if debugScenarios == nil then debugScenarios = {} end debugScenarios.Trailer2_LimpWPScenario = { name = "LIFE 2 - END", -- forceLaunch = true, -- use this to force the launch of THIS scenario right after main menu was loaded, save more clicks! Don't do multiple scenarii with this options startLoc = {x=11865, y=6899, z=0 }, -- WP shopping street setSandbox = function() SandboxVars.Speed = 3; SandboxVars.Zombies = 3; SandboxVars.Distribution = 1; SandboxVars.Survivors = 1; SandboxVars.DayLength = 3; SandboxVars.StartYear = 1; SandboxVars.StartMonth = 7; SandboxVars.StartDay = 9; SandboxVars.StartTime = 4; SandboxVars.VehicleEasyUse = true; SandboxVars.WaterShutModifier = 30; SandboxVars.ElecShutModifier = 30; SandboxVars.WaterShut = 2; SandboxVars.ElecShut = 2; SandboxVars.FoodLoot = 2; SandboxVars.WeaponLoot = 2; SandboxVars.OtherLoot = 2; SandboxVars.Temperature = 3; SandboxVars.Rain = 3; SandboxVars.ErosionSpeed = 3; SandboxVars.XpMultiplier = 1.0; SandboxVars.StatsDecrease = 3; SandboxVars.NatureAbundance = 3; SandboxVars.Alarm = 1; SandboxVars.LockedHouses = 6; SandboxVars.SurvivorHouseChance = 1; SandboxVars.VehicleStoryChance = 1; SandboxVars.FoodRotSpeed = 3; SandboxVars.FridgeFactor = 3; SandboxVars.Farming = 3; SandboxVars.LootRespawn = 1; SandboxVars.StarterKit = false; SandboxVars.Nutrition = true; SandboxVars.TimeSinceApo = 1; SandboxVars.PlantResilience = 3; SandboxVars.PlantAbundance = 3; SandboxVars.EndRegen = 3; SandboxVars.CarSpawnRate = 3; SandboxVars.LockedCar = 3; SandboxVars.CarAlarm = 2; SandboxVars.ChanceHasGas = 1; SandboxVars.InitialGas = 2; SandboxVars.CarGeneralCondition = 1; SandboxVars.RecentlySurvivorVehicles = 1; SandboxVars.ZombieLore = { Speed = 2, Strength = 2, Toughness = 2, Transmission = 1, Mortality = 5, Reanimate = 3, Cognition = 3, Memory = 2, Decomp = 1, Sight = 3, Hearing = 3, ThumpNoChasing = 0, } end, onStart = function() local chr = getPlayer(); local inv = chr:getInventory(); local visual = chr:getHumanVisual(); chr:setFemale(false); chr:getDescriptor():setFemale(false); -- reset chr:clearWornItems(); chr:getInventory():clear(); -- chr visual visual:setBeardModel("Full"); visual:setHairModel("Messy"); local immutableColor = ImmutableColor.new(0.105, 0.09, 0.086, 1) visual:setHairColor(immutableColor) visual:setBeardColor(immutableColor) visual:setSkinTextureIndex(2); chr:resetModel(); -- wpn wpn = inv:AddItem("Base.Crowbar"); chr:setPrimaryHandItem(wpn); chr:setSecondaryHandItem(wpn); chr:setGhostMode(true); chr:setInvincible(true); chr:LevelPerk(Perks.Sneak);chr:LevelPerk(Perks.Sneak);chr:LevelPerk(Perks.Sneak);chr:LevelPerk(Perks.Sneak);chr:LevelPerk(Perks.Sneak);chr:LevelPerk(Perks.Sneak); chr:LevelPerk(Perks.Lightfoot);chr:LevelPerk(Perks.Lightfoot);chr:LevelPerk(Perks.Lightfoot);chr:LevelPerk(Perks.Lightfoot);chr:LevelPerk(Perks.Lightfoot);chr:LevelPerk(Perks.Lightfoot); chr:LevelPerk(Perks.Blunt);chr:LevelPerk(Perks.Blunt);chr:LevelPerk(Perks.Blunt);chr:LevelPerk(Perks.Blunt);chr:LevelPerk(Perks.Blunt);chr:LevelPerk(Perks.Blunt); -- surround zeds -- addZombiesInOutfit(11901, 6945, 0, 3, nil, nil); -- addZombiesInOutfit(11851, 6901, 0, 3, nil, nil); -- addZombiesInOutfit(11874, 6898, 0, 2, nil, nil); -- addZombiesInOutfit(11882, 6902, 0, 2, nil, nil); -- addZombiesInOutfit(11887, 6894, 0, 2, nil, nil); -- addZombiesInOutfit(11898, 6902, 0, 3, nil, nil); -- eating zeds addZombiesEating(11876, 6894, 0, 3, false); addBloodSplat(getCell():getGridSquare(11876, 6894, 0), 20); -- sitting zeds addZombieSitting(11871, 6893, 0); addZombieSitting(11893, 6892, 0); -- clothing clothe = inv:AddItem("Base.Tshirt_DefaultTEXTURE_TINT"); local color = ImmutableColor.new(0.25, 0.36, 0.36, 1) clothe:getVisual():setTint(color); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.HoodieUP_WhiteTINT"); local color = ImmutableColor.new(0.70, 0.80, 0.47, 1) clothe:getVisual():setTint(color); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Bag_DuffelBag"); clothe:getVisual():setTextureChoice(1); chr:setClothingItem_Back(clothe); clothe = inv:AddItem("Base.Trousers_Denim"); clothe:getVisual():setTextureChoice(2); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Socks_Ankle"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Shoes_BlueTrainers"); chr:setWornItem(clothe:getBodyLocation(), clothe); -- some blood on player chr:addBlood(BloodBodyPartType.Torso_Upper, true, true, false); chr:addBlood(BloodBodyPartType.Torso_Upper, true, true, false); chr:addBlood(BloodBodyPartType.Torso_Upper, true, true, false); chr:addBlood(BloodBodyPartType.UpperLeg_L, true, true, false); chr:addBlood(BloodBodyPartType.UpperLeg_L, true, true, false); chr:addBlood(BloodBodyPartType.LowerLeg_R, true, true, false); chr:addBlood(BloodBodyPartType.LowerLeg_R, true, true, false); chr:addBlood(BloodBodyPartType.UpperLeg_R, true, true, false); chr:addBlood(BloodBodyPartType.UpperLeg_R, true, true, false); chr:addBlood(BloodBodyPartType.Groin, true, true, false); chr:addBlood(BloodBodyPartType.ForeArm_L, true, true, false); chr:addBlood(BloodBodyPartType.UpperArm_R, true, true, false); -- holes chr:addHole(BloodBodyPartType.Torso_Lower); chr:addHole(BloodBodyPartType.LowerLeg_R); chr:addHole(BloodBodyPartType.ForeArm_R); -- limp chr:getBodyDamage():getBodyPart(BodyPartType.LowerLeg_R):setScratched(true, true); chr:getBodyDamage():getBodyPart(BodyPartType.LowerLeg_R):setCut(true); -- use a static rng map for erosion so we always have same bushes/etc. useStaticErosionRand(true); -- climate local clim = getClimateManager(); local w = clim:getWeatherPeriod(); if w:isRunning() then clim:stopWeatherAndThunder(); end -- remove fog local var = clim:getClimateFloat(5); var:setEnableOverride(true); var:setOverride(0, 1); end, onLoadGS = function(sq) end }