jermeysniperjer123 Posted February 15, 2015 Share Posted February 15, 2015 I have searched and searched but i can't find anywhere how to modify the scripts to stop these from spawning. I have looked in the spawning scripts and it doesn't make any sense whats in there. I want to make it so they don't spawn at all ever. And incase i am using the wrong zombie name i mean the ones that come when you fire a gun or blow something up. Would really like some help please. Link to comment Share on other sites More sharing options...
jermeysniperjer123 Posted February 15, 2015 Author Share Posted February 15, 2015 (edited) I finally figured this out now. What you do is in the common_spawn_presets every line you see with viral in it for example : AIPreset("ViralHumanity_Man_OldTown;ViralHumanity_Woman_OldTown") change this to AIPreset("Biter_Man;Biter_Woman") and delete the lines : DiffLvlTableName("Viral_Man;Viral_Woman") and delete the lines BannedAreaAttribs("NOISE_SPAWN_BLOCKER") My file contents // This is a file generated from DW Spawn System.xlsx. Do not edit directly! // ForceTargetType(i) can take 5 values // -1 - FForcedTarget::None // 0 - FForcedTarget::PlayerDoNotForceVisibility // 1 - FForcedTarget::PlayerOnce // 2 - FForcedTarget::Player // 3 - FForcedTarget::FakeTargetOnceNearContact // 4 - FForcedTarget::PlayerOnceNearContact PresetDef("Stinger") { Difficult(7) AIPreset("BiterStinger_Man;BiterStinger_Woman") SpawnCondition("z_STINGER, 1") } PresetDef("Vessel_Eating_Corpse") { Difficult(7) AIPreset("Biter_Man;Biter_Woman") DiffLvlTableName("Biter_Man;Biter_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") DisallowedMaps("Stadium") AttractorToSpawnWithAI("virtual_corpse_a") MeshToSpawnWithAI("dead_body_c.msh", [0.03, 0, 1.20]) SpawnOnFlatTerrain(1) ForceTargetType(-1) } PresetDef("Vessel_DeadBody") { Difficult(7) AIPreset("Biter_Man;Biter_Woman") DiffLvlTableName("Biter_Man;Biter_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") SpawnOnFlatTerrain(1) ForceTargetType(-1) SetDeadBody("mz_upset_standup_v01") } PresetDef("Vessel_Lurker") { Difficult(7) AIPreset("BiterLurker_Man;BiterLurker_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") SpawnOnFlatTerrain(1) ForceTargetType(-1) } PresetDef("Vessel_Lurker_Int") { Difficult(7) AIPreset("BiterLurker_Man;BiterLurker_Woman") SpawnCondition("p_INTERIOR, 0.4;z_STINGER, 0.4;z_SPECIAL, 0.4") RemoveDistanceIfNotContact(30) SpawnOnFlatTerrain(1) ForceTargetType(-1) } PresetDef("Vessel_Stinger_Int") { Difficult(7) AIPreset("BiterStinger_Man;BiterStinger_Woman") SpawnCondition("z_STINGER, 0.6;z_SPECIAL, 0.6") MinDistBtwZombies(25) RemoveDistanceIfNotContact(45) } PresetDef("Vessel_In_Attractor") { Difficult(7) AIPreset("Biter_Man;Biter_Woman") DiffLvlTableName("Biter_Man;Biter_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;p_ROOF, -1") MinDistBtwZombies(1) ForceTargetType(-1) CanSpawnInAttractor(1) } PresetDef("Vessel_Init") { Difficult(7) DisallowedMaps("old_town_outposts_museum") DisallowedMaps("old_town_outposts_radio") DisallowedMaps("old_town_outposts_office") AIPreset("Biter_Man;Biter_Woman") DiffLvlTableName("Biter_Man;Biter_Woman") SpawnCondition("t_INIT, 0.7;z_VESSEL, 0.7") ForceTargetType(-1) TimeBtwSpawnZombies(1) RelativePresets("Volatile_Pit;Infected_HumanInit") } PresetDef("Vessel_WithAToy") { Difficult(8) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") MinDistBtwZombies(20) ForceTargetType(-1) TimeBtwSpawnZombies(1) } PresetDef("Vessel_GasTank") { Difficult(10) MinChapterAndProgressCondition(1, 9) AIPreset("GasTank") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") DisallowedMaps("Wasteland") MinDistBtwZombies(20) ForceTargetType(1) TimeBtwSpawnZombies(1) } PresetDef("HotGround_Infected") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("__any__, 1;nav_mesh, -1;t_INIT, -1;p_ROOF, -1;p_INTERIOR, -1") MinDistBtwZombies(15) TimeBtwSpawnZombies(1) ForceTargetType(2) SarcophagusTime(3) TimeBtwSpawnZombies(3) } PresetDef("HotGround_Infected_Init") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("t_INIT, 0.7;z_INFECTED, 0.7;p_ROOF, -1") MinDistBtwZombies(15) RemoveDistanceIfNotContact(20) ForceTargetType(2) TimeBtwSpawnZombies(1) RelativePresets("Vessel_Init;Volatile_Pit") SarcophagusTime(3) } PresetDef("HotGround_Infected_Roof_Init") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("t_INIT, 0.4;z_INFECTED, 0.4;p_ROOF, 0.4") MinDistBtwZombies(15) ForceTargetType(2) TimeBtwSpawnZombies(1) SarcophagusTime(3) } PresetDef("Infected_Human") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("p_WIDE, 1;p_SQUARE, 1;p_ROOF, -1") MinDistBtwZombies(30) TimeBtwSpawnZombies(1) } PresetDef("Infected_HumanPeak") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") MinDistBtwZombies(25) TimeBtwSpawnZombies(1) } PresetDef("Infected_HumanInit") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("t_INIT, 0.7;z_INFECTED, 0.7") MinDistBtwZombies(30) RemoveDistanceIfNotContact(20) ForceTargetType(2) TimeBtwSpawnZombies(30) RelativePresets("Vessel_Init;Volatile_Pit") } PresetDef("Infected_HumanScream") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") ForceTargetType(2) TimeBtwSpawnZombies(1) } PresetDef("Infected_HumanInit_Noise") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("t_INIT, 0.7;z_INFECTED, 0.7") MinDistBtwZombies(30) RemoveDistanceIfNotContact(20) ForceTargetType(2) TimeBtwSpawnZombies(1) RelativePresets("Vessel_Init;Volatile_Pit") } PresetDef("Infected_HumanScream_Noise") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") ForceTargetType(2) TimeBtwSpawnZombies(1) } PresetDef("Infected_HumanEatingCorpse") { Difficult(10) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1") AttractorToSpawnWithAI("virtual_corpse_a") MeshToSpawnWithAI("dead_body_c.msh", [0.03, 0, 1.20]) SpawnOnFlatTerrain(1) ForceTargetType(-1) } PresetDef("Infected_HumanFakeTarget") { Difficult(15) AIPreset("BiterWeapon_Man;BiterWeapon_Woman") SpawnCondition("nav_mesh, 1") ForceTargetType(2) TimeBtwSpawnZombies(1) } PresetDef("Goon") { Difficult(15) AIPreset("Goon_Slums") SpawnCondition("p_WIDE, 1;p_SQUARE, 1;p_ROOF, -1") MinDistBtwZombies(40) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(1) DiffLvlTableName("Goon") ForceTargetType(-1) } PresetDef("Toad_Easy") { Difficult(20) AIPreset("Toad_Slums") SpawnCondition("p_WIDE, 1;p_SQUARE, 1;z_SPECIAL, 1;z_SPITTER, 1;") DisallowedMaps("Old_Town") MinDistBtwZombies(30) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(1) ForceTargetType(-1) } PresetDef("Toad_Medium") { Difficult(20) AIPreset("Toad_Wasteland") SpawnCondition("p_WIDE, 1;p_SQUARE, 1;z_SPECIAL, 1;z_SPITTER, 1;") DisallowedMaps("Old_Town") MinDistBtwZombies(30) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(1) ForceTargetType(-1) } PresetDef("Toad_Hard") { Difficult(20) AIPreset("Toad_OldTown") SpawnCondition("p_WIDE, 1;p_SQUARE, 1;z_SPECIAL, 1;z_SPITTER, 1;") MinDistBtwZombies(30) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(1) ForceTargetType(-1) } PresetDef("Toad_OldTown") { Difficult(20) AIPreset("Toad_OldTown") AllowedMaps("Old_Town") SpawnCondition("z_SPITTER, 1;") MinDistBtwZombies(30) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(1) ForceTargetType(-1) } PresetDef("Suicider") { Difficult(20) MinChapterAndProgressCondition(1, 8) AIPreset("Bomber") SpawnCondition("p_WIDE, 1;p_INTERIOR, 1;z_SPECIAL, 1") MinDistBtwZombies(60) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(1) } PresetDef("Armored") { Difficult(40) AIPreset("Demolisher") SpawnCondition("z_DEMOLISHER, 1") DisallowedMaps("Slums") MinDistBtwZombies(80) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(2) } PresetDef("Screamer") { Difficult(20) AIPreset("Screamer") SpawnCondition("p_WIDE, 1;p_SQUARE, 1;z_SPECIAL, 1") DisallowedMaps("Slums") MinDistBtwZombies(100) RemoveDistanceIfNotContact(45) TimeBtwSpawnZombies(1) } PresetDef("Running_Bomber") { Difficult(20) AIPreset("RunningBomber") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1;p_ROOF, -1") AllowedMaps("Old_Town") MinDistBtwZombies(15) ForceTargetType(2) TimeBtwSpawnZombies(1) OnSpawnSound("suicider_bobmer_spawn_near_ext_00.wav") } PresetDef("Running_Bomber_Init") { Difficult(20) AIPreset("RunningBomber") SpawnCondition("t_INIT, 0.7;z_INFECTED, 0.7;p_ROOF, -1") AllowedMaps("Old_Town") MinDistBtwZombies(15) ForceTargetType(2) TimeBtwSpawnZombies(1) OnSpawnSound("suicider_bobmer_spawn_near_ext_00.wav") } PresetDef("Running_Bomber_Nav") { Difficult(20) AIPreset("RunningBomber") SpawnCondition("nav_mesh, 1") AllowedMaps("Wasteland") MinDistBtwZombies(10) ForceTargetType(3) TimeBtwSpawnZombies(1) OnSpawnSound("suicider_bobmer_spawn_near_ext_00.wav") } PresetDef("z_Stinger") { Difficult(3) AIPreset("BiterStinger_Man;BiterStinger_Woman") SpawnCondition("z_STINGER, 1") MinDistBtwZombies(25) RemoveDistanceIfNotContact(45) } PresetDef("Melee_Fighter_With_Pipe_Init") { Difficult(20) AIPreset("Enemy_Headhunter_Melee") SpawnCondition("t_INIT, 0.7;z_MELEE_FIGHTER, 0.7") AllowedMaps("Old_Town") MinDistBtwZombies(30) RemoveDistanceIfNotContact(45) ForceTargetType(2) TimeBtwSpawnZombies(1) UseCondition("Scavegers_Outpost_Far") RelativePresets("Human_To_Infected_In_Attractor;") } PresetDef("Melee_Fighter_With_Pipe") { Difficult(20) SpawnCondition("z_MELEE_FIGHTER, 1;p_WIDE, 1;p_SQUARE, 1;p_ROOF, -1") AIPreset("Enemy_Headhunter_Melee") AllowedMaps("Old_Town") MinDistBtwZombies(30) TimeBtwSpawnZombies(5) ForceTargetType(2) UseCondition("Scavegers_Outpost_Far") RelativePresets("Human_To_Infected_In_Attractor;") } PresetDef("Volatile_Eating_Corpse") { Difficult(40) AIPreset("Volatile") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1") DisallowedMaps("Stadium") DisallowedMaps("old_town_outposts_museum") DisallowedMaps("old_town_outposts_radio") DisallowedMaps("old_town_outposts_office") AttractorToSpawnWithAI("Volatile_eating_corpse_01") MeshToSpawnWithAI("dead_body_c.msh", [0.03, 0, 1.20]) SpawnOnFlatTerrain(1) ForceTargetType(-1) } PresetDef("Human_To_Infected_In_Attractor") { Difficult(15) AIPreset("HumanToViralTransformation_Man;") DiffLvlTableName("Viral_Man") SpawnCondition("t_TRANSFORM, 0.7.;z_INFECTED, 0.7") MinDistBtwZombies(30) ForceTargetType(-1) CanSpawnInAttractor(1) RelativePresets("Melee_Fighter_With_Pipe;Melee_Fighter_With_Pipe_Init;") } PresetDef("Nurker") { Difficult(5) AIPreset("BiterNurker_Man") SpawnCondition("z_WATER, 1") MinDistBtwZombies(10) RemoveDistanceIfNotContact(25) } PresetDef("Immposible") { Difficult(5) AIPreset("Biter_Man") SpawnCondition("z_WATER, 0.5;p_ROOF, 0.5") MinDistBtwZombies(10) RemoveDistanceIfNotContact(25) } PresetDef("DeadZone_Policeman") { AllowedMaps("Old_Town") UseCondition("Day;DeadZone_Close;") Difficult(7) AIPreset("Biter_Policeman") SpawnCondition("__any__, 1;nav_mesh, -1;t_INIT, -1;p_ROOF, -1;") MinDistBtwZombies(6) ForceTargetType(-1) } PresetDef("DeadZone_GasTank") { Difficult(10) AIPreset("GasTank") AllowedMaps("Old_Town") UseCondition("Day;DeadZone_Close;") SpawnCondition("__any__, 1;nav_mesh, -1;t_INIT, -1;p_ROOF, -1;") MinDistBtwZombies(15) ForceTargetType(1) TimeBtwSpawnZombies(1) } PresetDef("Biter_Burn") { Difficult(7) AIPreset("BiterBurn_Man;BiterBurn_Woman;") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1") MinDistBtwZombies(20) ForceTargetType(-1) TimeBtwSpawnZombies(1) } PresetDef("Biter_Special") { Difficult(9) AIPreset("BiterBurn_Man;BiterBurn_Woman;Biter_Worker") SpawnCondition("nav_mesh, -1;__any__, 1;t_INIT, -1") MinDistBtwZombies(20) ForceTargetType(-1) TimeBtwSpawnZombies(1) } and no more stupid virals! Edited February 15, 2015 by jermeysniperjer123 Link to comment Share on other sites More sharing options...
TyVad Posted February 16, 2015 Share Posted February 16, 2015 Is this confirmed???? I hate the virals.... Link to comment Share on other sites More sharing options...
jermeysniperjer123 Posted February 16, 2015 Author Share Posted February 16, 2015 (edited) I am not sure if you have to delete all the lines i did but this worked for me. You do still hear the sounds that happen when they used to spawn though. I don't know how to stop that yet. Edited February 16, 2015 by jermeysniperjer123 Link to comment Share on other sites More sharing options...
Codester47 Posted March 10, 2015 Share Posted March 10, 2015 I have searched and searched but i can't find anywhere how to modify the scripts to stop these from spawning. I have looked in the spawning scripts and it doesn't make any sense whats in there. I want to make it so they don't spawn at all ever. And incase i am using the wrong zombie name i mean the ones that come when you fire a gun or blow something up. Would really like some help please.Hello, I was looking for common_spawn_presets for a while after seeing this post and could not find it could you tell me please were the file is found it would be greatly appreciated, thanks Link to comment Share on other sites More sharing options...
norsairius Posted March 16, 2015 Share Posted March 16, 2015 Is this confirmed???? I hate the virals....Yes, this works. I am not sure if you have to delete all the lines i did but this worked for me. You do still hear the sounds that happen when they used to spawn though. I don't know how to stop that yet.I tried to find a way to do this for the past hour and a half, no luck. :( I have searched and searched but i can't find anywhere how to modify the scripts to stop these from spawning. I have looked in the spawning scripts and it doesn't make any sense whats in there. I want to make it so they don't spawn at all ever. And incase i am using the wrong zombie name i mean the ones that come when you fire a gun or blow something up. Would really like some help please.Hello, I was looking for common_spawn_presets for a while after seeing this post and could not find it could you tell me please were the file is found it would be greatly appreciated, thanks You can find it in data\scripts Link to comment Share on other sites More sharing options...
NexTextGorilla Posted March 28, 2015 Share Posted March 28, 2015 I did not delete theBannedAreaAttribs("NOISE_SPAWN_BLOCKER")Line & it seems to work fine.I would like to know also how to disable the screamo/metal scream sound effect that comes from making a disturbance. I cannot seem to locate where it's housed. May have looked right at it, but did not recognize it as the culprit.In a game where you can McGyver a weapon that burns/electrocutes/poisons enemies, craft exploding ninja stars, create freezing grenades, etc, you cannot make a simple ghetto suppressor out of a pop bottle & duct tape. WTF. I would like to know where to silence weapons & not just the audio, as I did find that, kind of fun shooting a double barrel shotgun with no sound other than the projectiles tearing through zombie guts, but the attraction level so that it makes a little audio ring on mini map. Link to comment Share on other sites More sharing options...
leatherneck0297 Posted March 28, 2015 Share Posted March 28, 2015 I would like to know where to silence weapons & not just the audio, as I did find that, kind of fun shooting a double barrel shotgun with no sound other than the projectiles tearing through zombie guts, but the attraction level so that it makes a little audio ring on mini map. You can change the noise type for each weapon listed in inventory.scr and inventory_gen.scr. It's usually the last line of each weapon script. You can also adjust the noise types themselves (like the loudness as perceived by zombies). I don't have the files in front of me right now, but I believe the noise types are defined in hdr_snd_groups. Link to comment Share on other sites More sharing options...
NexTextGorilla Posted March 28, 2015 Share Posted March 28, 2015 (edited) I would like to know where to silence weapons & not just the audio, as I did find that, kind of fun shooting a double barrel shotgun with no sound other than the projectiles tearing through zombie guts, but the attraction level so that it makes a little audio ring on mini map. You can change the noise type for each weapon listed in inventory.scr and inventory_gen.scr. It's usually the last line of each weapon script. You can also adjust the noise types themselves (like the loudness as perceived by zombies). I don't have the files in front of me right now, but I believe the noise types are defined in hdr_snd_groups. Oh, ok. I did find it before, shotgun for example, in the inventory_gen.scr file.NoiseType HEAVY_SHOTI tried disabling it with // in front as well as at the end.Even tried deleting it, but had no change ingame, so I gave up on it. I do see in the inventory.scr file, though, that some items have NoiseType NONE. I will give that a try.I will look again in the hdr file. Hopefully find a way to disable the "Virals are Coming" sound.Thanks for the direction! Update:Replacing with NONE does not, at least alone, seem to do anything & have unable to silence/suppress weapon fire. Edited March 28, 2015 by NexTextGorilla Link to comment Share on other sites More sharing options...
NexTextGorilla Posted March 28, 2015 Share Posted March 28, 2015 Thanks to the direction of leatherneck0297I believe, for anyone interested, that I have found the viral spawn alert.In the hdr_snd_groups.scr file.This file is found in data\scripts\audioLocateSoundGroup("infected_upset_alarmed_exterior")Line 6437Change the volume to (0.0) Now I do still hear a hint of some other sounds that came with the alert. But it very minimal & I don't mind. I don't hear the screaming & crashing. I'm sure you could look around this area with the "Spawn" wording & see if you can disable it completely.Thanks to jermeysniperjer123 & leatherneck0297I now have a viral free gaming experience. Sounds like I just got back from the doctor with good news. :laugh:Will Update if I find that I am in error. Link to comment Share on other sites More sharing options...
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