Code:
<Activity>
<Name>fuzz_pj</Name>
<Max_Cash>2000</Max_Cash>
<Max_Props>2000</Max_Props>
<Levels>
<Level>
<Cash_Award>100</Cash_Award>
<Props_Award>5000</Props_Award>
<Time_Limit>3</Time_Limit>
<Index>1</Index>
<Spawn_Dist_Min>200</Spawn_Dist_Min>
<Spawn_Dist_Max>300</Spawn_Dist_Max>
<Crime_Levels>
<Crime_Level>
<Level>1</Level>
<Num_Crimes>3</Num_Crimes>
</Crime_Level>
</Crime_Levels>
<Player_Weapons>
<Player_Weapon>
<Weapon>nightstick</Weapon>
<Rounds>-1</Rounds>
</Player_Weapon>
</Player_Weapons>
<Perp_Weapons>
<Perp_Weapon>
<Chance>0.7</Chance>
</Perp_Weapon>
<Perp_Weapon>
<Weapon>baseball_bat</Weapon>
<Chance>0.3</Chance>
</Perp_Weapon>
</Perp_Weapons>
<Vehicle_Exit_Health>0.75</Vehicle_Exit_Health>
<Health_Multiplier>1.0</Health_Multiplier>
<Max_Officers>1</Max_Officers>
<Co-op>
<Time_Limit>3.0</Time_Limit>
<Vehicle_Exit_Health>0.25</Vehicle_Exit_Health>
<Health_Multiplier>1.0</Health_Multiplier>
<Vehicle_Impact_Damage_Multiplier>1.0</Vehicle_Impact_Damage_Multiplier>
</Co-op>
<Police_Weapons>
<Police_Weapon>
<Weapon>nightstick</Weapon>
<Chance>0.9</Chance>
</Police_Weapon>
<Police_Weapon>
<Weapon>stun_gun</Weapon>
<Chance>0.1</Chance>
</Police_Weapon>
</Police_Weapons>
<LevelStartDistrict>Projects</LevelStartDistrict>
<Vehicle_Impact_Damage_Multiplier>1.0</Vehicle_Impact_Damage_Multiplier>
<Max_Complications>1</Max_Complications>
<Complication_Multiplier>1.1</Complication_Multiplier>
<Min_Complications>1</Min_Complications>
<Bonus_Complications>
<Bonus_Complication>
<Chance>0.2</Chance>
<Weapon>sledgehammer</Weapon>
<Ammo>-1</Ammo>
<Cameraman_Persona_Situation>fuzz - use weapon sledgehammer</Cameraman_Persona_Situation>
</Bonus_Complication>
<Bonus_Complication>
<Chance>0.2</Chance>
<Weapon>tire_iron</Weapon>
<Ammo>-1</Ammo>
<Cameraman_Persona_Situation>fuzz - use weapon tire iron</Cameraman_Persona_Situation>
</Bonus_Complication>
<Bonus_Complication>
<Chance>0.2</Chance>
<Weapon>baseball_bat</Weapon>
<Ammo>-1</Ammo>
<Cameraman_Persona_Situation>fuzz - use weapon bat</Cameraman_Persona_Situation>
</Bonus_Complication>
</Bonus_Complications>
</Level>
Code:
<LevelStartDistrict>Projects</LevelStartDistrict>
<Vehicle_Impact_Damage_Multiplier>1.0</Vehicle_Impact_Damage_Multiplier>
<Max_Complications>1</Max_Complications>
<Complication_Multiplier>1.1</Complication_Multiplier>
<Min_Complications>1</Min_Complications>
<Bonus_Complications>
Code:
<Start_Location>Enabled</Start_Location>
<Police_Cruiser_Navpoint>fuzz_pj_cruiser</Police_Cruiser_Navpoint>
<Media_Navpoint>fuzz_pj_cameraman</Media_Navpoint>
<Remote_Warp_Location>fuzz_pj_$remote_player</Remote_Warp_Location>
<Warp_Location>fuzz_pj_$local_player</Warp_Location>
<Player_Outfit>Police Outfit</Player_Outfit>
<Police_Cruiser_Navpoint2>fuzz_pj_$cruiser2</Police_Cruiser_Navpoint2>
<Cutscene>Fuzz_Projects</Cutscene>
</Activity>
Max Cash = The Highest Amount Of Cash You Can Earn In The Highest Level.
Max Props = The Highest Amount Of Respect You Can Earn In The Highest Level.
Cash Award = Cash Award Per Level
Props Award = Props Award Per Level
Time Limit = The Time I Have To Beat This Level
Index = Level Number
Spawn Dist Min = What Is The Nearest Distance That The Criminal Can Spawn
Spawn Dist Max = What Is The Farthest Distance That The Criminal Can Spawn
Crime Level = The Level That Each Number Of Crimes Is Set For
Num_Crimes = The Amount Of Crimes Set For The Crime Level
Weapon = The Weapon Or Weapons That That Are Being Carried In This Level
Rounds = How Much Ammunition You Have.
Chance = The Percentage Of A Chance That The Criminal Will Be Brandishing A Weapon
Vehicle Exit Health = The Amount Of Damage The Vehicle will Amass Before The Criminal Flees It
Health Multiplier = Perp Health Multiplier
Max Complications = The Amount Of Complications Are Allowed Per Level
Complication Multipliers = The Percentage That Gets Added To Your Time Upon The Completion Of A Complication.
Min Complications = The Least Amount Of Complications That Are Required Per Level
Cameraman Persona Situation = The Voice Clip That Plays During The Complication
Level Start District = The Location Of The Beginning Of Each Level
Vehicle Impact Damage Multiplier = Time Bonus Based On How Much Vehicle Impact The Target Car Sustains
Start Location = The Activity Start Location (The Activity Marker Location)
Police Cruiser Navpoint = Where The Police Car Is Parked At Start Of Activity.
Media Navpoint = Where The Cameraman Is Standing
Remote Warp Location = Where The Coop Player Is Standing
Warp Location = Where The Player Is Standing
Police Cruiser Navpoint 2 = Where The Second Police Car Is Parked
Player Outfit = The Outfit That You Spawn In
Cutscene = The Cutscene That Plays Pre Activity
Can Be Changed. Dollar Increments.
Can Be Changed
Has to be changed per activity level. Dollar increments. Can exceed the
amount listed in Max Cash.
amount listed in Max Cash.
Has to be changed per level. Can exceed to Max Props amount.
Is measured in minutes so 60 = 1 Hour. Can be changed.
No reason to change this unless either levels get added or certain
levels get erased.
levels get erased.
Can be changed. Looks to be measured in either feet or meters.
Can be changed. Looks to be measured in either feet or meters.
Needs to be set per level. Works in conjunction with Num_Crimes.
Works in conjunction with Crime Level. Needs to be set per level.
There are three places where weapons can be set. Player, Perp and Police. They are
set with Player_Weapon, Perp_Weapon and Police_Weapon. 0 = no chance and 1 = 100% chance.
These settings reference the weapons.xtbl file.
set with Player_Weapon, Perp_Weapon and Police_Weapon. 0 = no chance and 1 = 100% chance.
These settings reference the weapons.xtbl file.
Code:
<Element>
<Name>Player_Weapons</Name>
<Type>Grid</Type>
<Element>
<Name>Player_Weapon</Name>
<Type>Element</Type>
<Element>
<Name>Weapon</Name>
<Type>Reference</Type>
<Reference>
<File>weapons.xtbl</File>
<Type>Weapon.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>
Code:
<Element>
<Name>Perp_Weapons</Name>
<Type>Grid</Type>
<Element>
<Name>Perp_Weapon</Name>
<Type>Element</Type>
<Element>
<Name>Weapon</Name>
<Type>Reference</Type>
<Required>false</Required>
<Reference>
<File>weapons.xtbl</File>
<Type>Weapon.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>
Code:
<Element>
<Name>Police_Weapon</Name>
<Type>Element</Type>
<Display_Name>Police Weapon</Display_Name>
<Element>
<Name>Weapon</Name>
<Type>Reference</Type>
<Reference>
<File>weapons.xtbl</File>
<Type>Weapon.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>
-1 means infinite ammo. The amount of ammunition that you carry can be changed
but if you exceed the amount of ammunition that the game sets for your weapon,
then your weapon could start acting strangely. see: https://www.saintsrowmods.com/forum/threads/sr2-modding-for-dummies.1102/
but if you exceed the amount of ammunition that the game sets for your weapon,
then your weapon could start acting strangely. see: https://www.saintsrowmods.com/forum/threads/sr2-modding-for-dummies.1102/
(Weapon) Chance. There are two places where
(weapon) chance can be set: Perp and Police. 0 = no chance 1= 100% chance.
(weapon) chance can be set: Perp and Police. 0 = no chance 1= 100% chance.
Code:
<Perp_Weapons>
<Perp_Weapon>
<Chance>0.7</Chance>
</Perp_Weapon>
Code:
<Police_Weapon>
<Weapon>nightstick</Weapon>
<Chance>0.9</Chance>
</Police_Weapon>
Measured in percentage. Default is 0.5
Default 1.0 Can be changed.
This sets the amount of complications that are set as
part of the level.
part of the level.
The MinValue is 1. The Default value is 1.5.
Every level has at least 1 complication. Value can be raised.
References persona_situations.xtbl. Can be changed.
References districts.xtbl
MinValue 0 MaxValue 1.0 Default 1.0
If you change this you are just moving the activity marker.
These coordinates can be changed by editing the
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
These coordinates can be changed by editing the
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
These coordinates can be changed by editing the
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
These coordinates can be changed by editing the
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
These coordinates can be changed by editing the
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
fuzzXX.cts files. PJ = Projects and SX = Shoreside Expansion.
Can be changed. References customization_outfits.xtbl.
Can be changed. References cutscene.xtbl.
This was originally it's own tutorial but
but for the purposes of completion I am adding it here as well. (Edited Slightly)
When modding I will sometimes take a shortcut instead of doing things properly
and it almost always causes me more trouble in the end then just doing
the job correctly would have.
I cite as my example: FUZZ - specifically the roller skaters. I really dislike that
particular assignment. So I thought I'd just mod it out.
To do so I opened up the 'fuzz_crimes.xtbl' Then I searched for skaters and when I found
the entry:
I just deleted it and remade my patch.
Since I had already completed the Suburbs FUZZ activity I went on the the one in The Projects
and it turns out my little editing job had an unintended consequence. Sometimes I couldn't complete
my assignments. Even though I had finished the objective (IE killing the postal worker or the steroid
pusher, the activity kept showing a red marker for them on the map and the next assignment wouldn't trigger.
This was an annoyance, but nothing that restarting couldn't fix so I was going to leave it alone and
write a tutorial about it, but then I thought about ImpulseOfSword2007's mod
and decided to mention how missing objectives were added back into the activity. That was when
I discovered that my thinking was all wrong on how to add and remove certain crimes from the activity.
Instead of deleting a whole chunk of code and causing the activity to glitch in the process I only needed to change
1 number in the script.
Just change the <Crime_Level>3</Crime_Level line to a level that is not present in the activity. For instance:
<Crime_Level>99</Crime_Level
then the "crime" just won't be activated.
NOTE: Even though I read through ImpulseOfSwords2007's 'Fuzz_Crimes.xtbl' this is from my own file instead of theirs.
(The reason I am not "quoting" their mod is that I haven't asked for permission)
but for the purposes of completion I am adding it here as well. (Edited Slightly)
When modding I will sometimes take a shortcut instead of doing things properly
and it almost always causes me more trouble in the end then just doing
the job correctly would have.
I cite as my example: FUZZ - specifically the roller skaters. I really dislike that
particular assignment. So I thought I'd just mod it out.
To do so I opened up the 'fuzz_crimes.xtbl' Then I searched for skaters and when I found
the entry:
Code:
<Crime>
<Name>(L3) Skaters</Name>
<Crime_Type_ID>37</Crime_Type_ID>
<Crime_Level>3</Crime_Level>
<Dispatch_Audio>dispatch - fuzz skateboarders</Dispatch_Audio>
<Crime_Description>ACT_FUZZ_CRIME_SKATERS</Crime_Description>
<Flags>
<Flag>perps_never_cower_or_flee</Flag>
</Flags>
<Group_1_Characters>
<Group_1_Character>
<Name>npc_skater</Name>
<Spawn_Chance>100</Spawn_Chance>
</Group_1_Character>
</Group_1_Characters>
<_Editor>
<Category>Entries:Level 3</Category>
</_Editor>
<Bonus_Complications>
<Bonus_Complication>
<Chance>1.0</Chance>
<Weapon>satchel</Weapon>
<Ammo>-1</Ammo>
<Cameraman_Persona_Situation>fuzz - use weapon satchel charges</Cameraman_Persona_Situation>
<Ignore_Max_Complications>False</Ignore_Max_Complications>
</Bonus_Complication>
</Bonus_Complications>
</Crime>
I just deleted it and remade my patch.
Since I had already completed the Suburbs FUZZ activity I went on the the one in The Projects
and it turns out my little editing job had an unintended consequence. Sometimes I couldn't complete
my assignments. Even though I had finished the objective (IE killing the postal worker or the steroid
pusher, the activity kept showing a red marker for them on the map and the next assignment wouldn't trigger.
This was an annoyance, but nothing that restarting couldn't fix so I was going to leave it alone and
write a tutorial about it, but then I thought about ImpulseOfSword2007's mod
drop it in the gotr mod folder and rebuild patchsorry, but should I drop this file in the game folder or in GoTR mod folder and build a patch with it?
I discovered that my thinking was all wrong on how to add and remove certain crimes from the activity.
Instead of deleting a whole chunk of code and causing the activity to glitch in the process I only needed to change
1 number in the script.
Code:
<Crime>
<Name>(L3) Skaters</Name>
<Crime_Type_ID>37</Crime_Type_ID>
<Crime_Level>3</Crime_Level>
<Dispatch_Audio>dispatch - fuzz skateboarders</Dispatch_Audio>
<Crime_Description>ACT_FUZZ_CRIME_SKATERS</Crime_Description>
<Flags>
<Flag>perps_never_cower_or_flee</Flag>
</Flags>
<Group_1_Characters>
<Group_1_Character>
<Name>npc_skater</Name>
<Spawn_Chance>100</Spawn_Chance>
</Group_1_Character>
</Group_1_Characters>
<_Editor>
<Category>Entries:Level 3</Category>
</_Editor>
<Bonus_Complications>
<Bonus_Complication>
<Chance>1.0</Chance>
<Weapon>satchel</Weapon>
<Ammo>-1</Ammo>
<Cameraman_Persona_Situation>fuzz - use weapon satchel charges</Cameraman_Persona_Situation>
<Ignore_Max_Complications>False</Ignore_Max_Complications>
</Bonus_Complication>
</Bonus_Complications>
</Crime>
Just change the <Crime_Level>3</Crime_Level line to a level that is not present in the activity. For instance:
<Crime_Level>99</Crime_Level
then the "crime" just won't be activated.
NOTE: Even though I read through ImpulseOfSwords2007's 'Fuzz_Crimes.xtbl' this is from my own file instead of theirs.
(The reason I am not "quoting" their mod is that I haven't asked for permission)
Last edited: