the cutting room mirror

Development Related Text

This is a sub-page of Dead Rising 3.

boss_05_cranetaunts.txt (Red)#

When coding in audio, there's a "Comment" function. This does nothing but gives a message to other developers. The most prominent use of this function is scenegraph.txt.

Assumption for loading this fragment is that boss_05_dialogue.big is loaded

boss_06.txt (Hemlock)#

Comment relating to a scrapped "take down" move.

i don't think any of these are working

cast_10.txt (Rhonda)#

Comment relating to blood squirting audio from Rhonda's arm during Chapter 7.

Used for Chapter 7.2, where Rhonda's arm gets lopped off

scenegraph.txt#

Comment

Use

Has this speaker been destroyed? 0 is no, 1 is yes

Checking if a PSA speaker has been destroyed

s

For when the UI "fades"

This was causing Cinematic mix layer to remain on in game after Intro Soulmate cine

Disabling cinematic playback

Disabled in Boss Battles

Zombie grapple stingers

Catch-all for anim tag not firing

Stopping a zombie grapple stinger

Check to make sure Grapple Layer is off when loading last checkpoint

"Keying Off" the grapple layer

IsDemoMode, or...

Checking if the game is in the demo

...is Story Mode, and...

Checking if the game is in Story Mode

...so adaptive music and threat speech are disabled in chapter 0

Checking if the games above Chapter 0

Waiting for UI team to hook up individual events for each type of locker opnes, this one will be HudWeaponLockerOpen and will be handled in the main UI play tree.\r\n

Related to locker UI for Stronghold Mode

mix layer active when zombie threat level is greater than 0

Checking for zombie threat level

Layer for removing in game cine dialog reverb

Removing cinematic reverb

Anims currently only tagged for Gang Leader. Using Sync Attack assets and mix move.

Hunter's stun state

Playing on Sync attack channel and mix layer

"Looping" the stun state

from Attract Video

Disabling cinematic playback reverb

Events are sent from ForgeScript cinematic file - loading dialogue for attract video

Loading Chapter 0 audio

hack for psy04 speaker

Dylan's speaker when trying to bring a survivor to his fight

boss_05 crane fake context

Red's crane taunts

museum voice context

Museum Of America's exhibit speakers

No entry for heavy boots in ftpslite, just use boots

Footwear with "heavy boot" audio

For StatusEffectsComponent

Status effects, like being on fire

VFX Asset Query only

Continuous VFX effects

replaced PlayEX

Player's punches and kicks

INACTIVE

An unused left kick attack for the player

Need to make accessible only to VFX-scoped events

Common VFX

acid toy explode when attached

VFX for the Acid Toy combo weapon

director battle robot arm damage spark

The destroyed panels on the back of the Loaders

Red Crane battle barrels explode

The gas barrels Red throws with the crane

Rollerhog Co-op flare/fireworks explosion

VFX for the explosive's the Co-op player can throw from the Rollerhawg

Rollerhog Co-op flare/fireworks explosion

VFX for when the Rollerhawg bombs blow up a zombie

replaced with fire trail in fx_main

Dylan's flame throwing attack

gluttony vomit clearout

Darlene's vomit VFX

director battle robot arm damage spark

Spark VFX for when the Loaders malfunction

body freeze

When a character gets frozen with an ice attack

replaced LustFireBallSmoke

Smoke trail VFX caused by Dylan's fire

body freeze

When a character catches on fire (comment doesn't match up)

Morgue Drawer Locked triggered by player anim

When a player tries to open one of the locked Morgue drawers in Chapter 2

Preloaded for scripted explosions

Loading in Grenade audio

Preloaded for scripted explosions

Loading in Gas Barrel audio

Force loads dick assets after a cine is over

Loading in Dick's audio after a cutscene