Mod:Coordinates

The floor is around .1 less than what is shown on the Local Player Pos for Chuck.

For example,
 * the display shows -1.1 height of chuck
 * to place items on the floor at the same location, the moder would enter -1.0.

Four numbers determine rotation
The amount of rotation is determined by four numbers (1,1,1,1). The more numbers from one to three, the more the item is diagonal to the ground.

With one number, the item is horizontal, including upside down. Example: (0,1,0,0)

With two numbers, the item can be vertical (up and down). Example: (1,1,0,0)

With 3 numbers, the item is rotated diagonally. Example: (1,1,0,1)

Coordinate numbers can be negative and decimals
Coordinate numbers can be negative:

Coordinates can also be decimals, for example: (-.708,.43,1,0)

Coordinates

 * Location = "x-coordinate, y-coordinate, z-coordinate"
 * x coordinate: vertical placement (On the map right to left, east to west)
 * y coordinate: altitude (lower to higher)
 * Z coordinate: horizontal placement (On the map down to up, south to north)

How to find coordinates of stores and areas
In datafile.big is the .txt files for each area and EVERY item that Chuck and other characters can interact with.

As Chuck walks into an area, the [url=http://deadrisingwiki.com/wiki/HUD]HUD[/url] tells the player the name of the location.

For example, in the food court, when chuck walks into Cheesecake Mania the coding in [b]food_barn.txt[/b] indicates when the HUD at the bottom left of the screen should display "Cheesecake Mania":

cPolygonLarge CheesecakeMania_Box {	Height = "4.0" NumVertex = "7" Text = "900" Vertex0 = "80.226,-1.5,-252.041" Vertex1 = "79.679,-1.5,-251.814" Vertex2 = "80.785,-1.5,-248.518" Vertex3 = "71.903,-1.5,-245.855" Vertex4 = "66.369,-1.5,-249.022" Vertex5 = "64.057,-1.5,-257.108" Vertex6 = "77.901,-1.5,-261.493" }

The Vertex locations are the coordinates/boundaries of the store. There are 7 corners in Cheesecake Mania.

Text = "900" is the text "Cheesecake Mania" which is display on the HUD.

Food Court
Coordinates of the food court from PC File data/datafile.big/waypoint_food_barn.txt, cWaypoint SURV coding. Download the Excel file.

Royal Flush Plaza


Orange (large red numbers is the bottom and top coordinates):
 * Americana casino entrance, north side: -292.2, -1.6, -81.8
 * Americana casino entrance, south side: -293.0, -1.6, -63.3
 * Stylin' Toddlers, south: -277.3, -1.6, -62.9
 * Casual Gals, north: -274.7, 1.6, -81.9

Pink:
 * Diagonal door of casual gals south -271.3, -1.6, -85.1
 * Safe house hallway entrance south edge -262.4, -92.9
 * Corner of the dark bean across from diagonal entrance of causal gals -262.7, -77.3
 * Corner of the dark bean across directly from Safe house hallway entrance -256.8, -84.9

Light Green:
 * Corner of the dark bean across from in the closet west near safehouse hallway -253.7, -86.5
 * Corner of the dark bean across from in the closet east -246.6 (lower), -86.9
 * Safe house hallway entrance northern edge -259.3, -96.5
 * Far corner of In the Closet east side -238.9, -97.2

Waypoint files
Every area has a waypoint file, located in data/datafile.big. These files include:
 * 1) the full coordinates of the area
 * 2) save points
 * 3) teleport to other areas

Save point
The waypoint creates a save point, for example in data/datafile.big/waypoint_americana_casino.txt one of the urinals in Americana Casino where Chuck the Role Model takes place.

cTriggerVolume SaveUrinal1 {	ActionActorRotation = "-0.829" ActionPoint = "-457.450,-4.725,-22.941" ActionType = "4" AnimationChooser = "1" DisplayName = "55094" Height = "2.0" InteractButton = "true" IsStatic = "" ItemName = "" Level = "LEVEL_AMERICANA_CASINO" Location = "-458.192,-3.716,-22.420" Radius = "2" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }

Teleport locations
The waypoint teleports Chuck to a new area, for example in data/datafile.big/waypoint_americana_casino.txt is the following:

cTriggerVolume ParadiseWalk {	ActionType = "3" DisplayName = "847" Height = "2.0" InteractButton = "true" InteractionRadius = "3" ItemName = "South Strip" Level = "LEVEL_FORTUNE_EXTERIOR" LevelSpawnPoint = "EntryAmericanaCasino" Location = "-294.952,-3.342,-0.124" Radius = "11" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }

There are also spawn points in each individual text file for each area.

Area location
Coding in the waypoint file also determines what the HUD (HUD_Worldlocation.txt) on the bottom left of the screen shows when Chuck walks into an area.

If graphed, these points can show the exact parameter of an area.

Example in Pub O' Gold in the data/datafile.big/waypoint_fortune_exterior.txt :

cEnvironmentVolume PubOGold_01 {	AcousticsName = "Store" Rotation = "-0.000,0.924,0.000,0.383" Scale = "3.330,3.305,6.090" Translation = "57.255,3.977,-77.912" VolumColor = "0" VolumeType = "1" }

cEnvironmentVolume PubOGold_02 {	AcousticsName = "Store" Rotation = "-0.000,0.924,0.000,-0.382" Scale = "9.801,3.333,4.135" Translation = "55.888,4.005,-84.476" VolumColor = "0" VolumeType = "1" }

cEnvironmentVolume PubOGold_03 {	AcousticsName = "Store" Rotation = "-0.000,0.924,0.000,-0.382" Scale = "4.020,3.277,2.229" Translation = "42.451,3.948,-89.756" VolumColor = "0" VolumeType = "1" }

cEnvironmentVolume PubOGold_04 {	AcousticsName = "Store" Rotation = "-0.000,0.924,0.000,-0.382" Scale = "8.327,3.267,4.886" Translation = "49.452,3.920,-88.746" VolumColor = "0" VolumeType = "1" }

cWaypoint SURV
cWaypoint SURV... has points in the entire area, including all the stores inside. It is uncertain what this points are used for. For example here is one of hundreds of points for Royal Flush Plaza:

cWaypoint SURV313 {	Location = "-87.90,6.38,-47.81" Name = "SURV" Type = "0" }