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[MOD REQUEST] persistent corpses (2nd Attempt)


vbiguine

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Is there a way for the dead bodies not to disappear at this rate when you kill them? Perhaps to come up with a code or script that would allow the player to choose the distance at which the bodies disappear based on the player's preference and computing power? Everything disappears smack dab in front of you leaving a little cocaine bag, it's awful and completely unnecessary.

Please help, it is a HUGE problem in this game and a total break of immersion.

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  • 4 weeks later...
  • 5 months later...

Yeah I'd love that too, just turn your head and everything disappear, that's sad...
Also, a bit more "Zombies under AI", not just the twenty around the player and all other ones just do nothing.
(Does it exist ? I looked but found nothing. I understand the game has been coded that way for computing power, as you said, but even with my old PC it's obvious I have enought for more than that.)

Let's hope it will be in DL2 !

Edited by Oblib
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  • 8 months later...

I've always wanted this as well, and never really liked the bags.
It's a mod I attempt to make at some point every time I play. Though for it still not to be solved after 7 years? That's pretty ridiculous. But then I remembered why. After spending another day on it. I'm even more confused as ever. I'll try to explain some of the issues I've ran across while trying to make this. Firstly the a lot of the code has comments but they're mostly in polish.

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I don't have much knowledge of coding, I just fiddle around with stuff till it works, so a lot of this doesn't make that much sense. I'm just twisting knobs and what not. On top of this, there's at least 20+ files responsible for ragdolls. in the ../odephysics I did set MaxLifeTime and SetMaxWatchingTime to both -1 and 65535 and didn't seem to do anything. Then I noticed while playing that the hanging corpses don't despawn. It had it's very own ragdoll.phx so I merged those changes with all of the other files and still nothing. In the process I broke collision for the player (don't edit odephysicswalkfly.phx lol) and kept falling through the map every time I spawned, so it took me a few hours to fix that. I've edited the gameworld.phx and all of them really. None of them seem to do anything. I found a file called "ai_props.scr" which has this line ZombieDensityMod(10) also does nothing when set higher. Then I found another file in the scripts folder called "common_spawn_presets.scr" that has this line : RemoveDistanceIfNotContact(30) changing this value higher also does nothing.

This is where I'm at now. I feel even more confused and have made even less progress. I did manage to get ragdolls to behave differently but that's it. I'm sure it's possible. I'm probably just editing the wrong line. Or it's somewhere tucked away. Posting this info here in case it helps anyone.

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Yeah I'd love that too, just turn your head and everything disappear, that's sad...

Also, a bit more "Zombies under AI", not just the twenty around the player and all other ones just do nothing.

(Does it exist ? I looked but found nothing. I understand the game has been coded that way for computing power, as you said, but even with my old PC it's obvious I have enought for more than that.)

 

Let's hope it will be in DL2 !

 

I think ragdoll things are dead end. Hanging corpses basically work like any other pre-placed meshes.

Try fiddling with presets (HumanAI.pre), for example theres Character attribute called m_DissapearOnDeath", "0" which could possibly be transfered to infected prests.

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I'll check out HumanAI.pre. I managed to find meshvisibilityparams.scr which has the range at which you can see all meshes in the game (I think), I'll fiddle with it some more when I get back. If anyone knows what the actual mesh is called (for the bags) that information would be useful.

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I'll check out HumanAI.pre. I managed to find meshvisibilityparams.scr which has the range at which you can see all meshes in the game (I think), I'll fiddle with it some more when I get back. If anyone knows what the actual mesh is called (for the bags) that information would be useful.

 

Yeah meshvisibilityparams determine range of meshes render / when game switches to LOD render.

The mesh dead zombie transforms into is called drugs.msh. Only mentions of it are in collectable and inventory scripts, which is another dead end. I belive its just hardcoded that zombie transforms into drugs.msh and we have no control over it via data.paks.

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