woot woot
and i got a special something for our senior and aboves :diablo: :whip:
one question though, can i use the same GLVLSET.INI in all levels, i though i had to use each specific one...
to busy to do it my self right now . . .
Another Site Wrote:The game's config is located in PSP_GAME > USRDIR > GLOBAL > INIS (discovered accidently when i was trying to see what could be ripped), which houses some very intresting files. The two I've had time to look at are SHOTTD.INI and WEAPTD.INI. I havent tested any of this (lack of time) but feel free to play around with them if you guys wish.
WEAPTD.INI
This file contains information on the weapons, so it'd be pretty easy to enhance the stats for the player a little bit (thou they may apply to the AI's too, so be carefull!). The weapon format looks a bit like this, and here's a few options i notice:
Code:
RECORD 6shooter CLASS WC_AMMO SHOT_TYPE_1 6shooterShot MAX_CLIPS 6 CLIP_AMMO 6 MAX_SHOTS 1 MIN_FIRE_RANGE 18 MAX_FIRE_RANGE 25 MAX_FIRE_RANGE_HIT_PROBABILITY 0.167 RECOIL_DIST 3, 0 RECOIL_TIME 0.2 SHOT_SPREAD 0 dropPED_AMMO 15 MODEL_RELOAD_ANIM 6Shooter_Reload_W # MODEL_RELOAD_EMPTY_ANIM Glock_Reload_Empty_W # MODEL_FIRE_EMPTY_ANIM Glock_Fire_Empty_W LOCKON_TARGET_RANGES 5.0, 8.0 RELOAD_LOOP 1, 1.333 TORSO_DAMAGE_MULTIPLIER 1.0 ARM_DAMAGE_MULTIPLIER 1.0 LEG_DAMAGE_MULTIPLIER 0.5 END
MAX_CLIPS
this means how many clips each weapon can handle. Increasing this should give you the capacity to carry more clips than you would usually (e.g. instead of 6 clips for the 6shooter, you could have 100) be warned thou it may have adverse effects for specific weapons (e.g. camera) that may not be able to handle it
CLIP_AMMO
this means how many units of ammo a clip can contain. Increasing this should mean you have more ammo to use before you have to reload. (e.g. shotgun has 8 ammo units before it has to reload. Changing this would mean you wouldnt have to reload til you fired it x number of times)
MAX_SHOTS
this means how many units of ammo are used up every time you fire. In the case of the sawnoffshotgun, it uses 8 units every time you fire. Increasing this value could mean more units are used (so you'd have to compensate via clip_ammo and max_clips, to ensure you don't run out quickly) but give you a greater shooting area (e.g. knock out a few extra enemies if they're standing together)
RECOIL_DIST & RECOIL_TIME
Recoil basically means the movement of the gun after you fire. The more times you fire in sequence, the more the weapon moves about. Changing the values to below should result in no recoil, meaning you can keep shooting your enemy without having to worry about bullets missing them.
Code:
RECOIL_DIST 0, 0 RECOIL_TIME 0.0
SHOTTD.INI
This file contains information on the effects that the weapons have. The format for each weapon looks like this:
Code:
RECORD 6shooterShot CLASS SC_INSTANT PRIMITIVE SP_LINE SIZE 35 DAMAGE 25 PLAYER_DAMAGE 20 DAMAGE_CLASS ARM_MEDIUM HARD_BSP_HIT_FX gunshot_spark # SOFT_BSP_HIT_FX gunshot_chip CHARACTER_HIT_FX lbloodk SMOKE_BSP_HIT_FX gunshot_smoke STREAK_FX gunshot_streak FLASH_FX 6shoot SHOT_FORCE 20 BODIES_HIT 2 END
DAMAGE
As the name suggests, this is how much damage each weapon inflicts on the person/AI being shot. You could change this value higher (giving you an almost "1-hit kill" mode). However, this could apply to the player, which is where the second option comes in...
PLAYER_DAMAGE
This is how much damage the weapon does to the player. Its naturally slightly lower than the damage it does to the AI. Changing this value to 0 could mean that the player (e.g. you) doesn't get damaged at all when they get shot by an AI, so it'd be like having "God Mode" or "unlimited health". This only changes the weapon options, so you could still die if you fall from a great high or something.
That's all i found out last night, if you find any other options, or have feedback about your own findings then please post em here. :)
Nice find DON. That's fun to do!