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Post by swampy on Aug 20, 2011 22:17:09 GMT -5
i am modding this game on PS3 but no worries the datafile.big is still the same =] thing is there are two kinda pesky trophies .. zombie genocide! u have to kill 53.600 and 72.000 zombies until the game ends. so the only regular way to do this is to drive around with the Hummer for around 6-7 hours (Real Time!) on Silver Strip and overrun Zombies.. kinda lame & boring ain;t it? and if ur really unlucky the game ends and u have like 71.500 kills and have to do it all over again. That's worse than going to work in a factory 6 hours doing the same thing over and over and the next day u have to do the same thing. -_- so i was thinking how to make this more fun or shorten it up. is there a way to change the kill counter? like you kill a zombie n it counts as 10 or 50 kills or anything you want to change it to? i seen a video of a messed up kill counter that counted MINUS so there must b a way to change it? or any other ideas how to get to the 72k kills faster? if the kill counter don;t work then maybe get the Royal FLush Plaza crowded with zombies and give em hell with the Super B.F.G xD or idk maybe there is another quicker way ,everything else is better than driving the same route over and over for hours.
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Post by anno1404 on Aug 20, 2011 22:58:04 GMT -5
I was told that the new upgrade to PS3 does not allow people to mod anymore, is this true? Have you simply not upgraded? RE: zombie kill count. Hmmm... another question we have never had. I am not even sure where this achievement is found. Ubiquitous was unable to lock 5 achievements only. i am modding this game on PS3 but no worries the datafile.big is still the same =] thing is there are two kinda pesky trophies .. zombie genocide! u have to kill 53.600 and 72.000 zombies until the game ends. so the only regular way to do this is to drive around with the Hummer for around 6-7 hours (Real Time!) on Silver Strip and overrun Zombies.. kinda lame & boring ain;t it? and if ur really unlucky the game ends and u have like 71.500 kills and have to do it all over again. That's worse than going to work in a factory 6 hours doing the same thing over and over and the next day u have to do the same thing. -_- so i was thinking how to make this more fun or shorten it up. is there a way to change the kill counter? like you kill a zombie n it counts as 10 or 50 kills or anything you want to change it to? i seen a video of a messed up kill counter that counted MINUS so there must b a way to change it? or any other ideas how to get to the 72k kills faster? if the kill counter don;t work then maybe get the Royal FLush Plaza crowded with zombies and give em hell with the Super B.F.G xD or idk maybe there is another quicker way ,everything else is better than driving the same route over and over for hours.
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Post by swampy on Aug 21, 2011 6:12:37 GMT -5
I was told that the new upgrade to PS3 does not allow people to mod anymore[, is this true? Have you simply not upgraded? hehe no i didn;t upgrade..u can still mod ... it's too much fun ;] Any ideas yet on anyone how to reach my 72k kills faster without drivin around half of the day overrridin Zombies?
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Aug 21, 2011 7:06:43 GMT -5
Use the zombies x10 mod and mod the SBFG to have a crapload of ammo. You'll rack up 1.000 kills per minute.
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Post by swampy on Aug 21, 2011 8:06:08 GMT -5
Use the zombies x10 mod and mod the SBFG to have a crapload of ammo. You'll rack up 1.000 kills per minute. can u tell me where i can find the part that i'll have to modify for the x10? cuz i cant just use any mods or trainers since i'm doing i on the PlayStation3 and i wanna keep my modded datafile.big and not replace it so i'd rather change the values ..if you can help me locate them. i already unlimited the ammo ;]
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Post by ubiquitous on Aug 21, 2011 9:37:25 GMT -5
Think zombie 10x is gonna be missions.txt but not sure. If you feel adventurous you can try modifying the code from my mod that unlocks achievements by replacing values as it seems to be linear. So for example say the lowest achievement in my mod is Value = 1336 try changing it to 1335 and say the highest is Value = 1340 try changing it to 1341 to see if it unlocks anything. If you are feeling even more adventurous, this shouldn't be too hard to do, you can go into sgraph.txt and locate the default hit animations (hookright, hookleft, Haymaker, etc...) in the cAttackEvent someNumbers locate AttackEffectiveness = 0.000000 set it to a high number like 1000.000000, RadiusAttack = "false" and set it to true, AttackRadius = 0.000000 set it to a high number like 100.000000 and MaxHeightDiff = 0.000000 set it to something like 30.000000. In theory every time the attack is used it will wipe out a whole area of zombies. AttackEffectiveness is self explanatory Radius affects the radius around the attack so having a high number means a large circle around the player gets affected. MaxHeighDiff affects the Y-Axis so height having this a higher number affects a higher area both lower and higher from the center of the attack if I am not mistaken. I have not done this or tested this but it should work hopefully not crashing the game
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Post by anno1404 on Aug 21, 2011 10:32:25 GMT -5
Its missions.txt. I believe I posted the coding changed in that thread. Use the zombies x10 mod and mod the SBFG to have a crapload of ammo. You'll rack up 1.000 kills per minute. can u tell me where i can find the part that i'll have to modify for the x10? cuz i cant just use any mods or trainers since i'm doing i on the PlayStation3 and i wanna keep my modded datafile.big and not replace it so i'd rather change the values ..if you can help me locate them. i already unlimited the ammo ;]
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Post by swampy on Aug 21, 2011 11:17:28 GMT -5
ubiquitous : the AttackEffectiveness sounds like a fun plan to try out xD maybe i'll try to combine it with the x10 that anno1404 suggested .ahh that sounds like a project... thousands of zombies in one place gettin wiped off with a single shot xD i'll let u guys know if it worked. it surprise me a lot though that after almost a year no one found a "slow timer down" or "freeze timer" mod yet.. yes i know there is a trainer that does the work but i didn;t happen to find a mod yet that isn;t PC bounded... or a value that is to change to slow down orf reeze the timer. another quick question : is there a way to avoid the zombies to grab me? or to unlimited the Untouchable Juice would do the same effect.
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Post by ubiquitous on Aug 21, 2011 20:32:39 GMT -5
Well you could just go into missions.txt and replace duration of missions with some really high number and there is your slow down timer mod in a way Not sure if there is a line of coding in items.txt that prevents zombies from grabbing you so you may have to do it in sgraph. I haven't done it personally so I wouldn't be able to tell you what needs to be changed.
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Post by swampy on Aug 22, 2011 14:18:33 GMT -5
i thought i'll give yall a little update:
mission timer: (Missions.text) cMissionDefinition Day2Jump changed the Duration from 300 to "3000" i don't really feel it slowed down a lot.. the watch on the wrist ain;t slowing down
ungrabbable: (items.txt) expanded the duration of the Untouchablejuice cFoodItem UntouchableJuice Durability = "9999" its not really working. i dont know why but the amount of time the effect lasts is still short and its still limited
more zombies: ( Missions.text) cMissionLevelLoading Exterior15{ changed the amount of zombies there and yup it worked .. its not like super crowded but i feel there is significant more zombies. more range : (sgraph.txt) cAttackEvent someNumbers locate AttackEffectiveness = 1000.000000, RadiusAttack = "true" AttackRadius = 100.000000 and MaxHeightDiff = 30.000000. that worked fine.... its super fun now havin a horde of zombies..blast them with the Super BFG ne see them fall like dominoes xD
so far so good... now how to freeze time efficiently and how to keep these walking deads from grabbing me. hmm
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Post by anno1404 on Aug 22, 2011 14:40:22 GMT -5
Changing the mission time has no effect on your watch. It only effects how long a mission will be. 3600 is one game hour. So changing 300 to 3600 is about 55 minutes game time, less than 5 minutes. So you made the mission about 5 minutes longer. See deadrisingwiki.com/wiki/Mod:TimeRE: juice We have never figured out how juice works. If you want ungrabable (grapple) I think Tom figured this out in his zombie mod based off of the downloadable content. I know we can stop survivors from being grappled.RE: now how to freeze time efficiently and how to keep these walking deads from grabbing me. hmm We have not figured out how to freeze time. There is a debug mode setting with unmoving "frozen" zombies, X_nVidia 3D, but it is really disappointing when you kill the zombies, many of their death animations don't work. i thought i'll give yall a little update: mission timer: (Missions.text) cMissionDefinition Day2Jump changed the Duration from 300 to "3000" i don't really feel it slowed down a lot.. the watch on the wrist ain;t slowing down ungrabbable: (items.txt) expanded the duration of the Untouchablejuice cFoodItem UntouchableJuice Durability = "9999" its not really working. i dont know why but the amount of time the effect lasts is still short and its still limited more zombies: ( Missions.text) cMissionLevelLoading Exterior15{ changed the amount of zombies there and yup it worked .. its not like super crowded but i feel there is significant more zombies. more range : (sgraph.txt) cAttackEvent someNumbers locate AttackEffectiveness = 1000.000000, RadiusAttack = "true" AttackRadius = 100.000000 and MaxHeightDiff = 30.000000. that worked fine.... its super fun now havin a horde of zombies..blast them with the Super BFG ne see them fall like dominoes xD so far so good... now how to freeze time efficiently and how to keep these walking deads from grabbing me. hmm
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Post by swampy on Aug 22, 2011 17:37:39 GMT -5
Changing the mission time has no effect on your watch. It only effects how long a mission will be. 3600 is one game hour. So changing 300 to 3600 is about 55 minutes game time, less than 5 minutes. So you made the mission about 5 minutes longer. We have not figured out how to freeze time. There is a debug mode setting with unmoving "frozen" zombies, X_nVidia 3D, but it is really disappointing when you kill the zombies, many of their death animations don't work. If you want ungrabable (grapple) I think Tom figured this out in his zombie mod based off of the downloadable content. I know we can stop survivors from being grappled.oh yeah!! i remember on my other PS3 i used to download a NINJA dlc and it made yu ungrabbable. now to have the values of this costume would be the solution. or wait maybe that IS the solution. to change some of the existing clothes values to make it impossible to grab u. and not to even worry bout the juice. hmm.. i'll mess with that and let u know. =] ok, the time thing is interesting to know. i think the mission duration was the wrong way to look at it . i want the game time to freez not mission time,only to make sure ill b able to kill these 72k zombies before the time runs out..if i have more time for the missions will not effect how fast the watch time runs out until the military arrives.. but im pretty sure there must b a value SOMEWHERE since ppl made a trainer for the PC version that included a"Freeze time" option hmm
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Post by anno1404 on Aug 22, 2011 21:22:47 GMT -5
but im pretty sure there must b a value SOMEWHERE since ppl made a trainer for the PC version that included a"Freeze time" option hmm trainers can do things mods can't. We figured out how to time travel. It is set up in the infinity mode. On day 4, you travel back to day 1, in an (untested) infinite loop.
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Post by swampy on Aug 23, 2011 7:51:43 GMT -5
could you please paste me the time travel code in here? i been looking into the thread but there were so many diffrent codes that it got kinda confusing.
i tried to add this code
cThemeItem chuck{ InvulnerableToGrapples = "true" }
cause i thought maybe if it works for survivors it would work for chuck too but no success.
i changed the radius for the QueenBeeJar so now when i throw a jar a whole rang of zombies burst but unfortunately the rest of the zombies in the location completely freeze after that and become invulnerable lol
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Aug 23, 2011 8:32:33 GMT -5
I'd still just go for the SBFG and x10 zombies approach. Took me about 30-45 mins that way. It's faster than finding all the code and trying to implement it, if you're really just going for the trophy.
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Post by ubiquitous on Aug 23, 2011 9:27:30 GMT -5
That would just take all the fun out of modding though moloko Time reset code: cMissionDefinition Time_Travel { CantFailOnLevel = "FORTUNE_EXTERIOR" Color = "16422912" DebugSpawnPoint = "ROYAL_FLUSH" DisplayName = "50206" // name above Duration = "18000" LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH" MissionType = "12" ShowInDebugMenu = "False"
// 3 A.M. On 28th for smooth time transition to 3 A.M. on the 25th StartTime = "270000"
cMissionOnEnter Events { //Set time to 3A.M. first night when zombies spawn cMissionSetClock Reset_To_3AM { Time = "10800" } } }
The code above is launched on the third night at 3A.M. and sets the time back to 3A.M. of the first night so you would have 6 days as opposed to 3 to finish the game. I am not sure how the military timer would be affected though so if the achievement goes by that and it doesn't change then you may have a small problem I think the code above is a 1 time launch thing but it could be slightly modified to make it an infinite loop so whenever the time reaches day 3 then it would reset to day 1 like anno was saying. With the 10X zombie mod and improved hit area modifications you should not even need all 3 Days to get the achievement though.
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Post by swampy on Aug 23, 2011 17:16:31 GMT -5
That would just take all the fun out of modding though moloko With the 10X zombie mod and improved hit area modifications you should not even need all 3 Days to get the achievement though. hehe thats so true... i see it as " the way is the goal"it's just so fun to try all these things, add stuff, edit stuff. its all the way fun. like when i tried the modified queenbeejar i was like "WOW wat just happend?" then i kept walking to find out all other zombies freezed haha it wasz kinda.. uhh scary to see the zombies not moving haha i mean if they walk u can kill um but if they jus stand der looking at u.. SCARY! hahaha or i love the modified firecrackergun haha u shoot it in a horde of zombies and u can feel how Katey Perry stand on the roof top singing for them.. "Do you ever feel already buried deep? 6 feet under screams but no one seems to hear a thing Do you know that there's still a chance for you 'Cause there's a spark in you 'Cause baby you're a firework Come on, show 'em what you're worth Make 'em go "Oh, oh, oh" As you shoot across the sky-y-y" LOL anyways ..xD.... no i know i could get the trophy faster now but i feel like i wanna work my way though it and not just "cheat" it.. if that even makes any sense with all the modifications... the time travel will b my "backup" ..if im having to much and the time runs out without my 72k kills i can still reassure n keep on with the show =]
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