STEAM GROUP
State of Decay Modding Crew SoDModding
STEAM GROUP
State of Decay Modding Crew SoDModding
25
IN-GAME
209
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Founded
22 September, 2013
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English
Showing 1-10 of 16 entries
12
Changing the Workshop in Snyder Warehouse to a Motor Workshop?
4
Website : State of Decay Mods
1
Generator
12
Changing the Workshop in Snyder Warehouse to a Motor Workshop?
6
Editting rucksacks and resources
5
Planning on editing a few things, some help might be appreciated (Plus other useful stuff)
Originally posted by Cypherdiaz:
Totally off topic here.
Anyone ever look into the ph_inventory.xml file in the level.pak, not to be confused with levels.pak. This is the pak in the one folder normally in the game directory.

Reason for the question..
<GameToken Name="CheatGun" Type="Int" Value="0" LocalOnly="0"/> <GameToken Name="Disabled" Type="Int" Value="0" LocalOnly="0"/> <GameToken Name="ShowAmmo" Type="Bool" Value="false" Description="Allows game code to force display of your current ammo totals." LocalOnly="0"/> <GameToken Name="CombatResupply" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player more stuff!" LocalOnly="0"/> <GameToken Name="FirstItems" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player starting items!" LocalOnly="0"/> <GameToken Name="FirstGun" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player starting gun!" LocalOnly="0"/> <GameToken Name="FirstWeapon" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player starting melee weapon!" LocalOnly="0"/> <GameToken Name="CheatAll" Type="Bool" Value="false" Description="Hack! Signal from RTSEvents to load your community up." LocalOnly="1"/>

That stuff..
Interesting. Could they be..cheat codes of some sort? Hrm.



Back to topic as it were.
Refering to #2 in my OP.
Did some looking. Found something, not sure if it is it or not.
In Enclaves.xml. When talking about setting up enclaves. Noticed this bit of code (It appears multiple times)
<Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet9mm" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet45cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet22cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet40cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet44cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet357cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet556mm" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet762mm" />

So...thoughts.
This could very well be the cause of the problem (Which it turns out UL is aware of and it has been spoken about in various places) but..i somewhat doubt it.
Reason is because that is setting the ammo to a specific amount..sort of. It's not Setting it, its giving. Now I might be wrong here and in their code Giving=Setting. Who knows.
Secondly, if this was the piece of code that was the problem..then we should also see randomly appearing stacks of 44cal, 357cal, etc. This simply isn't happening (at least to me nor to anyone else from what i can tell).

Oh well. Figured id share regardless.


And yet another thing. Was going through files randomly.
libs/config/defaultprofile.xml
It has this code in it...
<actionmap name="singleplayer" version="20"> <!-- singleplayer specific keys --> <action name="save" onPress="1" consoleCmd="1" keyboard="f5" /> <action name="loadLastSave" onPress="1" consoleCmd="1" keyboard="f9" /> <action name="load" onPress="1" consoleCmd="1" keyboard="f8" /> </actionmap>
So that's the default file..
Now lets look at UL's file (That would be prototypeactionmap.xml in the same location).
<actionmap name="singleplayer" version="20"> <!-- singleplayer specific keys --> <!-- <action name="save" onPress="1" consoleCmd="1" keyboard="f5" /> <action name="loadLastSave" onPress="1" consoleCmd="1" keyboard="f9" /> <action name="load" onPress="1" consoleCmd="1" keyboard="f8" /> --> </actionmap>
Virtually the same piece of code..oh except they 'edited' the code out (For those non-code monkeys: this means that the program ignores the stuff between the <!-- and --> as just comments). I wonder..what would happen if you...changed it to this.
<actionmap name="singleplayer" version="20"> <!-- singleplayer specific keys --> <action name="save" onPress="1" consoleCmd="1" keyboard="f5" /> <!-- <action name="loadLastSave" onPress="1" consoleCmd="1" keyboard="f9" /> <action name="load" onPress="1" consoleCmd="1" keyboard="f8" /> --> </actionmap>
By all rights..this should give us a "Save Whenever We Damn Well Please" Feature.

Will have to test it out.
If it does, should be easy since well..its just an xml and there is no bmd version of it.
any updates? does the quick save and quick load work?
4
Editing FOV - any thoughts?
9
REQUEST: Construction/Research Time Mod
2
My mod (AKA-Debohax)
1
Mod Requests
Showing 1-10 of 16 entries