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{{mods}}
 
{{mods}}
 
{{header2}}
 
{{header2}}
:''For the best created weapons, see [{{Pro|526}} Tommah's Mods].''
 
   
 
In [[Dead Rising 2]] a modder can customize and create a new weapon.
 
In [[Dead Rising 2]] a modder can customize and create a new weapon.
   
 
==Requirements==
 
==Requirements==
To create a modified weapon, basic knowledge of [[Mod:Gibbed_tool_for_opening_and_recompiling_files|how to pack and unpack using Gibbed tools is necessary]] to unpack the files [[Mods:data/datafile.big|data\datafile.big]] and data\[[streamedassets.big]].
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To create a modified weapon, basic knowledge of [[Mod:Gibbed_tool_for_opening_and_recompiling_files|how to pack and unpack using Gibbed tools is necessary]] to unpack the files [[Mods:data/datafile.big|data\datafile.big]] and data\streamedassets.big.
   
 
==Electric Bow and Arrow==
 
==Electric Bow and Arrow==
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Unpack datafile.big with [[Gibbed's]] tool.
 
Unpack datafile.big with [[Gibbed's]] tool.
   
Inside the newly created datafile_big folder open [[items.txt]]. There is a list of all items in the game and all of their properties.
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Inside the newly created datafile_big folder open [[items.txt]]. There is a list of all items in the game and all of their properties.
   
 
In each of the Bows' main titles they are listed as "'''cProjectileLauncherItem'''", meaning they are a weapon that throws props that do damage and don't necessarily do damage by themselves.
 
In each of the Bows' main titles they are listed as "'''cProjectileLauncherItem'''", meaning they are a weapon that throws props that do damage and don't necessarily do damage by themselves.
   
 
; STEP 1<nowiki>:</nowiki> Copy and paste the weapon to modify
 
; STEP 1<nowiki>:</nowiki> Copy and paste the weapon to modify
In order to create your own item, copy the base item (both the BowandArrow and Arrow) and paste it at the top of the list.
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In order to create your own item, copy the base item (both the BowandArrow and Arrow) and paste it at the top of the list.
   
 
; STEP 2<nowiki>:</nowiki> Rename the weapons with new titles
 
; STEP 2<nowiki>:</nowiki> Rename the weapons with new titles
   
Rename your base item to your own item name ("electribow" and "electricarrow"). The name you give your item is the name that is stored in the game and the name you will need to use in order to place the item at a location.
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Rename your base item to your own item name ("electribow" and "electricarrow"). The name you give your item is the name that is stored in the game and the name you will need to use in order to place the item at a location.
   
 
<pre>
 
<pre>
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</pre>
 
</pre>
   
'''Important''': Everything is case sensitive, always pay attention to capitals.
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'''Important''': Everything is case sensitive, always pay attention to capitals.
 
{{anchor|asset}}
 
{{anchor|asset}}
In the new electribow section find line "'''AssetFilename = "data/models/weapons/bowandarrow"'''". This value is where the game retrieves the items .big and .tex files which determine what it looks like and how it interacts with Chuck. Change this to the name of the new item, "electribow".
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In the new electribow section find line "'''AssetFilename = "data/models/weapons/bowandarrow"'''". This value is where the game retrieves the items .big and .tex files which determine what it looks like and how it interacts with Chuck. Change this to the name of the new item, "electribow".
   
 
<pre>
 
<pre>
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;STEP 3<nowiki>:</nowiki> Change the number of arrows
 
;STEP 3<nowiki>:</nowiki> Change the number of arrows
   
"'''NumberOfThrowables = "999999999999999999999999"'''" determines how many arrows Chuck can shoot out of his bow. Change this to 999.
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"'''NumberOfThrowables = "20"'''" determines how many arrows Chuck can shoot out of his bow. Change this to 999.
   
 
<pre>
 
<pre>
 
NumberOfThrowables = "20" >> NumberOfThrowables = "999"
 
NumberOfThrowables = "20" >> NumberOfThrowables = "999"
 
</pre>
 
</pre>
 
For guns, it is changing Durability. So for example, the handgun is Durability = "30" and has 30 bullets.
 
   
 
; STEP 4<nowiki>:</nowiki> Change the type of arrow shot from the bow
 
; STEP 4<nowiki>:</nowiki> Change the type of arrow shot from the bow
   
Thus far you have made a new bow, but at the moment the bow just fires normal arrows, scroll down just a bit to "'''PropToThrow = "arrow"'''". This value determines what the bow will shoot. Change this to your own arrow, "electricarrow", this is the most important value to change since without it you would just be recreating a new bow.
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Thus far you have made a new bow, but at the moment the bow just fires normal arrows, scroll down just a bit to "'''PropToThrow = "arrow"'''". This value determines what the bow will shoot. Change this to your own arrow, "electricarrow", this is the most important value to change since without it you would just be recreating a new bow.
   
 
<pre>
 
<pre>
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; STEP 5<nowiki>:</nowiki> Range of arrows
 
; STEP 5<nowiki>:</nowiki> Range of arrows
   
"'''ThrowRange = "999999999999999"'''", increases the range of the arrows. This was not changed in this tutorial.
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"'''ThrowRange = "22.5"'''", increases the range of the arrows. This was not changed in this tutorial.
   
 
<pre>
 
<pre>
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====Changing arrow's abilities====
 
====Changing arrow's abilities====
[[File:itemelectricarrow.png|thumb|right|electricarrow from items.txt]]
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[[File:itemelectricarrow.png|thumb|right|electricarrow from items.txt]]
   
With a ProjectileLauncher, its not the launcher that does the damage, its the projectile that does the damage.
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With a ProjectileLauncher, its not the launcher that does the damage, its the projectile that does the damage.
   
 
; STEP 6<nowiki>:</nowiki> Change the arrow's asset name
 
; STEP 6<nowiki>:</nowiki> Change the arrow's asset name
   
In the new electricarrow section within items.txt, like the bow, change the "'''AssetFilename = "data/models/weapons/bowandarrow'''" to "'''AssetFilename = "electricarrow"'''".
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In the new electricarrow section within items.txt, like the bow, change the "'''AssetFilename = "data/models/weapons/bowandarrow'''" to "'''AssetFilename = "electricarrow"'''".
   
 
<pre>
 
<pre>
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===Customizing the weapon's abilities===
 
===Customizing the weapon's abilities===
 
====What each value does====
 
====What each value does====
"'''MaxProjectileDamage'''", this value determines how much damage the arrow does when it hits a zombie.
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"'''MaxProjectileDamage'''", this value determines how much damage the arrow does when it hits a zombie.
  +
MaxProjectileDamage = "10000"
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MaxProjectileDamage = "22.5"
   
 
Right underneath MaxProjectileDamage are three "'''ProjectileHit'''" values, these are the hit reaction of the zombie and what they will do once hit.
 
Right underneath MaxProjectileDamage are three "'''ProjectileHit'''" values, these are the hit reaction of the zombie and what they will do once hit.
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</pre>
 
</pre>
   
Use the screenshot to the right for reference. All the "PropEffect" and "PyroEffect" values determine all the "sugar and spice" of the weapon, whether it adds damage or is just plain eye candy.
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Use the screenshot to the right for reference. All the "PropEffect" and "PyroEffect" values determine all the "sugar and spice" of the weapon, whether it adds damage or is just plain eye candy.
   
 
<pre>
 
<pre>
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</pre>
 
</pre>
   
There are up to 4 PyroEffects (PyroEffect0, PyroEffect1, PyroEffect2 , PyroEffect3) for each weapon/item.
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There are up to 4 PyroEffects (PyroEffect0, PyroEffect1, PyroEffect2 , PyroEffect3) for each weapon/item.
   
 
"PyroEffects" determines what the weapon/item does. For example: "PropEffectDuration'''0'''" effects the duration of "PyroEffect'''0'''", only, NOT "PyroEffect'''1'''" "PyroEffect'''2'''" or "PyroEffect'''3'''"
 
"PyroEffects" determines what the weapon/item does. For example: "PropEffectDuration'''0'''" effects the duration of "PyroEffect'''0'''", only, NOT "PyroEffect'''1'''" "PyroEffect'''2'''" or "PyroEffect'''3'''"
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20 = PyroEffect activated when item contacts a zombie
 
20 = PyroEffect activated when item contacts a zombie
 
</pre>
 
</pre>
  +
   
 
====Making the arrow electric====
 
====Making the arrow electric====
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===Item Placement===
 
===Item Placement===
 
[[File:Itemplacement.png|right|thumb|Electic bow placed in Royal Flush Plaza]]
Now the new weapon has been created, it still needs to be placed in the game. Place it anywhere in the "royal_flush.txt" file inside datafile.big.
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Now the new weapon has been created, it still needs to be placed in the game. Place it anywhere in the "royal_flush.txt" file inside datafile.big.
 
{{-}}
 
{{-}}
 
[[File:Deadrising2 2011-01-28 09-16-42-10.jpg|thumb|400px|right|Placement of electribow]]
 
[[File:Deadrising2 2011-01-28 09-16-42-10.jpg|thumb|400px|right|Placement of electribow]]
This places the weapon
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This places the weapon in the Boiler Room next to the [[safe house]].
 
[[File:Itemplacement.png|right|thumb|Electic bow placed in Royal Flush Plaza]]
 
in the Boiler Room next to the [[safe house]].
 
 
{{-}}
 
{{-}}
 
 
===Creating a new Combo card===
 
===Creating a new Combo card===
 
[[File:combocard.png|thumb|right|combo item values]]
 
[[File:combocard.png|thumb|right|combo item values]]
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==Items spawning other items when broke==
 
==Items spawning other items when broke==
 
Possible lines which allow other food or weapons to be spawned when the original weapon is broken:
:''Further information: [http://deadrising2mods.proboards.com/index.cgi?board=dr2general&action=display&thread=676 What determines what falls out of broken weapons?]''
 
 
See the full list here: [[Template:Spawned]]
 
 
Default lines which allow other food or weapons to be spawned when the original weapon is broken:
 
   
 
<pre>
 
<pre>
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>>>WeaponType = "2"
 
>>>WeaponType = "2"
 
</pre>
 
</pre>
 
In the area files,
 
 
{|class="wikitable collapsible collapsed"
 
!
 
|-
 
|
 
americana_casino.txt
 
arena_backstage.txt
 
arena_kcot.txt
 
arena_stadium.txt
 
atlantica_casino.txt
 
food_barn.txt
 
fortune_exterior.txt
 
laboratory.txt
 
palisades.txt
 
rooftop_atlantica.txt
 
rooftop_hotel.txt
 
rooftop_royal.txt
 
rooftop_safehouse.txt
 
rooftop_theater.txt
 
rooftop_yucatan.txt
 
royal_flush.txt
 
safehouse.txt
 
south_plaza.txt
 
tape_die.txt
 
underground.txt
 
yucatan_casino.txt
 
|}
 
 
the items spawned often list a category, for example from Americana Casino in data/datafile.big/americanca_casino.txt:
 
 
 
<pre>cItemPlacement CardboardBox
 
{
 
ItemName = "CardboardBox"
 
Location = "-441.666,-4.536,-20.268"
 
Rotation = "-0.000,-0.324,-0.000,0.946"
 
SpawnPropFromCategory = "60"
 
}
 
</pre>
 
 
 
The line
 
 
:SpawnPropFromCategory = "60"
 
 
may determine what is spawned with the item breaks.
 
 
Other examples:
 
 
{|class="wikitable collapsible collapsed"
 
!
 
|-
 
|
 
cItemPlacement Garbage
 
{
 
ItemName = "GarbageCan_4"
 
Location = "-357.314,-5.228,-56.598"
 
Rotation = "-0.001,-0.316,0.000,0.949"
 
SpawnPropFromCategory = "62"
 
}
 
 
cItemPlacement Garbage1
 
{
 
ItemName = "GarbageCan_4"
 
Location = "-370.846,-5.229,-50.444"
 
Rotation = "-0.001,-0.009,-0.002,1.000"
 
SpawnPropFromCategory = "72"
 
}
 
 
cItemPlacement Garbage2
 
{
 
ItemName = "GarbageCan_4"
 
Location = "-381.565,-0.229,-62.718"
 
Rotation = "0.000,0.928,0.000,0.372"
 
SpawnPropFromCategory = "78"
 
}
 
cItemPlacement Garbage6
 
{
 
ItemName = "GarbageCan_4"
 
Location = "-363.453,-5.203,-64.290"
 
Rotation = "0.402,-0.417,0.569,-0.583"
 
SpawnPropFromCategory = "62"
 
}
 
cItemPlacement HandBag3
 
{
 
ItemName = "HandBag"
 
Location = "-301.973,-5.588,-27.698"
 
Rotation = "-0.354,0.576,0.675,0.296"
 
SpawnPropFromCategory = "69"
 
}
 
cItemPlacement SmallSuitcase
 
{
 
IsStatic = ""
 
ItemName = "SmallSuitcase"
 
Location = "-401.858,-4.595,-41.869"
 
Rotation = "-0.705,-0.110,-0.113,0.691"
 
SpawnPropFromCategory = "65"
 
}
 
 
|}
 
 
==Keyitems==
 
:''See [[:Category:Key Items]].''
 
 
==Miscellaneous weapon values==
 
{{template:Miscellaneous weapon values}}
 
 
==Stop interaction of item==
 
IsNotInteractable = "true" stops player from picking up the item and using the item.
 
==Gifts for Katey==
 
[[ File:Dead rising fire ax gifts for katey.jpg|230px|right|thumb|The [[Fire Ax]] as a gift for Katey after given.]]
 
In the mission, [[Gifts for Katey]], the line
 
<pre>Giftable = "true</pre>
 
Added to items.txt, makes any item giftable to Katey.
 
 
Chuck originally was able to give the fire ax twice to Katey. By giving the fireax its own ID though, Chuck can no longer give Katey 2 fire axes.
 
 
All of the current weapons have different Cinamatic ID's:
 
 
<pre>
 
ITEM_NAME = "GiantStuffedBear"
 
NPCName = "cast_katey"
 
cMissionCinematic x152
 
 
ITEM_NAME = "GiantStuffedDonkey"
 
NPCName = "cast_katey"
 
cMissionCinematic x162
 
 
ITEM_NAME = "WaterGun"
 
NPCName = "cast_katey"
 
cMissionCinematic x173
 
</pre>
 
 
The amount of PP given is connected by the cMissionCinematic x ID. If a weapon has the same cMissionCinematic x ID, it also gives the same amount of PP. You can made up a cMissionCinematic x ID, for example, x154 to x700, and the weapon giving to Katey gives 20,000PP.
 
{{-}}
 
 
 
==error message==
 
==error message==
 
{{{!}}align=right
 
{{{!}}align=right
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"wrong texture in a merged big file"
 
"wrong texture in a merged big file"
   
It will often be four lines, then two lines twice.
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It will often be four lines, these two lines twice.
   
 
The modding community currently does not know how to fix this.
 
The modding community currently does not know how to fix this.
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==References==
 
==References==
 
{{reflist}}
 
{{reflist}}
 
 
==External links==
 
==External links==
*[http://deadrising2mods.proboards.com/index.cgi?board=dr2general&action=display&thread=676 What determines what falls out of broken weapons?], ''Dead Rising 2 PC Mods'', (March 28, 2011).
+
* [http://deadrising2mods.proboards.com/index.cgi?board=dr2general&action=display&thread=381 Swapping Object Animations?], ''Dead Rising 2 PC Mods'', (November 10, 2010).
*[http://deadrising2mods.proboards.com/index.cgi?board=dr2general&action=display&thread=381 Swapping Object Animations?], ''Dead Rising 2 PC Mods'', (November 10, 2010).
+
* [http://deadrising2mods.proboards.com/index.cgi?action=display&board=dr2general&thread=189&page=1 Increase healing from Beerhat], ''Dead Rising 2 PC Mods'', (October 12, 2010).
*[http://deadrising2mods.proboards.com/index.cgi?action=display&board=dr2general&thread=189&page=1 Increase healing from Beerhat], ''Dead Rising 2 PC Mods'', (October 12, 2010).
 
 
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