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 |