How to change the characteristics of weapons? (Dying Light)
So I'm walking the path Program Files (x86) / Steam / steamapps / common / Dying Light / DW / open Data0.pak program 7-Zip to go further on the path data / scripts / inventory / copy inventory_special.scr to the side, open Notepad, play with weapon options, save the changes and replace the new file to the old one. I go into the game, the game says that there are some modifications, upload the box and change it there in fact.How to be?
I read on Internet that in such cases, the file with the scr extension is that the type of the electronic key to confirm the data, i.e. as I understand somewhere there is a file with which it compares the contents of inventory_special.scr Is not matching and does not change. Where else can I get to make my changes?
+ dig deeper into other files such as the path Program Files (x86) / Steam / steamapps / common / Dying Light / DW / Data0.pak / data / scripts / inventory / inventory_gen.scr There is the same weapon, completely different, but there is a PostScript at the beginning of the text -
//This script is generated from Inventory.xlsm. Don't modify it!!!
import inventorystuff.scr
Where is this file located? from what he forbids me, hold me there to break!
And another thing, ever notice how some players arms waving very quickly, odnorukij waving twice as fast, and one showed how much speed durukoy waving and blow the return is almost immediate, as they could do? In the Khanty noticed the animation is cut out, After evasion hunt instantly recovering, others hit the ground a radius of 20 meters. They obviously do not use regular table cheat engine or trainer...somehow some way it did. And how do they play online? Share your experience, I'll be happy :) and the PM
You need inventory_gen.scr
For example
Item(Melee_ShortKnifeCGen, CategoryType_Melee)
{
Visibility(true);
ItemType(ItemType_Knife);
PhysicsScript(single_dropped_inventory.phx);
UpgradeLevel(0);
Condition(40);
CriticalCondition(12);
Damage(30.0);
Force(10.0);
CriticalProb(0.0);
CriticalDamage(2.0);
DamageRange(130.0 *0.01);
DamageToPhysicsObjects(17.0);
PhysicsDamageMul(1.0);
StaminaUsage(0.11);
ConfusionProb(0.0);
HeadSmashProb(0.0);
HeadCutProb(0.0);
ArmsCutProb(0.0);
LegsCutProb(0.0);
WeaponBuildType(WeaponBuildType_Metal);
DamageType(DamageType_Cut);
Flags(3);
InventoryMeshHq(wn_short_knife_c.msh);
InventoryMesh(wn_short_knife_c.msh);
Mesh(wn_short_knife_c.msh);
SkinTag(Weapon_Craft0);
AnimPrefix(Knife);
HudIcon(weapon_knife);
MinHitSeverity(HitSeverity_Light);
MaxHitSeverity(HitSeverity_Light);
HorizontalAttackDamageMul(1.0);
TwoHanded(false);
HolderElement(r_thigh);
HolderOffset([0.0,10.0,10.0] *[0.01, 0.01, 0.01]);
HolderAngle([0.0,0.0,-90.0]);
DestroySound(damaged_sharp_weapon_XX.wav);
AiHitSound(knife);
use HitEffects_Sharp();
use PickupSounds_Default();
DamageSize(1.0);
StatsType(StatsType_Cut);
FF_EffectName(Hit_Knife);
FF_Left(0.6);
FF_Right(0.6);
FF_Duration(0.2);
FF_FadeOut(0.0);
Reparable(true);
RepairTags(Weapon_Craft4);
RepairPart(Craft_MetalScrap, 1);
AllowedRepairs(3);
SoundDamagedHit(damaged_sharp_weapon_XX.wav);
ThrowBeginSound(knife_throw.wav);
Color(Color_White);
GenLevelMin(1);
GenLevelMax(1);
AchType(AchType_Machete);
DismantleResultItem(Craft_MetalScrap);
DismantleResultItemCnt(1);
CraftingSlots(1,0);
UniqueFxNameBase(short_knife_c);
RestrictionFlags(0);
RagdollBehaviorPrefix(Knife);
HandInertiaFactor(1.8);
Price(4700);
GenType(GenType_MeleeWeapon);
Damage(30.0); is weapon damage, you have to put at least 50000
PhysicsDamageMul(1.0); - suppose this line is interesting because you can change which power from a zombie attack will otlichat.
I completely redid all content inventory_gen.scr, set up weapons better, have increased the prices of weapons in 5 times and so on. But the damage has not been touched, as all interest is lost.