Serious Sam's Bogus Detour

Serious Sam's Bogus Detour

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TheRedRook 2 18 Jul, 2017 @ 11:33am
Scripting Questions
I've managed to figure out a lot about how scripting (not worldscripting) works through research, looking at the source xmls and files, and trial and error. However, there's still a lot that isn't clear and I'd appreciate some clarification.

I haven't got the includes system to work yet. I tried what I could think of based on the wiki, but at this point I think I need an example info.xml that has includes in it. Specifically, I'm looking to include the default modifiers for survival.

I'm also looking to modify a bunch of the default weapons as well. I've got duplicated versions working, but I haven't figured out how to override weapon .sval files. I see in the wiki how to handle overriding a unit for the most part, but an example of what that looks like when rewriting a weapon's damage, for instance, would help a bunch. Also, what file extension is used, same as the file you're trying to override?

I have a few more questions as well that are a lot more involved, but I'd like some time to formulate them plus I'd like these questions answered first.
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Myran  [developer] 2 18 Jul, 2017 @ 4:58pm 
Here is the info.xml file for the Unlimited Survival mod that's just the normal survival but with a higher player limit:
<info> <name>IMPROBABLE SURVIVAL UNLIMITED</name> <tag>.scenario.survival.tag</tag> <description>.scenario.survival.desc</description> <multiplayer>true</multiplayer> <saving>false</saving> <includes> <include name="survival" levels="true" modifiers="true" /> </includes> </info>

To override files you need to create a file with the same path and name as the original file, so basically your scenario folder is put on top of the original assets folder and anything you put in there will replace the original files, so if you make a folder "weapons" and put a file "unarmed.sval" inside it you will replace the behavior of the unarmed weapon.
hipshot  [developer] 1 19 Jul, 2017 @ 5:55am 
There should be no issues "replacing" the same weapon and change stats. You can donwload the realistic damages mod I made to see how I did it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=926347141
TheRedRook 2 19 Jul, 2017 @ 1:28pm 
Thanks a bunch. I think it's great that you guys are answering questions like this and so quickly.

For my next question, how can we implement custom sounds? From what I can tell, the sound files are all hidden and cannot be extracted, which is fine, but I'd like to add my own. I haven't seen a hint of how to go about doing that yet.
Myran  [developer] 2 20 Jul, 2017 @ 5:19am 
There are two ways of adding sounds, either you download the FMOD Studio program and create soundbanks like we have done, this is fairly involved but has a lot of options.
The other way is to use .sbnk files, if you create a new file sounds.sbnk and add this to it:
<soundbank> <sound category="sfx" name="info_box" volume="1" pitch-var="0" is3d="true" looping="false"> <source res="sound/info_box.wav" /> </sound> <sound category="sfx" name="hit_magic" volume="1" pitch-var="0.25" is3d="true" looping="false"> <source res="sound/hit_magic_1.wav" /> <source res="sound/hit_magic_2.wav" /> </sound> </soundbank>
Then sounds.sbnk:info_box and sounds.sbnk:hit_magic should be available as sound events.
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