Modifying PC Dead Rising 2 |
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Opening files to edit (Gibbed's)
All game items (items.txt)
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In items.txt found in the Dead Rising 2\data\datafile.big folder are around 165 different survivors and psychopaths. This file controls the actions and behavior of the survivors. See: Mod:Placing characters/list for a partial sortable list of survivor attributes.[1]
List of characters[]
The collapsed list shows all the characters available to modify in dead rising 2.
An almost full list of entries is found at on this page A more detailed partial list Mod:Placing characters/list.
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Placing in game survivors in new locations[]
In game survivors are survivors which Chuck can interact with in the game,[2] whereas cinematic characters (below) are characters in the cutscenes.
Gibbed's is required to first unpack datafile.big to access the missions.txt. See the Gibbed's article for more information on how to unpack a file.
You need to open:
- Dead Rising 2\data\datafile.big\missions.txt
Add the character into a mission.
- Example
The following is added right below the cMissionLevelReady Lush_Americana section in missions.txt:
cMissionSpawnNPC Lulu { DefaultBehaviour = "Idle" NPCName = "srv_lulu" Rotation = "0.6" SpawnPoint = "-311.7, -5.6, -86.1" } cMissionSpawnNPC Julius { DefaultBehaviour = "Idle" NPCName = "srv_dale3" Rotation = "2.3" SpawnPoint = "-313.8, -5.6, -83.9" }
Placing Julius and Lulu screenshot |
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Shows exactly where Julius and Lulu were placed in the Lush-ious Lady file. |
Now Lulu and Julius will appear in the Lush-ious Lady mission in the same room as Kristin.
Up to nine characters (not including Chuck) can be added to Fortune City at any one time. And while there can be more than nine characters in the city at once, missions will not spawn unless the total number of survivors is eight or less (Psychopaths and Rebecca do not count towards that limit)
Adding cinematic characters[]
With Cine (cinematic) characters there is an extra step to add them to the game.
Spawning the "Cine_xxxx" entries from items.txt alone will not work, because these cine characters do not have the necessary data.
Instead, copy one of the srv Entries in items.txt. Then paste the copied srv entry in items.txt.
Then edit the asset file name and title of this copied srv entry.
Example:
- Original: AssetFilename = "data/models/npcs/srv_kristopher"
- New: AssetFilename = "data/models/npcs/cine_pa_t1"
- Original: cSurvivorItem srv_kristopher
- New: cSurvivorItem srv_victor
See the collapsed Copying and modifying an existing character to allow a cinematic character in the regular game below for an example.
Copying and modifying an existing character to allow a cinematic character in the regular game | |
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Differences between the below two sections | |
Original | Copied and modified |
Kristopher | cine_pa_t1 (TiR Employee) |
cSurvivorItem srv_kristopher { Age = "36" AssetFilename = "data/models/npcs/srv_kristopher" AssistType = "1" AttackZombiesAndBosses = "true" AudioShoeType = "1" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65553" DisplayName = "65196" DoesNotAcceptItems = "false" DR2 = "true" FullName = "81688" HealthAmount = "1000" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "true" IsZombifiable = "false" KnockedDownByGuns = "false" Nature = "5" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_kristopher.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65420" SafeHouseRoom = "5" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "109" cGunAttackBehaviour x120 { MaxShotInterval = "5" RangedAttackDistance = "15" RangedEngagementDistance = "17" } cMeleeAttackBehaviour x121 { } } |
cSurvivorItem srv_victor { Age = "29" AssetFilename = "data/models/npcs/cine_pa_t1" AssistType = "1" AttackZombiesAndBosses = "true" AudioShoeType = "1" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65553" DisplayName = "50234" DoesNotAcceptItems = "false" DR2 = "true" FullName = "50235" HealthAmount = "1000" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "true" IsZombifiable = "false" KnockedDownByGuns = "false" Nature = "5" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_kristopher.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65420" SafeHouseRoom = "5" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "109" cGunAttackBehaviour x120 { MaxShotInterval = "5" RangedAttackDistance = "15" RangedEngagementDistance = "17" } cMeleeAttackBehaviour x121 { } } |
These new entries will not have the correct names though, they will have the names or the survivor data you copied unless you alter the str_en.bcs file, see changing text.
In missions.txt you will use this new name to make the cinematic character appear, so to use the example from above:
cMissionSpawnNPC neardoor // near door { DefaultBehaviour = "Idle" NPCName = "srv_victor" Rotation = "2.3" SpawnPoint = "-313.8, -5.6, -83.9" }
Will spawn cine_pa_t1 the TiR Employee in the Americana Casino near where Lush-ious Lady appears. The TiR Employee is seen in the beginning cutscenes and is killed by a zombie in the Green Room with Katey.
Psychopath placement[]
Attempting to spawn a psychopath resulted in a character with their arms out, which slowly floats until it hits a solid object. By adding the line "IdleChooser", this line prevents a psychopath from having their arms out and slowly floating.
This was created using the same format as above:
cMissionSpawnNPC boss_chef { DefaultBehaviour = "Idle" NPCName = "srv_boss_chef" Rotation = "0.6" SpawnPoint = "-311.7, -5.6, -86.1" }
Simplest character placement[]
The crewman in items.txt has one of the most simple codings to place. This can be used for other character placements.
{ Age = "33" AssetFilename = "data/models/npcs/crewman" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" Description = "67948" DisplayName = "85801" DR2 = "true" FullName = "85802" InteractDistance = "1.5" NPCAnimationChooser = "0" NPCType = "1" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_helicopter_pilot1.bct" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" Tier = "2" }
Add case zero and scrapped survivors in Chuck's notebook[]
Change
ShowUpInNoteBook = "false"
to
ShowUpInNoteBook = "true"
There are duplicate entries for many of the main characters, most of which will crash because they share coding.[Verification needed] In debug mode red warning text flashes across the screen, but the game does not crash.
The maximum number of notebook entries, when all ShowUpInNoteBook are changed from false to true is around 158.
List of attributes[]
- For a list of all character attributes in Dead Rising 2, see Mod:Placing characters/list.
List of attributes for characters found in Dead Rising 2\data\datafile.big\items.txt
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Zombified characters[]
Iszombifyable = true is in the items.txt file.
If a survivor has a zombie variation, then they'll have another model with the "_zombie" extension.
For example, there is "srv_denyce", and right below it is "srv_denyce_zombie".
If you zombify a character with no zombie model, then you will get a "missing prop" box instead.
the game text has the following lines:
03124 %1 IS NOW UNDEAD
03149 %1 IS NOW UNDEAD
If the zombie model is renamed with the regular models name in NPCs.big, a terribly distorted character results.
In missions.txt, the line SpawnZombifiedSurvivor = "false" only appears in the cinematic movie 612_jared_death_in_the_field.
cMissionOnTrigger ZombifyJared1 { InnerRadius = "10" Location = "-193.641,5.942,-143.018" Radius = "10" ZombieRotation = "0,0,0,1" cMissionCinematic Zombified { CinematicName = "612_jared_death_in_the_field" NoTeleportAfterIsOK = "true" cMissionDestroyNPC DestroyJared { NPCName = "srv_jared" } cMissionSpawnZombie JaredZombie1 { NumberOfZombies = "1" Rotation = "1.243" SpawnPoint = "-193.641,5.942,-143.018" SpawnZombifiedSurvivor = "false" ZombieType = "zombie_skinny" } cMissionSendEvent Finished1 { Value = "FinishJared" } } }
Zombifyable characters in Items.txt and npcs.big |
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There are 34 characters which are listed as Iszombifyable = true:
In data\models\npcs.big is the following files; srv_allen_zombie.big srv_allen_zombie.tex srv_andy_zombie.big srv_andy_zombie.tex srv_archie_zombie.big srv_archie_zombie.tex srv_brittany_zombie.big srv_brittany_zombie.tex srv_camille_zombie.big srv_camille_zombie.tex srv_danni_zombie.big srv_danni_zombie.tex srv_darcie_zombie.big srv_darcie_zombie.tex srv_denyce_zombie.big srv_denyce_zombie.tex srv_doris_zombie.big srv_doris_zombie.tex srv_elrod_zombie.big srv_elrod_zombie.tex srv_fausto_zombie.big srv_fausto_zombie.tex srv_floyd_zombie.big srv_floyd_zombie.tex srv_gemini_zombie.big srv_gemini_zombie.tex srv_jason_zombie.big srv_jason_zombie.tex srv_jasper_zombie.big srv_jasper_zombie.tex srv_john_zombie.big srv_john_zombie.tex srv_kenneth_zombie.big srv_kenneth_zombie.tex srv_lashawndra_zombie.big srv_lashawndra_zombie.tex srv_lillian_zombie.big srv_lillian_zombie.tex srv_linnette_zombie.big srv_linnette_zombie.tex srv_luz_zombie.big srv_luz_zombie.tex srv_nikki_zombie.big srv_nikki_zombie.tex srv_nina_zombie.tex srv_nina_zombie.big srv_prologuepawnshop_zombie.big srv_prologuepawnshop_zombie.tex srv_ray_zombie.big srv_ray_zombie.tex srv_richard_zombie.big srv_richard_zombie.tex srv_royce_zombie.big srv_royce_zombie.tex srv_sharon_zombie.big srv_sharon_zombie.tex srv_summer_zombie.big srv_summer_zombie.tex srv_terri_zombie.big srv_terri_zombie.tex srv_tia_zombie.big srv_tia_zombie.tex srv_vikki_zombie.big srv_vikki_zombie.tex srv_walter_zombie.big srv_walter_zombie.tex srv_woodrow_0_zombie.big srv_woodrow_0_zombie.tex |
The textures of the zombies are the same as the survivors. Here the zombie survivor Walter's textures are shown.
Characters carry weapons[]
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Spawned characters can carry weapons, including combo weapons, add: WithProp = "SpikedBat"
For example:
cMissionSpawnNPC dick00 { DefaultBehaviour = "Idle" NPCName = "srv_prologuepawnshop" SpawnPoint = "-301,-5.642,-66" WithProp = "Machete" }
Spawns Dick with a Machete.
Characters immune to zombie grapples[]
Add the following in missions.txt in the mission with the character:
cMissionChangeNPCState No_Zombie_Grapples { InvulnerableToGrapples = "true" }
Idle animations and Hostile Behavior[]
Survivors attack Chuck or rock out
164 cAnimationBehaviour animations |
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cSurvivorItem cast_stacey cAnimationBehaviour Safehouse_Breach_Idle { AnimName = "female_stacey_breach_idle" Type = "1" } cSurvivorItem srv_richard cAnimationBehaviour RichardRummageFridge { AnimName = "hungerpains_male_rummage_fridge" Type = "0" } cAnimationBehaviour RummageToIdle { AnimName = "hungerpains_male_rummage_to_idle" Type = "1" } cAnimationBehaviour rubbelly { AnimName = "hungerpains_male_rub_belly" Type = "2" } cAnimationBehaviour patbelly { AnimName = "hungerpains_male_pat_belly" Type = "3" } cSurvivorItem srv_andy cAnimationBehaviour eatgun { AnimName = "horde_male_survivor_kill_self" Type = "1" } cAnimationBehaviour prejoin { AnimName = "horde_male_survivor_jump_idle" Type = "0" } cSurvivorItem srv_lillian cAnimationBehaviour LillianFailureJump { AnimName = "ffeud_female_survivor_jump" Type = "2" } cAnimationBehaviour LillianTurnToJump { AnimName = "ffeud_female_survivor_bute_turn" Type = "1" } cAnimationBehaviour LillianPreJoinIdle { AnimName = "ffeud_female_survivor_bute_idle" Type = "0" } cSurvivorItem srv_sven cAnimationBehaviour PreJoinAnim4 { AnimName = "housecall_male_survivor_resucitate" Type = "0" } cAnimationBehaviour GetUpFromCPR { AnimName = "housecall_m_svr_prestand" Type = "1" } cAnimationBehaviour Sven_CustomHitReaction { AnimName = "housecall_male_survivor_hitreaction" Type = "4" } cSurvivorItem srv_lashawndra cAnimationBehaviour LeShawndraPreJoin { AnimName = "happily_female_stand_angry_stomp" Type = "0" } cAnimationBehaviour SlapGordo { AnimName = "happily_female_slap_gordan" Type = "1" } cSurvivorItem srv_allison cAnimationBehaviour AllisonPreJoin { AnimName = "diva_survivor_allison_tied_up" Type = "0" } cAnimationBehaviour CustomHitReaction { AnimName = "diva_survivor_allison_hitreaction_front" Type = "4" } cAnimationBehaviour FatalHit { AnimName = "diva_survivor_allison_hitreaction_death" Type = "5" } cAnimationBehaviour Death { AnimName = "diva_survivor_allison_dead_onbelly" Type = "6" } cSurvivorItem srv_chad cAnimationBehaviour PreJoinAnim6 { AnimName = "lost_male_survivor_searching_idle" Type = "0" } cSurvivorItem srv_curtis cAnimationBehaviour PreJoinAnim98112087 { AnimName = "brains_male_survivor_game_2" Type = "0" } cAnimationBehaviour GetUp2 { AnimName = "brains_male_survivor_game_getup_1" Type = "1" } cAnimationBehaviour hr1 { AnimName = "generic_survivor_hit_crouched" Type = "4" } cAnimationBehaviour fhr1 { AnimName = "generic_survivor_death_from_crouch" Type = "5" } cAnimationBehaviour CustomIdle_Curtis { AnimName = "brains_male_survivor_nerdy_idle_2" Type = "7" } cSurvivorItem srv_john cAnimationBehaviour PreJoinAnim9898797 { AnimName = "brains_male_survivor_game_1" Type = "0" } cAnimationBehaviour GetUp3 { AnimName = "brains_male_survivor_game_getup_1" Type = "1" } cAnimationBehaviour hr2 { AnimName = "generic_survivor_hit_crouched" Type = "4" } cAnimationBehaviour fhr2 { AnimName = "generic_survivor_death_from_crouch" Type = "5" } cAnimationBehaviour CustomIdle_John { AnimName = "brains_male_survivor_nerdy_idle_1" Type = "7" } cSurvivorItem srv_ray cAnimationBehaviour PrejoinRay { AnimName = "welcome_male_cowering_standing" Type = "0" } cSurvivorItem srv_brian cAnimationBehaviour PreJoinAnim98110888 { AnimName = "brains_male_survivor_game_2" Type = "0" } cAnimationBehaviour GetUp { AnimName = "brains_male_survivor_game_getup_1" Type = "1" } cAnimationBehaviour hr { AnimName = "generic_survivor_hit_crouched" Type = "4" } cAnimationBehaviour fhr { AnimName = "generic_survivor_death_from_crouch" Type = "5" } cAnimationBehaviour CustomIdle_Brian { AnimName = "brains_male_survivor_nerdy_idle_4" Type = "7" } cSurvivorItem srv_lenny cSurvivorItem srv_jared cAnimationBehaviour PreJoinAnim9 { AnimName = "bitten_male_survivor_injured" Type = "0" } cAnimationBehaviour InjuredToStand { AnimName = "bitten_male_survivor_injured_to_stand" Type = "1" } cAnimationBehaviour hr4 { AnimName = "bitten_male_survivor_hitreaction" Type = "4" } cAnimationBehaviour fhr4 { AnimName = "bitten_male_hitreaction_death" Type = "5" } cAnimationBehaviour JaredInjectZombrex { AnimName = "bitten_male_survivor_zombrex" Type = "2" } cAnimationBehaviour SafeHouseDeath { AnimName = "male_jared_safehouse_death" Type = "3" } cSurvivorItem srv_irwin cAnimationBehaviour run_through_door { AnimName = "tutorial_2_irwin_door_burst" Type = "1" } cSurvivorItem srv_elrod cAnimationBehaviour PrejoinFirePanic { AnimName = "barn_male_survivor_fire_panic" Type = "0" } cAnimationBehaviour ElrodCustomIdle { AnimName = "barn_male_survivor_redneck_idle" Type = "7" } cSurvivorItem srv_janus cAnimationBehaviour VainPreJoin { AnimName = "biggame_male_survivor_vain_idle" Type = "0" } cSurvivorItem srv_randolph cAnimationBehaviour begging { AnimName = "art_male_survivor_begging" Type = "1" } cSurvivorItem srv_kevin cAnimationBehaviour PreJoinAnim98110889 { AnimName = "brains_male_survivor_game_3" Type = "0" } cAnimationBehaviour GetUp1 { AnimName = "brains_male_survivor_game_getup_1" Type = "1" } cAnimationBehaviour hr3 { AnimName = "generic_survivor_hit_crouched" Type = "4" } cAnimationBehaviour fhr3 { AnimName = "generic_survivor_death_from_crouch" Type = "5" } cAnimationBehaviour CustomIdle_Kevin { AnimName = "brains_male_survivor_nerdy_idle_3" Type = "7" } cSurvivorItem srv_bill cAnimationBehaviour Gambling { AnimName = "foldm_male_survivor_play_slots" Type = "0" } cAnimationBehaviour HitReaction4 { AnimName = "bankrun_hit_reaction" Type = "4" } cSurvivorItem srv_vikki cAnimationBehaviour BotanySuccessAnim { AnimName = "botany_female_survivor_hold_plant" Type = "1" } cAnimationBehaviour PreJoin1 { AnimName = "female_vicki_tied_up_kneeling_idle" Type = "0" } cAnimationBehaviour GetUp4 { AnimName = "female_vicki_tied_up_get_up_to_idle" Type = "2" } cAnimationBehaviour HitReaction1 { AnimName = "female_vicki_tied_up_hit_reaction" Type = "4" } cAnimationBehaviour TiedUpDeath { AnimName = "female_vicki_tied_up_hit_reaction_fatal" Type = "5" } cAnimationBehaviour TiedUpDead { AnimName = "female_vicki_tied_up_death" Type = "6" } cSurvivorItem srv_brittany cAnimationBehaviour PointatChuck { AnimName = "workers_female_pointing_at_chuck" Type = "1" } cSurvivorItem srv_allen cAnimationBehaviour PreJoinAnim918 { AnimName = "heroes_male_strum_bass_guitar" Type = "0" } cAnimationBehaviour AllenFinale { AnimName = "heroes_male_final_bass_strum" Type = "1" } cAnimationBehaviour HRBass { AnimName = "heroes_male_bass_hit_reaction" Type = "4" } cAnimationBehaviour HRBass { AnimName = "heroes_male_bass_hit_reaction" Type = "4" } cSurvivorItem srv_jeanna cAnimationBehaviour PreJoinAnim999 { AnimName = "heroes_female_sing" Type = "0" } cAnimationBehaviour JennaFinale { AnimName = "heroes_female_final_note" Type = "1" } cSurvivorItem srv_linnette cAnimationBehaviour PreJoinAnim988055 { AnimName = "wilted_female_dehydrated" Type = "0" } cAnimationBehaviour standup { AnimName = "wilted_female_recieve_drink" Type = "1" } cAnimationBehaviour LinetteExhausted { AnimName = "female_survivor_idle_exhausted" Type = "7" } cSurvivorItem srv_bessie cAnimationBehaviour PreJoinAnim982801 { AnimName = "coveredgirls_sexy_3" Type = "0" } cSurvivorItem srv_willa cAnimationBehaviour PreJoinAnim200 { AnimName = "indust_willa_injured" Type = "0" } cAnimationBehaviour PreJoinAnim201 { AnimName = "female_survivor_hitreaction_sitting" Type = "4" } cAnimationBehaviour PreJoinAnim202 { AnimName = "female_survivor_sitting_death" Type = "5" } cAnimationBehaviour PreJoinAnim203 { AnimName = "indust_willa_to_stand" Type = "1" } cSurvivorItem srv_summer cAnimationBehaviour PreJoinAnim98802 { AnimName = "coveredgirls_sexy_3" Type = "0" } cSurvivorItem srv_tammy cAnimationBehaviour TammyHitReaction { AnimName = "mermaid_female_survivor_hit_reaction" PreLoaded = "true" Type = "4" } cAnimationBehaviour TammyDeathReaction { AnimName = "mermaid_female_survivor_death" PreLoaded = "true" Type = "5" } cAnimationBehaviour TammyCustomDead { AnimName = "mermaid_female_survivor_death_pose" PreLoaded = "true" Type = "6" } cAnimationBehaviour TammyFlopAroundScared { AnimName = "mermaid_female_survivor_flop_around" Type = "7" } cSurvivorItem srv_kristin cAnimationBehaviour PreJoinAnim199 { AnimName = "stranded_female_survivor_drunk_idle" Type = "0" } cAnimationBehaviour ShowGirlCustomIdle { AnimName = "stranded_female_survivor_drunk_wander" Type = "7" } cAnimationBehaviour ShowGirlPreJoinCustom { AnimName = "stranded_female_survivor_drunken_kick" Type = "1" } cSurvivorItem cast_twingold cAnimationBehaviour sexy_idle { AnimName = "t2_twinswhite_idle" Type = "0" } cSurvivorItem srv_doris cAnimationBehaviour PrejoinDoris { AnimName = "found_female_survivor_searching_idle" Type = "0" } cAnimationBehaviour DorisThrow { AnimName = "female_survivor_throw" Type = "1" } cSurvivorItem srv_juan cAnimationBehaviour PreJoinJuan { AnimName = "diva_survivor_juan_tied_up" Type = "0" } cAnimationBehaviour HitReaction3 { AnimName = "diva_survivor_juan_hitreaction" Type = "4" } cAnimationBehaviour FatalHit2 { AnimName = "diva_survivor_juan_reaction_death" Type = "5" } cAnimationBehaviour Death1 { AnimName = "diva_survivor_juan_dead" Type = "6" } cSurvivorItem srv_drake cAnimationBehaviour drag_static { AnimName = "survivor_male_dragged_static" Type = "1" } cAnimationBehaviour drag { AnimName = "survivor_male_dragged" Type = "2" } cSurvivorItem srv_tom cAnimationBehaviour gaterattle_anim { AnimName = "male_survivor_gate_rattle_1" Type = "1" } cAnimationBehaviour gaterattle_anim1 { AnimName = "male_survivor_gate_rattle_2" Type = "1" } cAnimationBehaviour gaterattle_anim2 { AnimName = "male_survivor_gate_rattle_3" Type = "1" } cSurvivorItem srv_kirby cAnimationBehaviour wave_to_safehouse { AnimName = "male_survivor_t3_gesture_safehouse_01" Type = "1" } cSurvivorItem srv_jasper cAnimationBehaviour PreJoinWave { AnimName = "lastcall_male_prejoin_wave" Type = "0" } cSurvivorItem srv_cora_0 cAnimationBehaviour PreJoinAnim9881 { AnimName = "coveredgirls_sexy_2" Type = "0" } cSurvivorItem srv_cora_4 cAnimationBehaviour PreJoin5 { AnimName = "female_poker_strip_naked" Type = "7" } cSurvivorItem srv_woodrow_0 cAnimationBehaviour ATMInParty1 { AnimName = "civic_male_survivor_atm_withdrawal" Type = "1" } cAnimationBehaviour HitReaction5 { AnimName = "bankrun_hit_reaction" Type = "4" } cAnimationBehaviour PreJoinAnim3 { AnimName = "civic_male_survivor_atm_withdrawal" Type = "0" } cSurvivorItem srv_kristin_5 cAnimationBehaviour PreJoin3 { AnimName = "female_poker_strip_naked" Type = "7" } cSurvivorItem srv_trixielynn_0 cAnimationBehaviour PrejoinAnim1 { AnimName = "barn_female_survivor_fire_panic" Type = "0" } cAnimationBehaviour TrixieLynnCustomIdle1 { AnimName = "barn_female_survivor_redneck_idle" Type = "7" } cSurvivorItem srv_trixielynn_4 cAnimationBehaviour PreJoin4 { AnimName = "female_poker_strip_naked" Type = "7" } cSurvivorItem srv_jack_0 cAnimationBehaviour cowering { AnimName = "welcome_male_cowering_standing_flinch" Type = "0" } cSurvivorItem cast_sullivan cAnimationBehaviour sulliidle { AnimName = "sullivan_standing_idle" Type = "7" } cSurvivorItem srv_erica cAnimationBehaviour PreJoinAnim9998797 { AnimName = "coveredgirls_sexy_2" Type = "0" } cSurvivorItem cast_rebecca cAnimationBehaviour Rebecca_breach_idle { AnimName = "female_rebecca_film_relaxed" Type = "1" } cAnimationBehaviour LoungeIdle { AnimName = "female_rebecca_seated" Type = "2" } cSurvivorItem srv_nina cAnimationBehaviour PreJoinAnim9865410 { AnimName = "coveredgirls_sexy_1" Type = "0" } cSurvivorItem srv_floyd cAnimationBehaviour PreJoinAnim990 { AnimName = "heroes_male_strum_electric_guitar" Type = "0" } cAnimationBehaviour FloydFinale { AnimName = "heroes_male_final_guitar_strum" Type = "1" } cAnimationBehaviour HRGuitar { AnimName = "heroes_male_guitar_hit_reaction" Type = "4" } cSurvivorItem cast_rebecca_bound cAnimationBehaviour Bound_Prejoin { AnimName = "female_rebecca_tied_up_idle" Type = "0" } cAnimationBehaviour Bound_HitReaction { AnimName = "female_rebecca_tied_up_hit_reaction" Type = "4" } cAnimationBehaviour Bound_Death { AnimName = "female_rebecca_tied_up_death" Type = "5" } cAnimationBehaviour Bound_Dead { AnimName = "female_rebecca_tied_up_dead" Type = "6" } cSurvivorItem srv_stuart cAnimationBehaviour Break_Into_Cage { AnimName = "workers_male_survivor_break_into_cage" Type = "0" } cAnimationBehaviour BeatenIdle { AnimName = "workers_male_survivor_beaten_idle" Type = "1" } cAnimationBehaviour StuartComingToSenses { AnimName = "workers_male_survivor_coming_to_senses" Type = "2" } cSurvivorItem srv_europa cAnimationBehaviour PreJoin2 { AnimName = "slave_female_survivor_hiding_idle" Type = "0" } cAnimationBehaviour StayAway { AnimName = "slave_female_survivor_stay_back" Type = "1" } cAnimationBehaviour CoverIdle { AnimName = "slave_female_survivor_cover_idle" Type = "7" } cSurvivorItem srv_cameron cAnimationBehaviour PreJoinCameron { AnimName = "diva_survivor_cameron_tied_up" Type = "0" } cAnimationBehaviour HitReaction2 { AnimName = "diva_survivor_cameron_hitreaction" Type = "4" } cAnimationBehaviour FatalHit1 { AnimName = "diva_survivor_cameron_reaction_death" Type = "5" } cAnimationBehaviour Dead { AnimName = "diva_survivor_cameron_dead" Type = "6" } cSurvivorItem srv_jeff cAnimationBehaviour WorkingAtBench { AnimName = "horde_male_survivor_jump_idle" Type = "0" } cSurvivorItem srv_diva cAnimationBehaviour CustomIdleDiva { AnimName = "female_survivor_idle_scared" Type = "1" } cAnimationBehaviour CustomPreJoin { AnimName = "srv_diva_prejoin_idle" Type = "0" } cSurvivorItem srv_nevada cAnimationBehaviour CustomIdle_Nevada { AnimName = "brains_male_survivor_nerdy_idle_4" Type = "7" } cSurvivorItem srv_jessica cAnimationBehaviour PreJoinAnim9865411 { AnimName = "coveredgirls_sexy_1" Type = "0" } cSurvivorItem pawnshop_looter_north cAnimationBehaviour LooterIdleNorth3 { AnimName = "looter_npc_pawnshop_idle" PreLoaded = "true" Type = "0" } cAnimationBehaviour LooterIdleNorth { AnimName = "looter_npc_pawnshop_wander" PreLoaded = "true" Type = "1" } cAnimationBehaviour LooterIdleNorth2 { AnimName = "looter_npc_pawnshop_idle_look" PreLoaded = "true" Type = "2" } cSurvivorItem pawnshop_looter_south cAnimationBehaviour LooterIdleSouth3 { AnimName = "looter_npc_pawnshop_idle" PreLoaded = "true" Type = "7" } cAnimationBehaviour LooterIdleSouth { AnimName = "looter_npc_pawnshop_wander" PreLoaded = "true" Type = "1" } cAnimationBehaviour LooterIdleSouth2 { AnimName = "looter_npc_pawnshop_idle_look" PreLoaded = "true" Type = "2" } cSurvivorItem pawnshop_looter_royal cAnimationBehaviour LooterIdleRoyal3 { AnimName = "looter_npc_pawnshop_idle" PreLoaded = "true" Type = "0" } cAnimationBehaviour LooterIdleRoyal { AnimName = "looter_npc_pawnshop_wander" PreLoaded = "true" Type = "1" } cAnimationBehaviour LooterIdleRoyal2 { AnimName = "looter_npc_pawnshop_idle_look" PreLoaded = "true" Type = "2" } cSurvivorItem pawnshop_looter_palisades cAnimationBehaviour LooterIdlePalisades3 { AnimName = "looter_npc_pawnshop_idle" PreLoaded = "true" Type = "0" } cAnimationBehaviour LooterIdlePalisades { AnimName = "looter_npc_pawnshop_wander" PreLoaded = "true" Type = "1" } cAnimationBehaviour LooterIdlePalisades2 { AnimName = "looter_npc_pawnshop_idle_look" PreLoaded = "true" Type = "2" } cSurvivorItem cast_looter1 cAnimationBehaviour LooterIdle3 { AnimName = "looter_npc_pawnshop_idle" Type = "0" } cAnimationBehaviour LooterIdle { AnimName = "looter_npc_pawnshop_wander" Type = "1" } cAnimationBehaviour LooterIdle2 { AnimName = "looter_npc_pawnshop_idle_look" Type = "2" } cSurvivorItem cast_looter2 cAnimationBehaviour LooterIdle3_ { AnimName = "looter_npc_pawnshop_idle" Type = "0" } cAnimationBehaviour LooterIdle_ { AnimName = "looter_npc_pawnshop_wander" Type = "1" } cAnimationBehaviour LooterIdle2_ { AnimName = "looter_npc_pawnshop_idle_look" Type = "2" } cSurvivorItem cast_looter3 cAnimationBehaviour LooterIdle3_1 { AnimName = "looter_npc_pawnshop_idle" Type = "0" } cAnimationBehaviour LooterIdle_1 { AnimName = "looter_npc_pawnshop_wander" Type = "1" } cAnimationBehaviour LooterIdle2_1 { AnimName = "looter_npc_pawnshop_idle_look" Type = "2" } cSurvivorItem srv_bob cAnimationBehaviour wave_arms { AnimName = "abovelaw_male_waving" Type = "1" } cSurvivorItem srv_fausto cAnimationBehaviour drunkidle { AnimName = "winsome_male_drunk_idle" Type = "7" } cAnimationBehaviour RejoiceHigh { AnimName = "male_survivor_rejoice_high" Type = "1" } cSurvivorItem srv_nikki cAnimationBehaviour PreJoinAnim988056 { AnimName = "wilted_female_dehydrated" Type = "0" } cAnimationBehaviour getup { AnimName = "wilted_female_recieve_drink" Type = "1" } cSurvivorItem srv_codebluecorpse cAnimationBehaviour PrejoinFirePanic1 { AnimName = "barn_male_survivor_fire_panic" Type = "0" } cAnimationBehaviour ElrodCustomIdle1 { AnimName = "barn_male_survivor_redneck_idle" Type = "7" } cSurvivorItem srv_madison cAnimationBehaviour PrejoinFirePanic2 { AnimName = "barn_male_survivor_fire_panic" Type = "0" } cAnimationBehaviour ElrodCustomIdle2 { AnimName = "barn_male_survivor_redneck_idle" Type = "7" } |
The actual animations are found in: data\anim\survivor_custom\survivor_custom_big
Also in sgraph.txt they are listed in the section:
- cGenericAnimState 725
Idle behavior[]
By changing the line "IdleChooser" you can control what the survivor or psychopath does if they do not have an animation behavior.
This line prevents a psychopath from having their arms out and slowly floating.
Coding for 14 psychopaths |
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This coding creates psychopaths with survivor attributes that do not float, and have their arms down. For example, add the coding below to items.txt, then add these 7 lines to missions.txt in the lush-ious lady mission: Missions.txt: cMissionSpawnNPC one // character along wall { DefaultBehaviour = "Idle" NPCName = "srv_hangman0" Rotation = "0.6" SpawnPoint = "-312, -5.6, -86.1" }
cSurvivorItem srv_hangman0 { Age = "39" AssetFilename = "data/models/npcs/boss_hangman" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_mechanic0 { Age = "39" AssetFilename = "data/models/npcs/boss_mechanic" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_mercenary0 { Age = "39" AssetFilename = "data/models/npcs/boss_mercenary" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_militiamen10 { Age = "39" AssetFilename = "data/models/npcs/boss_militiamen1_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_militiamen20 { Age = "39" AssetFilename = "data/models/npcs/boss_militiamen2_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_militiamen30 { Age = "39" AssetFilename = "data/models/npcs/boss_militiamen3_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_militiamen40 { Age = "39" AssetFilename = "data/models/npcs/boss_militiamen4_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_postman0 { Age = "39" AssetFilename = "data/models/npcs/boss_postman" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_protester0 { Age = "39" AssetFilename = "data/models/npcs/boss_protester_t2" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_sexdeviant0 { Age = "39" AssetFilename = "data/models/npcs/boss_sexdeviant" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_ted0 { Age = "39" AssetFilename = "data/models/npcs/boss_ted_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_twinsilver0 { Age = "39" AssetFilename = "data/models/npcs/boss_twinsilver_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicFemale" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_twingold0 { Age = "39" AssetFilename = "data/models/npcs/boss_twingold_t1" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicFemale" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } cSurvivorItem srv_ultimatefan0 { Age = "39" AssetFilename = "data/models/npcs/boss_ultimatefan" AttackZombiesAndBosses = "true" AudioShoeType = "0" AwarenessArc = "100" BossType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65723" DisplayName = "65711" DR2 = "true" FullName = "81664" HealthAmount = "10" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" IdleChooser = "0" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_dale3.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "true" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "126" } |
There are 4 idlechooser options: 0, 1, 3, and 4.
- IdleChooser = "0"
Hands on hips
- IdleChooser = "1"
- IdleChooser = "3"
Tammy's default.
- IdleChooser = "4"
Hands out, every minute the survivor turns and paces before returning to original spot.
Nature[]
Occasionally idlechooser is overridden by the line "nature" which also effects the survivors idle state. Below is a picture of the 7 nature states with Camille. The 7 camilles are all placed in the same location, without any rotation, all of the rotation in the photo is controlled by the nature line.
Attacking animations in safehouse[]
Further information: [1]
Increasing character size[]
Add Height = "x" to a character in items.txt.
Height does not work for weapons, but works for the weapons that the character is carrying, such as Floyd's guitar (shown below).
- At 5 times normal height, the cinematic gas zombie head reaches the ceiling.
- The giant still takes damage but it is uncertain where on his body the giant takes damage. It appears as if the solid body is where it would regularly be if the body was normal sized. This form is invisible, but Chuck can attack this invisible normal sized form, and he cannot walk through it. So although the skin enlarges, the environment which makes the character solid, remains the same size.
- No action icon to talk to the giant exists.
- The giant still has the same attack animations but misses hitting the zombies.
- In items.txt, some characters already have a height (Allen, Jeanna Slick) some do not (Floyd)
- If two lines for same value, the second line works. A second height was added above the original height, the new height did not work, but a new new height after/below the original height, the new height will work:
- Height = "0.7" works:
Height = "1.8034" Height = "0.7"
- Height = "1.8034" works:
Height = "0.7" Height = "1.8034"
- Hitting a tiny character (height 0.2) once with a guitar causes that character to disappear, although the talk action icon still appears.
Other characters mentioned in debug string[]
There are other characters mentioned in the debug string, and also in the game text.[3]
Other characters mentioned in debugger |
---|
Debug string: [cNPCPersistentInfo] No persistent info exists for Helicopter Debug string: [cNPCPersistentInfo] No persistent info exists for Simon Debug string: [cNPCPersistentInfo] No persistent info exists for Dmitri Debug string: [cNPCPersistentInfo] No persistent info exists for Looter Debug string: [cNPCPersistentInfo] No persistent info exists for Looter Debug string: [cNPCPersistentInfo] No persistent info exists for Looter Debug string: [cNPCPersistentInfo] No persistent info exists for Jed Debug string: [cNPCPersistentInfo] No persistent info exists for Roland Nichol Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Bobby Newland Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Leah Debug string: [cNPCPersistentInfo] No persistent info exists for Luke Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Contestant Debug string: [cNPCPersistentInfo] No persistent info exists for Helicopter Debug string: [cNPCPersistentInfo] No persistent info exists for Helicopter Debug string: [cNPCPersistentInfo] No persistent info exists for Helicopter Debug string: [cNPCPersistentInfo] No persistent info exists for ZombieTest Debug string: [cNPCPersistentInfo] No persistent info exists for Marvin Debug string: [cNPCPersistentInfo] No persistent info exists for Taylor Debug string: [cNPCPersistentInfo] No persistent info exists for Sarah Debug string: [cNPCPersistentInfo] No persistent info exists for Dale Debug string: [cNPCPersistentInfo] No persistent info exists for Oscar Debug string: [cNPCPersistentInfo] No persistent info exists for Julius Debug string: [cNPCPersistentInfo] No persistent info exists for Gary Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Reinhold Debug string: [cNPCPersistentInfo] No persistent info exists for Septimus Debug string: [cNPCPersistentInfo] No persistent info exists for Banchester Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Tarquin Debug string: [cNPCPersistentInfo] No persistent info exists for Archie Debug string: [cNPCPersistentInfo] No persistent info exists for Bob Debug string: [cNPCPersistentInfo] No persistent info exists for Fausto Debug string: [cNPCPersistentInfo] No persistent info exists for Jason Debug string: [cNPCPersistentInfo] No persistent info exists for Darcie Debug string: [cNPCPersistentInfo] No persistent info exists for Gemini Debug string: [cNPCPersistentInfo] No persistent info exists for Nikki Debug string: [cNPCPersistentInfo] No persistent info exists for Sharon Debug string: [cNPCPersistentInfo] No persistent info exists for Tia Debug string: [cNPCPersistentInfo] No persistent info exists for Dick Debug string: [cNPCPersistentInfo] No persistent info exists for Gemini Debug string: [cNPCPersistentInfo] No persistent info exists for Dick |
notebook and safehouse[]
- Anyone who is already in or added to the notebook, listed as "Safe", can randomly show up in the safehouse.[Verification needed]
Video[]
Gallery[]
- Further information: Mod:Placing characters/gallery
Placing survivors files[]
Instructions and locations to download files.
Behavior[]
Grotesque characters[]
Incomplete characters[]
References[]
- ↑ The poker sections are removed but in the history of this page, or in User:A/45, possibly deleted but retrievable.
- ↑ Also scrapped characters
- ↑ 529 Debug modifications available, Dead Rising 2 PC Mods.
External links[]
- Dengarde, More savable survivors!, Dead Rising 2 PC Mods, (November 16, 2010). Dengarde first discovered these new characters.
- Mission editing/creating tutorial, Dead Rising 2 PC Mods, (January 20, 2011).
- hiding carlos's sunglasses, Dead Rising 2 PC Mods, (June 8, 2011, 2011).