dml to fix breakable vase, a couple of secret doors, switches, a chest, pockets picked count and other minor issues.
Code:
DML1
//T2 FM: The Curse by Daniel Markarian (Ramirez's Old Fat Burrick) / Fixes
//pickpockets
+ObjProp 7 "DiffTurnOn"
{
"quest var values" 0, 1, 2
}
+Link 7 8 "ControlDevice"
{
}
+ObjProp 7 "Scripts"
{
"Script 0" TrapRelay
}
+ObjProp 8 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 8 "TrapQVar"
{
"" =0:DrSPocketCnt
}
//doors
+MetaProp 150 -2420
+MetaProp 747 -2420
+ObjProp 187 "PhysCanMant"
{
}
+ObjProp 188 "PhysCanMant"
{
}
-ObjProp 477 "Scripts"
-ObjProp 539 "Scripts"
-ObjProp 574 "Scripts"
ObjProp 657 "RotDoor"
{
"Open Angle" 90
"Clockwise?" false
}
ObjProp 657 "Position"
{
"Heading" c000
}
-ObjProp 657 "PhysType"
+ObjProp 657 "PhysType"
{
"Type" OBB
}
//quest items / keys
+ObjProp 317 "StackCount"
{
}
++Receptron 348 "Fetish1Stim"
{
Max None
Target 439
Agent -1
Effect "add_prop"
{
"Prop Name" FrobInfo
}
}
+ObjProp 348 "NoDrop"
{
"" true
}
++Receptron 356 "Fetish2Stim"
{
Max None
Target 440
Agent -1
Effect "add_prop"
{
"Prop Name" FrobInfo
}
}
+ObjProp 356 "NoDrop"
{
"" true
}
++Receptron 371 "RedGStim"
{
Max None
Target 538
Agent -1
Effect "add_prop"
{
"Prop Name" FrobInfo
}
}
++Receptron 375 "GreenGStim"
{
Max None
Target 537
Agent -1
Effect "add_prop"
{
"Prop Name" FrobInfo
}
}
++Receptron 376 "BlueGStim"
{
Max None
Target 536
Agent -1
Effect "add_prop"
{
"Prop Name" FrobInfo
}
}
-ObjProp 439 "PhysType"
-ObjProp 440 "PhysType"
+ObjProp 84 "StackCount"
{
}
+ObjProp 403 "StackCount"
{
}
+ObjProp 560 "StackCount"
{
}
+ObjProp 674 "StackCount"
{
}
//switches
-Link 334 335 "ControlDevice"
+Link 334 263 "ControlDevice"
{
}
ObjProp 334 "StTweqJoints"
{
"AnimS" Reverse
"Joint1AnimS" On, Reverse
}
-Link 335 263 "ControlDevice"
-Link 511 574 "ControlDevice"
+Link 336 574 "ControlDevice"
{
}
+ObjProp 578 "JointPos"
{
"Joint 1" 0.70
}
ObjProp 578 "StTweqJoints"
{
"AnimS" Reverse
"Joint1AnimS" On, Reverse
}
//AIs
+Receptron 118 "FireStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 190 "FireStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 377 "FireStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 464 "FireStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 465 "FireStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 466 "FireStim"
{
Min None
Max None
Effect "Abort"
}
//misplaced objects
ObjProp 292 "Position"
{
"Location" 76, 103, 127.81
}
ObjProp 293 "Position"
{
"Location" 70, 101.25, 127.81
}
ObjProp 507 "Position"
{
"Location" 113.5, 103.14, 97.4185
}
-ObjProp 507 "PhysType"
+ObjProp 507 "PhysType"
{
"Type" OBB
}
ObjProp 548 "Position"
{
"Heading" 8000
}
-ObjProp 548 "PhysType"
+ObjProp 548 "PhysType"
{
"Type" OBB
}
//various objects
-ObjProp 75 "DeathStage"
-ObjProp 547 "DeathStage"
+ObjProp 770 "HitPoints"
{
"" 100
}
+ObjProp 710 "Material Tags"
{
}
-ObjProp 818 "Material Tags"
and .gam.dml to prevent zombies exploding too violently (actually makes Garrett immune to flying zombie parts)