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Military Case
Dead rising Military Case 98
Type Melee
Uses 20
Strength Good
Location Quarantine Zone
Fortune City Hotel
Secret Lab
Phenotrans Facility
Fits in Inventory No


The military case is a weapon in Dead Rising 2, Dead Rising 2: Case Zero, Dead Rising 2: Case West, and Dead Rising 2: Off the Record. When it is broken, certain weapons drop out.

AttacksEdit

Dead rising military case main
  • Main: Tap X/Square to swing the military case.


Dead rising military case combo
  • Combo: Quickly tap X/Square again to perform a second swing.

Item which appears when a weapon is brokenEdit

All of the items which can appear when a weapon is broken are found in the spreadsheet data/datafile.big/breakable.csv.

The item which appears when the military case is broken depends on what number the item is assigned when placed in the area files.[1][2]

The numbers appear to be off by one. For example, the 31 large planters is 55, yet these planters spawn scissors and handguns, which is listed as 56 and is called LD_LargePlanter.

TriviaEdit

  • If one case is thrown at another, the targeted case will break instead of the thrown case.
  • The PC file items.txt has a unique line for the military case, SpawnPropFromCategoryByDefault = "57", showing that the combination of items found inside the military case are unique.
  • Items.txt refers to this item as "MilitaryCrate" (Military Crate).
  • In items.txt, there is a weapon called the EquipmentBox (Equipment Box), which shares exactly the same texture as the military case; however, the player cannot pick up this box. This box shares an attack animation, "male_attack_1hand_med_item", with RopeLink, an item that has no texture and does not appear in the game when spawned.

GalleryEdit

ReferencesEdit

  1. All of these items which can appear when a weapon is broken are found in the spreadsheet data/datafile.big/breakable.csv. When the game designers placed an item, they usually added a SpawnPropFromCategory line to that item with a number. This number corresponds to a column in data/datafile.big/breakable.csv. For example:

    cItemPlacement Garbage
    {
    ItemName= "GarbageCan_4"
    Location= "-357.314,-5.228,-56.598"
    Rotation= "-0.001,-0.316,0.000,0.949"
    SpawnPropFromCategory= "62"
    }


    From #62 here, which is from data/datafile.big/breakable.csv you can see that the broken GarbageCan_4 will create either:

    1. Snack
    2. Spoiled Hot Dog
    3. Spray Paint
    4. Box of Nails
  2. Ten weapons have a positive default number in items.txt listed under SpawnPropFromCategoryByDefault. This means that when one of these 10 weapons are placed in an area with no SpawnPropFromCategory line, items will still appear when the weapon is broken. Both the handbag and the treasure chest do not have a default number, so when these items are placed with no SpawnPropFromCategory line, no item will appear when the handbag and treasure chest is broken.
  3. Since there is no column 0 in data/datafile.big/breakable.csv, these items by default do not spawn anything.
  4. TrainThrowGarbageCan, TrainThrowGarbage Bag, and TrainThrowBin.
  5. Confusingly, the 1 default category is called Garbage_Bag, even though the default category for garbage bags is 0.
  6. GarbageCan_1, GarbageCan_2, GarbageCan_3, GarbageCan_4, CardboardBox, PlasticBin
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