Post by z3r0n1c on Sept 1, 2011 10:12:35 GMT -5
Okay.. i thought if i do a slice mod i also could do a walkthrough/tutorial about the gore codes in the item.txt
So, here we are:
..allows the weapon to use the slice feature
..allows the weapon to slice limbs
If you add Arbitrary_Slice you must add this code too. (Not ever but mostly)
Klick the following link for the description of "limb" and "ProbalitiyOfExploding"
deadrisingwiki.com/wiki/Mod:Modify_weapons#Make_a_blunt_weapon_sharp
This code allows the weapon to explode the limbs
This code allows the weapon to cut the limbs from their axes
This code allows the weapon to slice the limbs off (but it will keep the limbs)
same.
FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_VERTICAL"
Vertical slice.
FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL"
Horizontal slice.
Example for an "all slicing" weapon:
cPlayerWeaponItem Tomahawk
{
AchievementCategory = "0"
ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK"
ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK"
ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
AnimationAttackChooserValue0 = "169"
AnimationAttackChooserValue1 = "183"
AnimationAttackName0 = "male_1hand_heavy_6_to_2_a"
AnimationAttackName1 = "1hand_b_rand_1"
AnimationChooserValueForHand = "8"
AnimationChooserValueForIdle = "0"
AnimationChooserValueForPickup = "0"
AnimationChooserValueForPutdown = "0"
AnimationChooserValueForThrow = "40"
AnimationChooserValueForWalkRun = "0"
AnimBankName = "1hand_bank2"
Arbitraty_Slice = "true"
AssetFilename = "data/models/weapons/tomahawk"
AssociatedMagazineType0 = "8"
AssociatedMagazineType1 = "11"
AttackAudioAssetName0 = "TomahawkHitBody"
AttackAudioAssetName1 = "TomahawkHitBody"
AttackDamage0 = "30"
AttackDamage1 = "30"
AudioActionBits = "257"
AudioFilename = "fx_tomahawk"
AudioItemName = "Tomahawk"
CollidableQuality = "0"
CollisionAudioDissipationFactor = "0.01"
CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
CollisionType = "3"
ComboBlendDuration0 = "0.175"
ComboBlendDuration1 = "0.2"
ComboBlendXZToUse0 = "2"
ComboBlendXZToUse1 = "2"
ComboBlendYToUse0 = "2"
ComboBlendYToUse1 = "2"
DisplayName = "50486"
DR2 = "true"
Durability = "35"
EffectAudio0 = "4"
EffectAudio1 = "4"
EffectOnImpact0 = "252"
EffectOnImpact1 = "252"
EffectOnVictim0 = "20"
EffectOnVictim1 = "20"
EffectOnWeapon0 = "0"
FatalHitReaction0 = "HITREACTION_FATAL_GROUP2"
FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY_SPIN"
Friction = "10"
HandlingStyle = "0"
HitReaction0 = "HITREACTION_STAGGER_MEDIUM_LIGHT"
HitReaction1 = "HITREACTION_STAGGER_MEDIUM_LIGHT"
IconFilename = "w_tomahawk"
ImpactIsSynchronized2 = "false"
Impulse0 = "1"
Impulse1 = "1"
InteractDistance = "1.2"
InventoryInteractionType = "0"
Is_Sharp = "true"
IsWeapon = "true"
LoadDistance = "25"
MaxProjectileDamage = "70"
ProjectileFatalHitReaction = "51"
ProjectileHitImpulse = "1"
ProjectileHitReaction = "13"
RequiredComboSeqCounter0 = "0"
RequiredComboSeqCounter1 = "1"
ResetComboSeqCounter1 = "true"
ResetComboSeqCounter2 = "false"
ResetComboSeqCounter3 = "true"
Restitution = "0.005"
Reticle_ActiveInRangeMode = "true"
Reticle_Type = "1"
SurvivorWeapon = "true"
ThrowAngleDegrees = "6"
ThrowEffectAudio = "4"
ThrowEffectOnImpact = "195"
ThrowEffectOnVictim = "20"
ThrowForce = "12"
ThrowSpin = "0,0,20"
VibrationPattern0 = "4"
VibrationPattern1 = "4"
WeaponCanSliceLimbs = "true"
WeaponType = "4"
Weight = "15"
cAttachedToZombieInfoItem thawk_attached_info
{
DamagePerSecondWhenAttachedToZombie = "20"
PositionToStickTo = "2"
StickableArea = "1"
StickableAsProjectile = "true"
StickArbitrarily = "true"
}
cLimbDestroyInfoItem Tomahawk_slice
{
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"
}
}
That's all I know till now.
I hope that helps (:
And of course, I will keep it up2date.
So, here we are:
Arbitraty_Slice = "true"
..allows the weapon to use the slice feature
WeaponCanSliceLimbs = "true"
..allows the weapon to slice limbs
Is_Sharp
If you add Arbitrary_Slice you must add this code too. (Not ever but mostly)
cLimbDestroyInfoItem Miningpick_gore {
Limb0 = "0"
Limb1 = "1"
Limb2 = "2"
Limb3 = "3"
Limb4 = "4"
mFlags0 = "1"
mFlags1 = "6"
mFlags2 = "6"
mFlags3 = "6"
mFlags4 = "6"
ProbabilityOfExploding0 = "1"
ProbabilityOfExploding1 = ".35"
ProbabilityOfExploding2 = ".35"
ProbabilityOfExploding3 = ".2"
ProbabilityOfExploding4 = ".2"
}
Limb0 = "0"
Limb1 = "1"
Limb2 = "2"
Limb3 = "3"
Limb4 = "4"
mFlags0 = "1"
mFlags1 = "6"
mFlags2 = "6"
mFlags3 = "6"
mFlags4 = "6"
ProbabilityOfExploding0 = "1"
ProbabilityOfExploding1 = ".35"
ProbabilityOfExploding2 = ".35"
ProbabilityOfExploding3 = ".2"
ProbabilityOfExploding4 = ".2"
}
Klick the following link for the description of "limb" and "ProbalitiyOfExploding"
deadrisingwiki.com/wiki/Mod:Modify_weapons#Make_a_blunt_weapon_sharp
This code allows the weapon to explode the limbs
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"
}
{
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"
}
This code allows the weapon to cut the limbs from their axes
cLimbDestroyInfoItem Tomahawk_slice
{
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"
}
}
{
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"
}
}
This code allows the weapon to slice the limbs off (but it will keep the limbs)
cLimbDestroyInfoItem machetelimbslice
{
Limb0 = "0"
Limb1 = "2"
Limb2 = "1"
Limb3 = "4"
Limb4 = "3"
mFlags0 = "2050"
mFlags1 = "2051"
mFlags2 = "2051"
mFlags3 = "2051"
mFlags4 = "2051"
ProbabilityOfExploding0 = "0.85"
ProbabilityOfExploding1 = ".85"
ProbabilityOfExploding2 = ".85"
ProbabilityOfExploding3 = ".6"
ProbabilityOfExploding4 = ".6"
}
{
Limb0 = "0"
Limb1 = "2"
Limb2 = "1"
Limb3 = "4"
Limb4 = "3"
mFlags0 = "2050"
mFlags1 = "2051"
mFlags2 = "2051"
mFlags3 = "2051"
mFlags4 = "2051"
ProbabilityOfExploding0 = "0.85"
ProbabilityOfExploding1 = ".85"
ProbabilityOfExploding2 = ".85"
ProbabilityOfExploding3 = ".6"
ProbabilityOfExploding4 = ".6"
}
same.
FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_VERTICAL"
Vertical slice.
FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL"
Horizontal slice.
Example for an "all slicing" weapon:
cPlayerWeaponItem Tomahawk
{
AchievementCategory = "0"
ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK"
ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK"
ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE"
ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE"
AnimationAttackChooserValue0 = "169"
AnimationAttackChooserValue1 = "183"
AnimationAttackName0 = "male_1hand_heavy_6_to_2_a"
AnimationAttackName1 = "1hand_b_rand_1"
AnimationChooserValueForHand = "8"
AnimationChooserValueForIdle = "0"
AnimationChooserValueForPickup = "0"
AnimationChooserValueForPutdown = "0"
AnimationChooserValueForThrow = "40"
AnimationChooserValueForWalkRun = "0"
AnimBankName = "1hand_bank2"
Arbitraty_Slice = "true"
AssetFilename = "data/models/weapons/tomahawk"
AssociatedMagazineType0 = "8"
AssociatedMagazineType1 = "11"
AttackAudioAssetName0 = "TomahawkHitBody"
AttackAudioAssetName1 = "TomahawkHitBody"
AttackDamage0 = "30"
AttackDamage1 = "30"
AudioActionBits = "257"
AudioFilename = "fx_tomahawk"
AudioItemName = "Tomahawk"
CollidableQuality = "0"
CollisionAudioDissipationFactor = "0.01"
CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
CollisionType = "3"
ComboBlendDuration0 = "0.175"
ComboBlendDuration1 = "0.2"
ComboBlendXZToUse0 = "2"
ComboBlendXZToUse1 = "2"
ComboBlendYToUse0 = "2"
ComboBlendYToUse1 = "2"
DisplayName = "50486"
DR2 = "true"
Durability = "35"
EffectAudio0 = "4"
EffectAudio1 = "4"
EffectOnImpact0 = "252"
EffectOnImpact1 = "252"
EffectOnVictim0 = "20"
EffectOnVictim1 = "20"
EffectOnWeapon0 = "0"
FatalHitReaction0 = "HITREACTION_FATAL_GROUP2"
FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY_SPIN"
Friction = "10"
HandlingStyle = "0"
HitReaction0 = "HITREACTION_STAGGER_MEDIUM_LIGHT"
HitReaction1 = "HITREACTION_STAGGER_MEDIUM_LIGHT"
IconFilename = "w_tomahawk"
ImpactIsSynchronized2 = "false"
Impulse0 = "1"
Impulse1 = "1"
InteractDistance = "1.2"
InventoryInteractionType = "0"
Is_Sharp = "true"
IsWeapon = "true"
LoadDistance = "25"
MaxProjectileDamage = "70"
ProjectileFatalHitReaction = "51"
ProjectileHitImpulse = "1"
ProjectileHitReaction = "13"
RequiredComboSeqCounter0 = "0"
RequiredComboSeqCounter1 = "1"
ResetComboSeqCounter1 = "true"
ResetComboSeqCounter2 = "false"
ResetComboSeqCounter3 = "true"
Restitution = "0.005"
Reticle_ActiveInRangeMode = "true"
Reticle_Type = "1"
SurvivorWeapon = "true"
ThrowAngleDegrees = "6"
ThrowEffectAudio = "4"
ThrowEffectOnImpact = "195"
ThrowEffectOnVictim = "20"
ThrowForce = "12"
ThrowSpin = "0,0,20"
VibrationPattern0 = "4"
VibrationPattern1 = "4"
WeaponCanSliceLimbs = "true"
WeaponType = "4"
Weight = "15"
cAttachedToZombieInfoItem thawk_attached_info
{
DamagePerSecondWhenAttachedToZombie = "20"
PositionToStickTo = "2"
StickableArea = "1"
StickableAsProjectile = "true"
StickArbitrarily = "true"
}
cLimbDestroyInfoItem Tomahawk_slice
{
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"
}
}
That's all I know till now.
I hope that helps (:
And of course, I will keep it up2date.