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I do have the core list of codes(with a bunch of extra junk code) in a file. Or you can open up the exectuable with a notepad or something and look around :) Have been working on redoing the 3D model for the church base so i haven't had time to do any other fun stuff :)
Thexsadow on the SoD forums said they got the console working but didn't say how.
Path: State of Decay\Game\scripts\entities\items\xml\weapons
This has to stop otherwise it will not work.
<item name="Rifle_750_Forester" class="Weapon" category="rifle" priority="3">
<ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="2" draw_time="0.35"
sweep_width="-1" sweep_frequency="-1" burstPauseTimeMin="0.5" burstPauseTimeMax="1.5" singleFireTriggerTime="0.5" />
You can replace with any firearm.
Here the source text:
<---Here you can change the Text -->
<params>
<param name="giveable" value="1" />
<param name="selectable" value="1" />
<param name="pose" value="rifle" />
<param name="mass" value="0" />
<param name="canHaveSilencer" value="0" />
<param name="disturbanceValue" value="5.0" />
<param name="soundRange" value="3.0" />
<param name="soundRangeSilenced" value="0.0" />
<param name="display_name" value="750 Forester"/>
<param name="ammoMax" value="150" />
</params>
<geometry>
<firstperson name="objects/weapons/rifle/rifle_750forester/rifle_750forester.cgf"/>
<thirdperson name="objects/weapons/rifle/rifle_750forester/rifle_750forester.cgf"/>
</geometry>
<actions>
<action name="select">
<animation target="owner" name="select"/>
</action>
<action name="deselect">
<animation target="owner" name="deselect"/>
</action>
<action name="fire">
<sound target="player" name="Sounds/weapons:wpn_common:dryfire" radius="50" static="0"/>
<sound target="player_reverb" name="sounds/weapons:wpn_rifle:22_fire_sup_rvrb" radius="50" static="0"/>
<sound target="npc" name="Sounds/weapons:wpn_common:dryfire" radius="50" static="0"/>
</action>
<action name="fire_jammed">
<sound target="player" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
<sound target="npc" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
</action>
<action name="fire_silenced">
<sound target="player" name="sounds/weapons:wpn_rifle:308_fire_sup" radius="50" static="0"/>
<sound target="player_reverb" name="sounds/weapons:wpn_rifle:308_fire_sup_rvrb" radius="50" static="0"/>
<sound target="npc" name="sounds/weapons:wpn_NPC_rifle:308_NPC_fire_sup" radius="50" static="0"/>
</action>
<action name="reload_start">
<animation target="owner" name="reload_start"/>
</action>
<action name="reload_load">
<animation target="owner" name="reload_load"/>
</action>
<action name="reload_end">
<animation target="owner" name="reload_end"/>
</action>
<action name="unjam_start">
<animation target="owner" name="unjam_start"/>
</action>
<action name="unjam_work">
<animation target="owner" name="unjam_work"/>
</action>
<action name="unjam_end">
<animation target="owner" name="unjam_end"/>
</action>
<action name="empty_clip">
<sound target="player" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
<sound target="npc" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
</action>
<action name="change_firemode">
<sound target="player" name="sounds/weapons:wpn_common:firemode" radius="20"/>
</action>
</actions>
<audio>
<player>
<param name="precacheAudioFile" value="wpn_rfl_308"/>
<events>
<event name="roundin" output="Sounds/weapons:wpn_common:jammed"/>
<event name="roundinbarrel" output="Sounds/weapons:wpn_common:dryfire"/>
</events>
</player>
<npc>
<param name="precacheAudioFile" value="wpn_rfl_308_npc"/>
<events>
<event name="roundin" output="Sounds/weapons:wpn_common:jammed"/>
<event name="roundinbarrel" output="Sounds/weapons:wpn_common:dryfire"/>
</events>
</npc>
</audio>
<firemodes>
<firemode type="default">
<fire>
<param name="ammo_type" value="bullet_22cal"/>
<param name="rate" value="900"/>
<param name="reload_time" value="5.0"/>
<param name="bullet_chamber" value="0"/>
<param name="clip_size" value="5"/>
<param name="damage" value="400"/>
<param name="damage_drop_min_distance" value="32"/>
<param name="damage_drop_per_meter" value="15.0"/>
<param name="helper_tp" value="weapon_term"/>
<param name="nearmiss_signal" value="OnNearMiss"/>
</fire>
<recoil>
<!-- each shot moves this amount along the x and y axes, measured from 5m -->
<attack_base>
<param name="x" value="0.0"/>
<param name="y" value="0.028"/>
</attack_base>
<!-- randomness -->
<attack_rand>
<param name="nx" value="-0.016"/>
<param name="x" value="0.016"/>
<param name="ny" value="-0.02"/>
<param name="y" value="0.02"/>
</attack_rand>
<!-- additional randomness for high rate -->
<attack_rand_high>
<param name="threshold_timeslice" value="0.2"/>
<param name="threshold_shots" value="1"/> <!-- if shots fired in the last timeslice crosses the threshold use high recoil randomness. -->
<param name="nx" value="-0.04"/>
<param name="x" value="0.04"/>
<param name="ny" value="-0.004"/>
<param name="y" value="0.08"/>
</attack_rand_high>
<!-- times -->
<param name="time_fadein" value="0.001" />
<param name="time_hold" value="0.2" />
<param name="time_fadeout" value="0.16"/>
<!-- multipliers -->
<param name="recoil_jump_m" value="1.5" />
<param name="recoil_crouch_m" value="0.5" />
<param name="recoil_sprint_m" value="1.2" />
<param name="recoil_runandgun_m" value="0.5"/>
</recoil>
<!-- If you don't want your gun to be super-accurate this adds some spread -->
<spread>
<param name="min" value="0.0"/>
<param name="max" value="0.0"/> <!-- max radius at 5m -->
<param name="attack" value="0.0"/> <!-- spread per shot -->
<param name="decay" value="0.0"/> <!-- time from max to min -->
<!-- movement modifier -->
<param name="speed_threshold" value="1.0"/> <!-- movement speed over this adds spread -->
<param name="speed_m" value="0.00"/> <!-- movement times this is added to spread -->
<param name="rotation_threshold" value="1.0"/> <!-- rotation over this add spread -->
<param name="rotation_m" value="0.00"/> <!-- rotation times this is added to spread -->
<!-- multipliers -->
<param name="spread_jump_m" value="1.5" />
<param name="spread_crouch_m" value="0.85" />
<param name="spread_sprint_m" value="1.2" />
<param name="spread_runandgun_m" value="1.0" />
</spread>
</firemode>
<firemode name="Single" type="Single">
<tracer>
<param name="geometryFP" value="objects/effects/tracer_standard_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_new.cgf" />
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<param name="speed" value="375" />
<param name="speedFP" value="1100" />
<param name="frequency" value="1"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</tracer>
<outofammotracer>
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<paran name="speed" value="375" />
<param name="speedFP" value="1100" />
<param name="frequency" value="2"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</outofammotracer>
<fire>
<param name="tracer_treshold" value="5"/>
<param name="auto_fire" value="false"/>
</fire>
</firemode>
</firemodes>
<accessories>
<accessory name="Silencer">
<attach helper="silencer_attach" layer="silencer"/>
<detach/>
</accessory>
</accessories>
</item>
What do you mean with "This has to stop?" This part needs to be removed/deleted?
The gun definitions file is in the libs folder -> libs/class3/items/items.xml
This is where I would guess you could 'add' stuff in. Unfortunately it has a encrypted counter part so no luck making changes. :(
weapon icon entries are stored here - libs/class3/icons/inventoryicons.xml
Good calls BIZ
Could you upload that SWAT-type skin?