Mod:Data/models/zombies.big

zombies.big in the Data/models holds all of the ingame zombie models. The cinematic zombie models are found in data/models/npcs.big along with the survivors. The files include looters and mercenaries models, which are placed the same as zombies in missions.txt.

Types of zombies
The following zombie files are found in zombies.big:

This folder also has the files: bigfile.xml, fullbody.big, root.big

Zombie types in missions.txt
In missions.txt is these lines, which add up to 106:

NumberCocktailDressZombie0 = "4" NumberCopZombie0 = "0" NumberKelseyZombie0 = "14" NumberOfAlZombie0 = "8" NumberOfCherryZombie0 = "12" NumberOfDesZombie0 = "8" NumberOfFrankZombie0 = "4" NumberOfGradyZombie0 = "8" NumberOfJamalZombie0 = "12" NumberOfJamesZombie0 = "12" NumberOfJeremyZombie0 = "10" NumberRomanoZombie0 = "14" ZombieCount = "106"

Changing these numbers, for example, all lines to 0 and NumberCopZombie0 = "106" seem to have no effect.

Examples of placed zombies in missions.txt
Using cMissionSpawnZombie

cMissionSpawnZombie JaredZombie1 {	NumberOfZombies = "1" Rotation = "1.243" SpawnPoint = "-297,-5.642,-68" SpawnZombifiedSurvivor = "false" ZombieType = "zombie_skinny" }

cMissionSpawnZombie BrideZombie5 {	NumberOfZombies = "0" Rotation = "4" SpawnPoint = "5.147,0.693,-113.726" ZombieType = "zombie_bride" } cMissionSpawnZombie construction_zoms1 {	NumberOfZombies = "1" Rotation = "-2.5" SpawnPoint = "166.296,28.159,-182.799" SpawnWithItem = "Dolly" ZombieType = "zombie_construction" }

cMissionSpawnZombie KateyCinemaZombie1 {	Rotation = "5" Scale = "5.238,2.050,4.388" SpawnPoint = "-77.831,9.151,-3.394" SpecifyZombie = "8971807585387010" SurvivorToTargetName = "cast_katey" Translation = "-72.452,10.847,-4.968" ZombieType = "zombie_skinny" ZombieVariation = "3" }

cMissionSpawnZombie NearIRwin {	Rotation = "1.5" SpawnPoint = "-81.282,9.169,-12.452" SurvivorToTargetName = "srv_irwin" ZombieType = "zombie_skinny" }

cMissionSpawnZombie FirstCage {	NumberOfZombies = "2" Rotation = "-1.57" SpawnPoint = "-48.482,9.169,-31.987" SurvivorToTargetName = "srv_shaun" ZombieType = "zombie_skinny" }

cMissionSpawnZombie FirstCage1 {	NumberOfZombies = "2" Rotation = "-1.57" SpawnPoint = "-48.543,9.169,-29.678" SurvivorToTargetName = "srv_tom" ZombieType = "zombie_skinny" }

cMissionSpawnZombie NISmuncher {	NumberOfZombies = "1" Rotation = "2.7" SpawnCorpseMunchers = "true" SpawnPoint = "-55.251,9.168,-27.702" ZombieType = "zombie_skinny" }

cMissionSpawnItem SpawnCorpse { ItemName = "Corpse_Attractor" Location = "-55.622,9.157,-28.551" Rotation = "0.041,-1.081,-0.007,-0.720" }

cMissionZombieRemoval ClearChuckSpawn {	Location = "-55.074,9.169,-34.662" Radius = "5" }

cMissionSpawnZombie pali_zombie_knife6 {	NumberOfZombies = "1" Rotation = "-0.2" SpawnPoint = "143.352,-0.566,-70.399" SpawnWithItem = "BowieKnife" ZombieType = "zombie_knife" } cMissionSpawnZombie acetylene12 {	NumberOfZombies = "1" Rotation = "-0.8" SpawnPoint = "91.985,-1.616,-243.670" SpawnWithItem = "Dolly" ZombieType = "zombie_maintenance" } cMissionSpawnZombie Stripper4 {	NumberOfZombies = "1" Rotation = "-2.7" SpawnPoint = "53.444,0.698,-76.625" SpawnWithItem = "BobsToy" ZombieType = "zombie_kitty" } cMissionSpawnZombie GasZombie25 {	NumberOfZombies = "3" Rotation = "1.8" SpawnPoint = "-325.161,-5.643,-51.171" ZombieType = "zombie_gas" } cMissionSpawnZombie Soldier1 {	NumberOfZombies = "1" Rotation = "2.8" SpawnPoint = "-48.878,-1.497,20.159" SpawnWithItem = "M16" ZombieType = "zombie_soldier" } cMissionSpawnZombie zombie_concierge1 {	NumberOfZombies = "1" Rotation = "-1.9" SpawnPoint = "-160.950,-6.407,64.623" ZombieType = "zombie_dealer" } cMissionSpawnZombie protester4 {	Rotation = "1.6" SpawnPoint = "-161.828,-5.811,58.327" SpawnWithItem = "ProtesterSign" ZombieType = "zombie_protester_female" } cMissionSpawnZombie Cop4 {	NumberOfZombies = "1" Rotation = "0" SlotFondler = "false" SpawnPoint = "6.155,1.429,67.053" SpawnWithItem = "HandGun" ZombieType = "zombie_cop" } cMissionDefinition Drop_PushZombie_Placement cMissionLevelReady Drop_PushZombie_FortuneExterior cMissionSpawnZombie Slot_Fondler_38 {	SlotFondler = "true" SpawnPoint = "-334.606,-5.639,-65.236" ZombieType = "zombie_skinny" } cMissionSpawnZombie TIR_Zombies {	NumberOfZombies = "1" Rotation = "-1.6" SpawnPoint = "-100.594,9.169,6.932" ZombieType = "zombie_tir" } cMissionSpawnZombie SlotFondler3 {	NumberOfZombies = "1" SlotFondler = "true" SpawnPoint = "-33.917,-1.619,-140.638" ZombieType = "zombie_bertha" }

Zombie factory
All of the major zombie spawning is in the game is in these 10 missions.txt sections:

If these 10 sections are removed, there will be virtually no zombies in Dead Rising 2. (Exceptions include the zombie in Chuck the Role Model and possibly the safehouse Breach case).

Exact location of zombies
The exact locations (coordinates) of the zombie factory zombies which are listed in missions.txt are in the area .txt files in data/datafile.big.

For example, missions.txt mentions "CasinoArea", the CasinoArea locations for these zombies is found in fortune_exterior.txt.

Americana Casino Day 1 Section
This is the full section of cMissionDefinition Day1 for the Americana Casino, placing all of the zombies during Day 1 in Americana Casino.

Day 1 American Casino dealer only
Here is a minimal section of cMissionDefinition Day1, which only places 10 zombies on day 1, in the Americana Casino in one section next to the Platinum Plaza doors.

cMissionDefinition Day1 {	Duration = "75600" ExplicitStart = "true" IgnoreAction = "false" MissionType = "11" StartTime = "10800" WaitUntilEnd = "true" cMissionLevelReady Americana_Day1 {		LevelName = "LEVEL_AMERICANA_CASINO" cMissionAdjustZombieTuning AmericanaDay1 {			MaxAttractorsForSurvivor = "8" NumberOfAllowableZombiesChasingYouZone0 = "5" NumberOfAllowableZombiesChasingYouZone1 = "5" NumberOfAllowableZombiesChasingYouZone2 = "3" NumberOfAllowableZombiesChasingYouZone3 = "3" WanderingZombies = "0.4" }		cMissionZombieFactory Dealer {			Amount0 = "4" Amount1 = "5" Amount2 = "1" ClumpDiameterDelta = "1.0" Type0 = "zombie_skinny" Type1 = "zombie_fat" Type2 = "zombie_fat_female" ZombieWarehouseName = "Dealers" }

} }

Result:



special zombies in each area


There are special zombies in each area, shown in the zombiefactory sections. zombie_skinny, zombie_fat, and zombie_skinny_female can spawn in all areas.

data\datafile.big\zombiesets.txt appears to list all possible zombies in each area.

Zombie behavior and characteristics
In items.txt, each zombies behavior and characteristics are found. For example, zombie Bertha has two sections in items.txt:

cZombieClassItem zombie_bertha {	BehaviourNames0 = "Zombie_Bertha" ChanceOfBehaviour0 = "100" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0.0659999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "zombie_bertha" }

cZombieBehaviourItem Zombie_Bertha {	AnimSetNames0 = "Zombie_Bertha_Set01" AwareOfActorToPursueAngle = "270" AwareOfActorToPursueHearingDistance = "5" AwareOfActorToPursueLOSDistance = "30" CanAttackFacingAngle = "60" CanSwipeFacingAngle = "25" CoolDownChance = "0.25" DR2 = "true" DR2EPI = "true" DR2PRO = "true" Enabled_0 = "true" Enabled_1 = "true" Enabled_2 = "false" FallChance_0 = "0" FallChance_1 = "0" FallChance_2 = "0" HeighOneChanceTripping = ".7" HeighZeroChanceTripping = ".1" MaxCoolDownTimeBetweenAttacks = "1.5" MaxNightCoolDownTimeBetweenAttacks = "1.25" MemoryOfActorToPursueTime = "7" MinCoolDownTimeBetweenAttacks = "0.5" MinDistanceToAttack = "1.5" MinNightCoolDownTimeBetweenAttacks = "0.5" NightCoolDownChance = "0.25" NPC = "true" }

Vertexes
In missions.txt, only a few of the Fortune Exterior sections have vertexes. There is still a corresponding vertex section in fortune_exterior.txt.

The reason for this is unknown.

cMissionZombieFactory N_StripEnd1 cMissionZombieFactory N_StripEnd_2 cMissionZombieFactory N_StripYucatan_Entrance cMissionZombieFactory N_StripBehindTrailer cMissionZombieFactory N_Strip_Park1 cMissionZombieFactory N_StripMid1 cMissionZombieFactory N_StripKerboom1 cMissionZombieFactory N_StripEnd8 cMissionZombieFactory N_StripEnd_3 cMissionZombieFactory N_StripYucatan_Entrance1 cMissionZombieFactory N_StripBehindTrailer1 cMissionZombieFactory N_Strip_Park5 cMissionZombieFactory N_StripMid5 cMissionZombieFactory N_StripKerboom2 cMissionZombieFactory N_StripMid_Gas cMissionZombieFactory N_Strip_Park_Gas cMissionZombieFactory N_StripEnd_Gas cMissionZombieFactory N_StripKerboom_Gas cMissionZombieFactory N_StripEnd11 cMissionZombieFactory N_StripEnd_6 cMissionZombieFactory N_StripYucatan_Entrance4 cMissionZombieFactory N_StripBehindTrailer4 cMissionZombieFactory N_Strip_Park9 cMissionZombieFactory N_StripMid9 cMissionZombieFactory N_StripKerboom5 cMissionZombieFactory N_StripEnd9 cMissionZombieFactory N_StripEnd_4 cMissionZombieFactory N_StripYucatan_Entrance2 cMissionZombieFactory N_StripBehindTrailer2 cMissionZombieFactory N_Strip_Park6 cMissionZombieFactory N_StripMid6 cMissionZombieFactory N_StripKerboom3 cMissionZombieFactory N_StripEnd10 cMissionZombieFactory N_StripEnd_5 cMissionZombieFactory N_StripYucatan_Entrance3 cMissionZombieFactory N_StripBehindTrailer3 cMissionZombieFactory N_Strip_Park7 cMissionZombieFactory N_StripMid7 cMissionZombieFactory N_StripKerboom4

etc.... 39 sections total in missions.txt.

Zombiesets.txt
Not important

The names of the Level (example, LevelName = "LEVEL_FORTUNE_EXTERIOR") are located in data\datafile.big\zombiesets.txt.

At the top of this file it states:


 * AUTOGENERATED BY MIDDEN, DO NOT EDIT BY HAND

Main sections of zombiesets.txt: cZombieLoadSet LEVEL_AMERICANA_CASINO cZombieLoadSet LEVEL_ARENA_BACKSTAGE cZombieLoadSet LEVEL_ATLANTICA_CASINO cZombieLoadSet LEVEL_BIKETUTORIAL cZombieLoadSet LEVEL_BOSSBATTLE_KCOT cZombieLoadSet LEVEL_BOSSBATTLE_TRAIN cZombieLoadSet LEVEL_FOOD_BARN cZombieLoadSet LEVEL_FORTUNE_EXTERIOR cZombieLoadSet LEVEL_LABORATORY cZombieLoadSet LEVEL_MAIN_MENU cZombieLoadSet LEVEL_PALISADES cZombieLoadSet LEVEL_ROOFTOP_ATLANTICA cZombieLoadSet LEVEL_ROOFTOP_HOTEL cZombieLoadSet LEVEL_ROOFTOP_ROYAL cZombieLoadSet LEVEL_ROOFTOP_SAFEHOUSE cZombieLoadSet LEVEL_ROOFTOP_THEATER cZombieLoadSet LEVEL_ROOFTOP_YUCATAN cZombieLoadSet LEVEL_ROYAL_FLUSH cZombieLoadSet LEVEL_SAFEHOUSE cZombieLoadSet LEVEL_SOUTH_PLAZA cZombieLoadSet LEVEL_TAPE_DIE cZombieLoadSet LEVEL_TKOT_BATTLE cZombieLoadSet LEVEL_UNDERGROUND cZombieLoadSet LEVEL_X_AUDIO_ZOO cZombieLoadSet LEVEL_X_GAMEPLAY_METRICS_BOX cZombieLoadSet LEVEL_X_METRICS_BOX cZombieLoadSet LEVEL_X_SURVIVOR_BOX cZombieLoadSet LEVEL_YUCATAN_CASINO

Zombie variations
In the file data\models\zombies\zombie_pdv_variations.txt it appears to list all the possible zombie variations:

Choosing specific zombies
Each type of zombie has several subtypes of zombies. A modder can choose the specific zombie with the SpecifyZombie line.

In missions.txt Chuck the Role Model is the following code:

{ NumberOfZombies = "1" Rotation = "-150.15" SpawnPoint = "-455.898,-4.721,-15.032" SpecifyZombie = "8971800068736514" ZombieType = "zombie_skinny" ZombieVariation = "0" }

Dead zombies
With the line SpawnDeadZombie = "true" a modder can make any zombie dead, several examples are in the Choosing specific zombies section.

From the queen cutscene:

cMissionSpawnZombie DeadZombie17 { NumberOfZombies = "1" QueenInfected = "false" Rotation = "1.5" SpawnDeadZombie = "true" SpawnPoint = "-269.076,-1.545,-101.460" SpecifyZombie = "8971462909871617" ZombieType = "zombie_skinny" ZombieVariation = "0" }

Queen infected zombies
QueenInfected = "true"

cMissionSpawnZombie DeadZombie17 { NumberOfZombies = "1" QueenInfected = "false" Rotation = "1.5" SpawnDeadZombie = "true" SpawnPoint = "-269.076,-1.545,-101.460" SpecifyZombie = "8971462909871617" ZombieType = "zombie_skinny" ZombieVariation = "0" } Royal flush: cMissionSpawnZombie QIZ3 { QueenInfected = "true" SpawnPoint = "-232.358,-1.538,-89.558" ZombieType = "zombie_skinny_female" }

Slot machine fondlers
SlotFondler = "true" makes the zombie fondle the slot machine, for example:

cMissionSpawnZombie Slot_Fondler_4 { SlotFondler = "true" SpawnPoint = "-302.645,-5.642,-22.879" ZombieType = "zombie_skinny" }