FANDOM


Modifying PC Dead Rising 2
Dead Rising 2 PC Mods Forum

Performance Guide

Index of all mods on forum


Tutorials


   Opening files to edit (Gibbed)
   Debug Mode
   Swap characters (Model Swap)
   Import Models
    Mod:Dead Rising 1 Files
   Placing characters
     enlarging/ resizing characters
   Create Reskins
   Adding & removing items
     Coordinates/ Rotation
    Resize Enlarge items
   Changing Text
   Weapon modifications
   Texmod: Texmod installation
   Texmod: Download textures
   Texmod: Create Reskins
  Remove missing prop box

List of what each file does


  All game items (items.txt)
   Item animations (PyroEffect)
     Bigfile.xml
  All Game Text
  All Missions and cases (missions.txt)
   Times of all missions
    Mission breakdown
  All major packed files (big files)
    datafile.big
    Character models (npcs.big)
   Sgraph - animations
   HUD (game player's interface)
   Camera.txt (camera view)
   Lighting
  Zombie models
  Game rules (Frontend)
  Cutscenes (Cinematics.big)
  Environment
    Royal Flush
    Safe house
    Americana Casino
    Arena
   Collision - controls solid surfaces
   Excel coordinates of all areas

Tools


  See also Gibbed's and Texmod
   Hex Editor

   Infinity Mode
   Work in Progress Mods
   Zombie Mode

Template:Navbar

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.

Decreasing zombiesEdit

Decreasing Zombies - Mission Success, Proboards

Adding zombies - exampleEdit

See File:Missions.txt this file has 60 zombies created in the Americana Casino during the Lushious Lady mission:

Types of zombiesEdit

Items.txt lists pro_zombie_cop, which is the case zero cop.

The following zombie files are found in zombies.big:

Name Works with
cMissionSpawnZombie
ZombieBodyTypeName
looter.big looter
mercenary.big KCsMercenary
mercenary_pheno.big mercenary_pheno_steve_cm[1] mercenary_pheno
mercenary_tk.big mercenary_tk
soldier.big Soldier
zombie_bertha.big zombie_bertha
zombie_bride.big zombie_bride
zombie_cheerleader.big SoldierZombie
zombie_cocktaildress.big zombie_cocktaildress
zombie_construction.big ConstructionZombie
zombie_cop.big CopZombie
zombie_dealer.big DealerZombie
zombie_fat.big Yes AlZombie
zombie_fat_female.big CocktailDressZombie
zombie_gas.big zombie_gas
zombie_kitty.big SoldierZombie
zombie_knife.big Only one model SoldierZombie
zombie_maintenance.big No ConstructionZombie
zombie_protester.big CocktailDressZombie
zombie_protester_female.big CocktailDressZombie
zombie_sandwich.big SoldierZombie
zombie_showgirl.big ShowgirlZombie
zombie_skinny.big Yes KelseyZombie
zombie_skinny_female.big Yes CocktailDressZombie
zombie_soldier.big SoldierZombie
zombie_stripper.big SoldierZombie
zombie_test.big SkeletonSlotName =
"SkeletonZombie"
zombie_test.tex
zombie_tir.big SoldierZombie
zombie_waitress.big CocktailDressZombie

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

Zombie types in missions.txtEdit

As an example, 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. The same type of zombies showed up regardless.

Examples of zombies already in missions.txtEdit

Found in the cMissionSpawnZombie sections of missions.txt

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 factoryEdit

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

Name Start Expires Function
Day1 Day 1, Sept. 25, 03:00
(10800 3 hours)
Day 2, Sept. 26, 00:00
(75600 21 hours)
Day one zombies
Day2 Day 2, Sept. 26, 00:00
(86400 24 hours)
Day 3, Sept. 27, 00:00
(86400 24 hours)
Day two zombies
Day4to5_GASZOMBIES Day 3, Sept. 27, 09:00
(291600 81 hours)
Day 5, Sept. 29, 12:00
(97200 27 hours - game end)
Gas Zombies
DropTerminates Day 1, Sept. 25, 04:00
(14400 4 hours)
Day 4, Sept. 29, 07:00
(270000 75 hours)
Adds three zombies to the Fortune City Hotel, a protester, and two dealers
Day3 Day 3, Sept. 27, 00:00
(172800 48 hours)
Day 4, Sept. 28, 00:00
(86400 24 hours)
Day three zombies
Drop_PushZombie_Placement Day 1, Sept. 25, 03:00
(10800 3 hours)

(424800 118 hours)
Extra zombies around the city
Yucatan_Shoal Day 2, Sept. 26, 23:00
(169200 47 hours)

(90000 25 hours)
Shoal after the twins are defeated
UndergroundElevators4 Day 1, Sept. 25, 18:00
(64800 18 hours)

(108000 30 hours)
Underground zombies
Day4to5 Day 4, Sept. 28, 00:00
(259200 72 hours)
End game
(1209600 336 hours)
Day 4 and 5 zombies, after case 6-1
Respawns_Rooftops_Suppressions Day 1, Sept. 25, 03:00
(10800 3 hours)
End game
(518400 144 hours)
Possibly removes all zombies just past doors. In Americana Casino removed the zombies past the door inside of Royal Flush Plaza


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 zombiesEdit

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.

missions.txt fortune_exterior.txt
Lists the amount (75) and type of zombies (zombie_fat) Lists the locations that the zombies will be placed
(-301.724,-3.553,11.103)
cMissionZombieFactory CasinoArea
	{
		Amount0 = "75"
		Amount1 = "75"
		Amount2 = "100"
		ClumpDiameterDelta = "1.0"
		Type0 = "zombie_fat"
		Type1 = "zombie_fat_female"
		Type2 = "zombie_skinny"
		ZombieWarehouseName = "CasinoArea"
	}
cZombieWarehouse CasinoArea
{
	cPolygonSmall cPolygon28
	{
		Height = "2.0"
		NumVertex = "9"
		Vertex0 = "-301.724,-3.553,11.103"
		Vertex1 = "-305.130,-3.552,7.685"
		Vertex2 = "-290.791,-3.552,-6.843"
		Vertex3 = "-287.404,-3.552,-3.176"
		Vertex4 = "-284.450,-3.552,-2.709"
		Vertex5 = "-283.860,-3.552,7.713"
		Vertex6 = "-288.214,-3.552,12.932"
		Vertex7 = "-294.622,-3.552,9.683"
		Vertex8 = "-300.666,-3.552,14.599"
	}

	cPolygonSmall cPolygon44
	{
		Height = "2.0"
		NumVertex = "11"
		Vertex0 = "-269.022,-4.264,57.879"
		Vertex1 = "-276.389,-4.263,60.682"
		Vertex10 = "-273.444,-4.263,47.455"
		Vertex2 = "-284.326,-4.263,51.724"
		Vertex3 = "-284.110,-4.263,36.211"
		Vertex4 = "-259.806,-4.263,26.910"
		Vertex5 = "-249.224,-4.263,26.320"
		Vertex6 = "-250.514,-4.263,34.568"
		Vertex7 = "-261.694,-4.263,37.307"
		Vertex8 = "-261.917,-4.263,40.837"
		Vertex9 = "-270.956,-4.263,41.823"
	}

	cPolygonLarge cPolygon45
	{
		Height = "2.0"
		NumVertex = "13"
		Vertex0 = "-293.715,-4.264,29.663"
		Vertex1 = "-293.064,-4.263,28.526"
		Vertex10 = "-282.854,-4.263,21.902"
		Vertex11 = "-292.849,-4.263,24.434"
		Vertex12 = "-294.746,-4.263,29.634"
		Vertex2 = "-283.045,-4.263,26.014"
		Vertex3 = "-269.904,-4.263,15.191"
		Vertex4 = "-258.701,-4.263,13.975"
		Vertex5 = "-257.355,-4.263,3.893"
		Vertex6 = "-264.687,-4.263,-3.296"
		Vertex7 = "-269.932,-4.263,0.463"
		Vertex8 = "-272.109,-4.263,5.569"
		Vertex9 = "-273.729,-4.263,12.109"
	}

}

Americana Casino Day 1 Section Edit

In missions.txt, 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 onlyEdit

Here is a minimal section of cMissionDefinition Day1 found in missions.txt, 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:

Dead rising day 1 americana casino dealer 10 zombies

special zombies in each areaEdit

Dead rising zombie construction no zombies

Three maintenance zombies spawned in Americana Casino with Dollys only the dollys appeared.

See also the forum discussions: ZOMBIES: spawning looters and Zombie Mode


There are special zombies in each area, shown in the zombiefactory sections. These zombies will only appear in certain areas. Looters and generic mercenaries can only appear in certain areas also.

If a person attempts to mod a zombie which is not usually in an area, nothing will appear (see screenshot). If that zombie was supposed to carry an item, only the item will appear.

Zombie_skinny, zombie_fat, and zombie_skinny_female can spawn in all areas.

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

Here is an incomplete list of zombies possible in each area:

Will spawn in zombiefactory Spawn only in cMissionSpawnZombie
Americana

zombie_cop
zombie_dealer
zombie_knife

Arena

zombie_tir

Atlantica

zombie_showgirl
zombie_dealer

Food barn

zombie_bertha
zombie_maintenance

Fortune Exterior

zombie_protester_female
zombie_protester

South Plaza

zombie_construction
zombie_maintenance
zombie_protester_female
zombie_protester

The header section of one or more of the debug missions at the bottom of missions.txt is required for this to work.

Zombies will not spawn day 1 from 12 am to 3 amEdit

Zombies will not spawn from 0 (12 am) to 10800 (3 am) in most areas. The exception is the fortune exterior and Arena.[1]

Zombie behavior and characteristics Edit

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"
}

VertexesEdit

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.

Zombie variationsEdit

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

Choosing specific zombiesEdit

Chuck role model zombie skinny SpecifyZombie 8971800068736514 ZombieVariation 0

Chuck the Role Model zombie

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:

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


The majority of identification numbers for each zombie is unknown.

Zombie behaviorsEdit

Dead zombiesEdit

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 zombiesEdit

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 fondlersEdit

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"
}

Zombiesets.txtEdit

Not important

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

A similar file is also found in the deleatable folder data/datafile, There is a file named "[b]0024_zombiesets.txt[/b]" in data/datafile/persistent_filecache.big. Since this is a deletable file, it has no effect on spawning zombies, despite what many chat boards say.

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

Off the Record Scare ZombiesEdit

See Scare Zombies

Missions.txt file: Scare zombies only. no missions or zombies or survivors

Temporarily remove zombiesEdit

In missions.txt section cMissionDefinition Tutorial2_Katey:

				cMissionZombieRemoval ClearChuck15
		{
			Location = "-263.947,-4.240,7.688"
			Radius = "30"
		}

Remove all zombiesEdit

Also removes all survivors and missions:

Characteristics of zombiesEdit

Zombie death animationsEdit

Found in Mod:sgraph.txt

GalleryEdit

External linksEdit

ReferencesEdit

  1. Infinity Mode Project Dead Rising 2 Mod Proboard, (May 28, 2011).
Community content is available under CC-BY-SA unless otherwise noted.