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Post by gique13 on Oct 19, 2011 8:42:57 GMT -5
I would be cool, in sandbox, to put some survivors in safehouse to recruit so far I have managed to snowflake in "sandbox special" mission inside mission.txt but they dissapear when you bring them to the safehouse
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Post by chuck on Oct 19, 2011 13:31:26 GMT -5
i want this too, maybe with recruitable rebecca
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Rich246
Survivor
Silence is golden but duct tape is silver.
Posts: 41
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Post by Rich246 on Oct 19, 2011 14:04:19 GMT -5
I think a recruitable Chuck would be neat
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Post by truentity on Oct 27, 2011 18:18:11 GMT -5
Pls. can someone make this happen?
i just want the random survivors that fill the map in story mode, except they can be recruited in sandbox mode.
anyone know if this is possible?
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Post by truentity on Oct 28, 2011 0:07:16 GMT -5
update: i managed to make the survivors in sandbox mode to stop attacking you by editing datafile.big so they dont attack me but the problem is they dont follow me.
anyone know the string or line in the mission txt to change in order for them to follow you?
thanks.
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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Post by djlarryt on Oct 28, 2011 6:41:51 GMT -5
update: i managed to make the survivors in sandbox mode to stop attacking you by editing datafile.big so they dont attack me but the problem is they dont follow me. anyone know the string or line in the mission txt to change in order for them to follow you? thanks. Well, in DR2 you did it in the character's items.txt file. CanFollow = "true", plus change AssistType = "0". But they never attacked you in DR2 so I'm not sure how this will affect them in Sandbox mode.
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Post by truentity on Oct 28, 2011 18:50:08 GMT -5
tried editing items.txt..... but still the survivor doesnt follow me...
survivor (or gordon for example, since hes the first youll meet in sandbox) doesnt attack me, i fixd that already, but he doesnt follow....
i still need the string or line to edit to make him follow me or join me.
but thanks for your post djlarryt for giving me some ideas....
anymore ould be appreciated.
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Post by truentity on Oct 30, 2011 2:30:39 GMT -5
gique13, what line exactly did you edit in "sandbox special" inside mission txt?
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Post by gique13 on Oct 30, 2011 19:25:43 GMT -5
Under cMissionDefinition Sandbox_Special there are several cMissionLevelReady functions. if you paste a survivor inside one of these functions with proper coordinates for the given location, they show up in that sandbox loaction
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Post by gique13 on Oct 30, 2011 20:59:10 GMT -5
for example I pasted snowflake created by tommah here: deadrising2mods.proboards.com/ind....526&page=5#4815I pasted his snowflake code to items and then placed his spawn code: cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake1" Rotation = "-1.1" SpawnPoint = "-6.8,-3,34" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } to the fortune_exterior function inside of the sandbox function (I used different coordinates in spawnpoint than the ones shown to put snowflake in the tikki bar) Snowflake shows up and joins, the annoying thing about snowflake is that once he joins you can't make him "unjoin" you can't leave him behind, because he always appears next to you when you switch levels. Also, when you go to the safehouse, he is "rescued" and disappears. There is no code in sandbox to spawn rescued survivors
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Post by truentity on Oct 31, 2011 0:02:51 GMT -5
hmm... weird, if i put the missionspawnnpc under fortune exterior, all the zombies in the strip dissapear? :/ but i managed to have a survivor follow me...
but thanks for the input, it really helped alot,
im gonna experiment some more.....
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Post by truentity on Oct 31, 2011 5:37:24 GMT -5
could you put an example of the complete line in where you put snowflake?
like did you put it like this?
cMissionLevelReady Fortune_Exterior_Day2 { LevelName = "LEVEL_FORTUNE_EXTERIOR" cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake1" Rotation = "-1.1" SpawnPoint = "-6.8,-3,34" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } }
like that, or something else?
because it crashes when i put it like this...
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