Post: Dead Island: Stationary Machine Gun Modding
09-17-2012, 09:17 PM #1
ICS Vortex
Between Light and Lies
(adsbygoogle = window.adsbygoogle || []).push({}); Hello all.

After some time has passed since I released my method of hacking Dead Island without a True Blue/Dex Machine, I've appeared out of the darkness.
I'm coming back to release two final things. One of which is today.

Today I am releasing my method on modifying the Stationary Machine Gun. I am not going to go over the requirements for this other than: Developer Menu

Inside of Data0.pak there is a file called Inventory.scr. You will need to open that file. You can open it with any text editor. I use Notepad.
Once you open that file, search for: Stationary
You will find the following code:
    
Item("Firearm_StationaryMachineGun", CategoryType_Firearm)
{
Name("&Firearm_StationaryMachineGun_N&");
Description("&Firearm_StationaryMachineGun_D&");
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_StationaryCannon);
PhysicsScript("DroppedInventory.scr");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0);
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Bullet);
Mesh("weapon_browning_a.msh");
AnimPrefix("StationaryCannon");
HudIcon("minigun");
ShotTime(0.1);
ShotSound("minigun_shot_XX.wav");
AmmoType(AmmoType_Rifle);
AmmoCount(-1);
ReloadTime(-1.0);
EmptySound("Pistol_Empty.wav");
RagdollBehavior(RagdollBehavior_None);
TwoHanded(true);
HolderElement("bip01 spine1");
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
BaseSoundPrefix("minigun");
ShootFx("MGGunfireSingle_sequence.fx");
ShootMinAngle(0.01);
ShootMaxAngle(0.015);
ShootAngleVel(0.015);
ShootAngleCooldown(0.1);
ShootVertRecoil(0.01);
ShootRecoilTime(0.2);
ShootMode(ShotMode_Single);
BulletsPerShot(1);
AimFov(2.0);
AiHitSound("firearm");
StatsType(StatsType_Rifle);
LootLevel(5);
LootType(LootType_Firearm_Long);
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.05);
CriticalDamage(0.0);
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0);
Color(Color_White);
ShotTailDelay(0.1);
RotatingGun(false);
}


Onto the modification part. In order to get this gun up and working, you will need to modify the following codes:
Legend:
1st line = original
2nd line = what you need to change it to

    
1.
ItemType(ItemType_StationaryCannon);
ItemType(ItemType_Rifle);

2.
TwoHanded(true);
TwoHanded(false);



Once you have that finished, there are some variables that you will WANT to change.
Legend:
1st line = original
2nd line = what you need to change it to
    
1.
Name("&Firearm_StationaryMachineGun_N&");
Name("ICS Vortex's Gun"); *This is the name of your gun, it can be changed to anything.

2.
DamageRangeMelee(110.0);
DamageRangeMelee(x); *x is a variable. Change it to what you want.

3.
These are the probabilities of what is states. You don't have to change them, but you can.
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);

4.
AmmoCount(-1); *-1 is unlimited ammo. Change it, or don't.

5.
ReloadTime(-1.0); *this doesn't matter, as you have unlimited ammo. -1 = Instant Reload. If you change your ammocount, you may want to change this

6.
ShootMode(ShotMode_Single);
ShootMode(ShotMode_Automatic); *This tells the gun to shoot fully automatic. You can choose:
Single
Automatic
Burst
*Burst = 4 shots

7.
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0); *These are you damage factors. Change them for more or less damage/range. For example, to increase: FirePointDamage(1,50.0); you would modify the 50, like so: FirePointDamage(1,1337.0);

8.
Color(Color_White);
Color(Color_Orange); *Makes it rare

You can change it to:
White
Orange
Violet
Blue
Green

9.
BulletsPerShot(1);
BulletsPerShot(x); *Tells the gun how many bullets come out of the barrel when you fire. I do [I][U]not[/U][/I] recommend changing this.


Once you have modified your stationary machine gun, you must give it to yourself through the dev menu. That's the only way.
A downside to this mod:
If you give it to your friend, he will be able to have it in his INVENTORY, but if he equips it, he will freeze, and his save will become corrupt if left unattended for too long.
That's all you need to know. If you want to know more, figure it out yourself. Sorry for the messy thread, I wrote this in 30 minutes.

You can either create your own Stationary Machine Gun, or use my premade one:
You must login or register to view this content.

Be sure to like this page (I'm the owner) for future updates on the Dead Island PS3 Modding Scene: You must login or register to view this content.
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The following 11 users say thank you to ICS Vortex for this useful post:

Choopie, Kam23KP, Masta-blasta117, Jango, S O R G, Sirprizer, Taylor, Warlockplayer19, xSOADx

The following user groaned ICS Vortex for this awful post:

chris2k7sears
09-17-2012, 09:30 PM #2
Taylor
Former Black Knight.
Originally posted by ICS
Hello all.

After some time has passed since I released my method of hacking Dead Island without a True Blue/Dex Machine, I've appeared out of the darkness.
I'm coming back to release two final things. One of which is today.

Today I am releasing my method on modifying the Stationary Machine Gun. I am not going to go over the requirements for this other than: Developer Menu

Inside of Data0.pak there is a file called Inventory.scr. You will need to open that file. You can open it with any text editor. I use Notepad.
Once you open that file, search for: Stationary
You will find the following code:
    
Item("Firearm_StationaryMachineGun", CategoryType_Firearm)
{
Name("&Firearm_StationaryMachineGun_N&");
Description("&Firearm_StationaryMachineGun_D&");
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_StationaryCannon);
PhysicsScript("DroppedInventory.scr");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0);
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Bullet);
Mesh("weapon_browning_a.msh");
AnimPrefix("StationaryCannon");
HudIcon("minigun");
ShotTime(0.1);
ShotSound("minigun_shot_XX.wav");
AmmoType(AmmoType_Rifle);
AmmoCount(-1);
ReloadTime(-1.0);
EmptySound("Pistol_Empty.wav");
RagdollBehavior(RagdollBehavior_None);
TwoHanded(true);
HolderElement("bip01 spine1");
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
BaseSoundPrefix("minigun");
ShootFx("MGGunfireSingle_sequence.fx");
ShootMinAngle(0.01);
ShootMaxAngle(0.015);
ShootAngleVel(0.015);
ShootAngleCooldown(0.1);
ShootVertRecoil(0.01);
ShootRecoilTime(0.2);
ShootMode(ShotMode_Single);
BulletsPerShot(1);
AimFov(2.0);
AiHitSound("firearm");
StatsType(StatsType_Rifle);
LootLevel(5);
LootType(LootType_Firearm_Long);
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.05);
CriticalDamage(0.0);
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0);
Color(Color_White);
ShotTailDelay(0.1);
RotatingGun(false);
}


Onto the modification part. In order to get this gun up and working, you will need to modify the following codes:
Legend:
1st line = original
2nd line = what you need to change it to

    
1.
ItemType(ItemType_StationaryCannon);
ItemType(ItemType_Rifle);

2.
TwoHanded(true);
TwoHanded(false);



Once you have that finished, there are some variables that you will WANT to change.
Legend:
1st line = original
2nd line = what you need to change it to
    
1.
Name("&Firearm_StationaryMachineGun_N&");
Name("ICS Vortex's Gun"); *This is the name of your gun, it can be changed to anything.

2.
DamageRangeMelee(110.0);
DamageRangeMelee(x); *x is a variable. Change it to what you want.

3.
These are the probabilities of what is states. You don't have to change them, but you can.
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);

4.
AmmoCount(-1); *-1 is unlimited ammo. Change it, or don't.

5.
ReloadTime(-1.0); *this doesn't matter, as you have unlimited ammo. -1 = Instant Reload. If you change your ammocount, you may want to change this

6.
ShootMode(ShotMode_Single);
ShootMode(ShotMode_Automatic); *This tells the gun to shoot fully automatic. You can choose:
Single
Automatic
Burst
*Burst = 4 shots

7.
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0); *These are you damage factors. Change them for more or less damage/range. For example, to increase: FirePointDamage(1,50.0); you would modify the 50, like so: FirePointDamage(1,1337.0);

8.
Color(Color_White);
Color(Color_Orange); *Makes it rare

You can change it to:
White
Orange
Violet
Blue
Green

9.
BulletsPerShot(1);
BulletsPerShot(x); *Tells the gun how many bullets come out of the barrel when you fire. I do [I][U]not[/U][/I] recommend changing this.


Once you have modified your stationary machine gun, you must give it to yourself through the dev menu. That's the only way.
A downside to this mod:
If you give it to your friend, he will be able to have it in his INVENTORY, but if he equips it, he will freeze, and his save will become corrupt if left unattended for too long.
That's all you need to know. If you want to know more, figure it out yourself. Sorry for the messy thread, I wrote this in 30 minutes.

You can either create your own Stationary Machine Gun, or use my premade one:
You must login or register to view this content.


pls go. :carling:

The following user thanked Taylor for this useful post:

Daddy
09-17-2012, 09:37 PM #3
DANNY G
Suck a Minge
thanks i have the dev menu.will give it a go Smile
09-17-2012, 09:53 PM #4
Default Avatar
MLB
Guest
Very nice Vortex! :O This thread is very nice, thanks for the release! Smile
09-18-2012, 02:00 AM #5
Masta-blasta117
»»───Knee───►
i will have to give this a try again because i found a thread on this a while back and it didnt work, it just froze again. i will give it a try a hope it works
09-18-2012, 10:58 AM #6
Default Avatar
WOLF
Guest
I really should have seen this. Shame on me. Lol nice release.

The following user thanked WOLF for this useful post:

ICS Vortex
09-18-2012, 03:22 PM #7
ICS Vortex
Between Light and Lies
Originally posted by XxWOLFxX View Post
I really should have seen this. Shame on me. Lol nice release.


Thanks. I'm actually thinking about releasing another thing plus the save that I told you about. I'll talk to you about it before I release it though. I can't confirm that what I'm wanting to "release" even works yet, I haven't tried it. I'm almost sure that it will though. I'll try it when I get home.
09-18-2012, 03:56 PM #8
Sirprizer
I’m too L33T
Originally posted by ICS
Hello all.

After some time has passed since I released my method of hacking Dead Island without a True Blue/Dex Machine, I've appeared out of the darkness.
I'm coming back to release two final things. One of which is today.

Today I am releasing my method on modifying the Stationary Machine Gun. I am not going to go over the requirements for this other than: Developer Menu

Inside of Data0.pak there is a file called Inventory.scr. You will need to open that file. You can open it with any text editor. I use Notepad.
Once you open that file, search for: Stationary
You will find the following code:
    
Item("Firearm_StationaryMachineGun", CategoryType_Firearm)
{
Name("&Firearm_StationaryMachineGun_N&");
Description("&Firearm_StationaryMachineGun_D&");
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_StationaryCannon);
PhysicsScript("DroppedInventory.scr");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0);
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Bullet);
Mesh("weapon_browning_a.msh");
AnimPrefix("StationaryCannon");
HudIcon("minigun");
ShotTime(0.1);
ShotSound("minigun_shot_XX.wav");
AmmoType(AmmoType_Rifle);
AmmoCount(-1);
ReloadTime(-1.0);
EmptySound("Pistol_Empty.wav");
RagdollBehavior(RagdollBehavior_None);
TwoHanded(true);
HolderElement("bip01 spine1");
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
BaseSoundPrefix("minigun");
ShootFx("MGGunfireSingle_sequence.fx");
ShootMinAngle(0.01);
ShootMaxAngle(0.015);
ShootAngleVel(0.015);
ShootAngleCooldown(0.1);
ShootVertRecoil(0.01);
ShootRecoilTime(0.2);
ShootMode(ShotMode_Single);
BulletsPerShot(1);
AimFov(2.0);
AiHitSound("firearm");
StatsType(StatsType_Rifle);
LootLevel(5);
LootType(LootType_Firearm_Long);
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.05);
CriticalDamage(0.0);
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0);
Color(Color_White);
ShotTailDelay(0.1);
RotatingGun(false);
}


Onto the modification part. In order to get this gun up and working, you will need to modify the following codes:
Legend:
1st line = original
2nd line = what you need to change it to

    
1.
ItemType(ItemType_StationaryCannon);
ItemType(ItemType_Rifle);

2.
TwoHanded(true);
TwoHanded(false);



Once you have that finished, there are some variables that you will WANT to change.
Legend:
1st line = original
2nd line = what you need to change it to
    
1.
Name("&Firearm_StationaryMachineGun_N&");
Name("ICS Vortex's Gun"); *This is the name of your gun, it can be changed to anything.

2.
DamageRangeMelee(110.0);
DamageRangeMelee(x); *x is a variable. Change it to what you want.

3.
These are the probabilities of what is states. You don't have to change them, but you can.
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);

4.
AmmoCount(-1); *-1 is unlimited ammo. Change it, or don't.

5.
ReloadTime(-1.0); *this doesn't matter, as you have unlimited ammo. -1 = Instant Reload. If you change your ammocount, you may want to change this

6.
ShootMode(ShotMode_Single);
ShootMode(ShotMode_Automatic); *This tells the gun to shoot fully automatic. You can choose:
Single
Automatic
Burst
*Burst = 4 shots

7.
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0); *These are you damage factors. Change them for more or less damage/range. For example, to increase: FirePointDamage(1,50.0); you would modify the 50, like so: FirePointDamage(1,1337.0);

8.
Color(Color_White);
Color(Color_Orange); *Makes it rare

You can change it to:
White
Orange
Violet
Blue
Green

9.
BulletsPerShot(1);
BulletsPerShot(x); *Tells the gun how many bullets come out of the barrel when you fire. I do [I][U]not[/U][/I] recommend changing this.


Once you have modified your stationary machine gun, you must give it to yourself through the dev menu. That's the only way.
A downside to this mod:
If you give it to your friend, he will be able to have it in his INVENTORY, but if he equips it, he will freeze, and his save will become corrupt if left unattended for too long.
That's all you need to know. If you want to know more, figure it out yourself. Sorry for the messy thread, I wrote this in 30 minutes.

You can either create your own Stationary Machine Gun, or use my premade one:
You must login or register to view this content.


Nice work again thanks for this Smile

The following user thanked Sirprizer for this useful post:

ICS Vortex
09-19-2012, 01:02 AM #9
Default Avatar
WOLF
Guest
Originally posted by ICS
Thanks. I'm actually thinking about releasing another thing plus the save that I told you about. I'll talk to you about it before I release it though. I can't confirm that what I'm wanting to "release" even works yet, I haven't tried it. I'm almost sure that it will though. I'll try it when I get home.

If ya need someone to test let me know :y:. I'll be on tomorrow sometime around 2ish or 4ish. For online testing if needed.
09-19-2012, 01:06 AM #10
Jango
I love my kitteh
Originally posted by ICS
Thanks. I'm actually thinking about releasing another thing plus the save that I told you about. I'll talk to you about it before I release it though. I can't confirm that what I'm wanting to "release" even works yet, I haven't tried it. I'm almost sure that it will though. I'll try it when I get home.

I can test also :happygrin:

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