/hand/main animations as well
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tommah
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Post by tommah on Jul 12, 2011 14:37:36 GMT -5
the biggest thing I need help with is missions.txt. Definitely with creating barricade mission with multiple survivors which I'll get to eventually unless someone takes it and messes around with it before I get to it (which would be nice). But also I'm stumped with being able to start the game in a different location (currently is in the arena).
If anyone wants to mess with those, ANY info would help
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Post by ubiquitous on Jul 12, 2011 18:26:50 GMT -5
Ok here are two more one contains the default injured animation and the next one contains one with him more hunched over let me know what you think. If you like the second one I can't make any promises but I might be able to pull it off. Attachments:
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Post by tommah on Jul 12, 2011 21:41:20 GMT -5
working on missions.txt and getting barricaded missions like Workers Compensation. In Items.txt give this to survivors: cAnimationBehaviour Break_Into_Cage { AnimName = "lost_male_survivor_searching_idle" Type = "0" }
AnimName can be changed (still looking for best animation for idle survivors). Keep Type at 0, that will make them loop the animation. (no TedAgressive stuff we used on infinity mode, it will override the nature I want them to have) in missions.txt this is the bare-bone of Worker's Compensation mission: cMissionDefinition WorkersCompensation { CantFailOnLevel = "AMERICANA_CASINO" Color = "16422912" DebugSpawnPoint = "EntryArena" DescriptionSummary = "80581" DisplayName = "80021" Duration = "32400" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "AMERICANA_CASINO" MissionType = "3" ShowInDebugMenu = "true" StartTime = "46800" cMissionObjective WorkersCompensation-Objective1 { cMissionObjectiveNPCJoin Brittany2 { MissionWaypoint = "AMERICANA_CASINO,-341.441,-5.642,-6.480" NPCName = "srv_brittany" }
cMissionObjectiveNPCJoin Stuart3 { MissionWaypoint = "AMERICANA_CASINO,-343.044,-5.626,-6.742" NPCName = "srv_stuart" }
cMissionObjectiveEvent ChucksHere1 { EventString = "ChuckisClose"
cMissionSetNPCScriptedAction BrittanyNotices5 { NPCName = "srv_brittany" ReactionAnim = "18" }
cMissionTimer SlowthHostility3 { DeltaTimeSecondsRealTime = "1" TriggerBothPlayers = "true" TriggerXTimes = "1" cMissionSetNPCScriptedAction ClearStuartsPrejoin6 { NPCName = "srv_stuart" ReactionAnim = "18" }
}
}
}
cMissionLevelReady x299 { LevelName = "LEVEL_AMERICANA_CASINO" cMissionSpawnNPC Stuart4 { DefaultBehaviour = "Idle" NPCName = "srv_stuart" Rotation = "-1.801" SpawnPoint = "-343.044,-5.626,-6.742" WithProp = "CroupierStick"
}
cMissionSpawnNPC Brittany3 { DefaultBehaviour = "Idle" NPCName = "srv_brittany" Rotation = "-1.977" SpawnPoint = "-341.441,-5.642,-6.480"
}
cMissionTimer delayRemoval2 { DeltaTimeSecondsRealTime = "3" TriggerXTimes = "1" cMissionZombieRemoval SafetyforWorkersComp1 { Location = "-341.119,-5.642,-9.238" Radius = "7" }
}
cMissionSpawnItem WorkersBarrier4 { FixOnPlacement = "true" ItemName = "DrinkCart" Location = "-342.525,-5.639,-3.346" Rotation = "0.000,0.557,0.000,0.831" }
cMissionSpawnItem WorkersBarrier5 { DisablePhysicsOnInitialPlacement = "false" FixOnPlacement = "true" ItemName = "Bench" Location = "-340.818,-5.260,-15.442" Rotation = "0.000,0.819,0.000,0.574" }
cMissionSpawnItem WorkersBarrier23 { DisablePhysicsOnInitialPlacement = "false" FixOnPlacement = "true" ItemName = "MetalBarricade" Location = "-343.311,-5.133,-14.630" Rotation = "0.053,0.198,-0.011,0.979" }
cMissionSpawnItem WorkersBarrier24 { DisablePhysicsOnInitialPlacement = "false" FixOnPlacement = "true" ItemName = "Pallet" Location = "-339.790,-5.125,-3.117" Rotation = "0.457,0.559,0.438,0.536" }
cMissionSpawnItem WorkersBarrier25 { DisablePhysicsOnInitialPlacement = "false" FixOnPlacement = "true" ItemName = "PlasticBin" Location = "-343.660,-4.907,-4.035" Rotation = "-0.001,0.023,0.002,1.000" }
cMissionSpawnItem WorkersBarrier36 { FixOnPlacement = "true" ItemName = "DrinkCart" Location = "-341.167,-5.623,-3.254" Rotation = "-0.012,0.329,-0.033,0.944" }
cMissionSpawnItem WorkersBarrier37 { FixOnPlacement = "true" ItemName = "DrinkCart" Location = "-338.338,-5.643,-8.590" Rotation = "-0.000,0.270,0.001,0.963" }
cMissionSpawnItem WorkersBarrier38 { FixOnPlacement = "true" ItemName = "DrinkCart" Location = "-338.704,-5.610,-9.722" Rotation = "-0.011,-0.043,0.062,0.997" }
cMissionSpawnItem WorkersBarrier39 { FixOnPlacement = "true" ItemName = "DrinkCart" Location = "-345.794,-5.645,-8.043" Rotation = "0.000,-0.461,-0.001,0.887" }
cMissionSpawnItem WorkersBarrier40 { FixOnPlacement = "true" ItemName = "DrinkCart" Location = "-345.609,-5.642,-9.879" Rotation = "0.000,-0.034,-0.000,0.999" }
cMissionSpawnItem WorkersBarrier41 { FixOnPlacement = "true" ItemName = "DrinkCart" Location = "-344.976,-5.642,-8.999" Rotation = "0.000,-0.990,0.000,0.138" }
cMissionSpawnItem MoneyCase { ItemName = "MoneyCase" Location = "-343.007,-5.613,-8.148" Rotation = "0.551,-0.550,-0.443,0.444" }
cMissionSpawnItem FloorMoney { ItemName = "OneHundredDollars" Location = "-342.600,-5.641,-8.405" Rotation = "0.002,-0.776,-0.002,0.631" }
cMissionSpawnItem FloorMoney4 { ItemName = "OneHundredDollars" Location = "-343.677,-5.642,-8.061" Rotation = "0.813,0.000,-0.581,0.002" }
cMissionSpawnItem FloorMoney3 { ItemName = "OneHundredDollars" Location = "-344.008,-5.641,-8.012" Rotation = "0.003,-0.987,-0.002,0.169" }
cMissionSpawnItem FloorMoney2 { ItemName = "OneHundredDollars" Location = "-342.783,-5.641,-9.089" Rotation = "0.003,-0.490,-0.003,0.873" }
cMissionSpawnItem FloorMoney1 { ItemName = "OneHundredDollars" Location = "-342.681,-5.623,-8.547" Rotation = "-0.067,-0.182,-0.001,0.981" }
cMissionChangeNPCState Make_Brittany_Scared2 { InvulnerableToGrapples = "false" Nature = "3" NPCName = "srv_brittany" SurvivorAttacksDisabled = "false" SurvivorLeavesTheParty = "false" }
cMissionSendCommandToProp DamageSlotMachine1 { ExecuteOnce = "true" PropCommand = "35" PropName = "Turkeys11" }
cMissionSendCommandToProp DamageSlotMachine2 { ExecuteOnce = "true" PropCommand = "35" PropName = "Turkeys12" }
cMissionSendCommandToProp DamageSlotMachine3 { ExecuteOnce = "true" PropCommand = "35" PropName = "Turkeys13" }
cMissionOnTrigger Trigger9 { InnerRadius = "3" Location = "-341.966,-5.638,-9.194" Radius = "5" ZombieRotation = "0,0,0,1" cMissionSendEvent MissionComplete10 { Value = "ChuckisClose" }
}
}
cMissionOnEnter SCF_workerscomp { cMissionSendEvent CF_workerscomp { Value = "CF_workerscomp" } } }
This spawns the survivors and barricades, and the survivors wait until you get in the barricade before attacking. They will also keep attacking you until you kill them with no dialogue whatsoever. it should be fairly easy to repeat this mission, just changing survivors and locations. Figured if anyone felt productive they could use this as a template.
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Post by anno1404 on Jul 13, 2011 0:16:21 GMT -5
working on missions.txt and getting barricaded missions like Workers Compensation. ... This spawns the survivors and barricades, and the survivors wait until you get in the barricade before attacking. They will also keep attacking you until you kill them with no dialogue whatsoever. it should be fairly easy to repeat this mission, just changing survivors and locations. Figured if anyone felt productive they could use this as a template. I will work on it soon. Also will help you on your mission.txt problem with where zombie chuck starts game. Still working on taking pics and cropping pics from huge mods. Still a little burned out from infinity mode, but also am ready to start the next big thing
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tommah
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Post by tommah on Jul 13, 2011 10:39:07 GMT -5
god I hate missions.txt
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