Working with triggers, tutorial from the author of Onford
Oct 17, 2018 1:48:33 GMT 10
david flores, tomazm, and 2 more like this
Post by Deleted on Oct 17, 2018 1:48:33 GMT 10
Hi, guys!
Today we will talk about triggers.
I will tell you and show you what it is and how to work with it.
You ready? Well, then we'll continue.
Part 1
So what are triggers?
- A trigger is an event that is part of the gameplay. For example, moving to another location.
A trigger has a range, which is the radius from which the trigger becomes active.
To move to another location, you need to enter this trigger (that is, approach the door)
The sequence of operation of the triggers
- There are several subtypes of triggers, different mechanisms of sequence of events of another trigger or other event.
For example, a chain of interactions works.
The player opens the door, the back spawn opponent.
This trigger is sequential.
Part 2
Working with triggers.
- To work we need a program HXD, it allows you to conveniently view hex bytes.
- Triggers are located in the location files " DAT FILES"
Each such location has its own triggers.
- For triggers and interaction with the gameplay is responsible AEV file. It performs functions that are passed from the engine.
For example, I'll take the location r100 (the very beginning of the game)
1. You need to unpack the desired location using the tools, then place the AEV file in HXD.
2. For the path to other locations meets a small number of bytes.
"67 B0 4B C7 40 24 B5 42 8C F8 AF 46 34 CF 07 40 01 01"
This is the transition to the location r101 (the main area of the village, daytime)
3. Triggers have a greater number of bytes usually is.
"00 00 00 00 00 01 01 00 00 D0 C4 E1 C2 32 11 49 45 00 80 3B 44 72 06 7B C7 57 C0 8C C6 26 FD 60 C7 1F 0B 8F C6 5B C5 60 C7 77 46 80 C6 3A 53 7A C7 2E AA 78 C6 03 0B 04 01 02 01 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 2D 00 00 00 00 00 00"
That is, this is the event itself, the zone of action.
Part 3
How to edit triggers.
1. If you need to completely discard the trigger (in our case it will be a deletion)
Fill the allocated space with a void (00 bytes)
In this case, the trigger will be deleted.
For example, I decided to turn off the trigger of the truck, but this is the truck that does not go further.
This event is responsible for its Collider.
"00 00 00 00 01 01 00 00 D0 C4 E1 C2 32 11 49 45 00 80 3B 44 72 06 7B C7 57 C0 8C C6 26 FD 60 C7 1F 0B 8F C6 5B C5 60 C7 77 46 80 C6 3A 53 7A C7 2E AA 78 C6 03 0B 04 01 02 01 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 2D 00 00 00 00 00 00"
If you remove it, you can go through the truck.
The list of big triggers at this location.
1. Talking to the police.
2. No access to the bridge.
3. Trigger zone video and the spawn of the enemy.
4. Trigger verification the fireplace, tables, skulls.
5. Trigger inspection of the crash site of the police.
6. Zombie check trigger.
7. The trigger of move to another location (101)
8. Trigger the animation of the villagers on the hill, after the passage to the bridge.
9. Inspection of corpses.
10. The trigger locked by the villagers doors.
And other...
2. You can swap triggers and add your own.
To add the trigger with the other locations, it should be placed in a vacuum, it needs to be evenly the location where you are taking it.
3. If you want to replace with another trigger, for example, take the r101 location (main door is locked)
And take the location of the night time of day r111 (main door unlocked)
Find the trigger responsible for entering the underground zone and copy it.
Insert your trigger in the same place location r101, replacing the old one.
Door will open.
4. To change the transition to the location, you need to replace it with another.
Original- " 67 B0 4B C7 40 24 B5 42 8C F8 AF 46 34 CF 07 40 01 01"
Replace - " 4C 1E 16 48 E4 54 86 42 A3 E6 2D 48 4D BA 27 C0 01 1B"
And fall is r101, r11b (lake night)
This way, its path is edited when the trigger is used.
- Attention!
Each door uses its own trigger (zone of action), and works in conjunction with the paths to the other location.
------------------------------------------------------------
The Author of the tutorial: Onford
Today we will talk about triggers.
I will tell you and show you what it is and how to work with it.
You ready? Well, then we'll continue.
Part 1
So what are triggers?
- A trigger is an event that is part of the gameplay. For example, moving to another location.
A trigger has a range, which is the radius from which the trigger becomes active.
To move to another location, you need to enter this trigger (that is, approach the door)
The sequence of operation of the triggers
- There are several subtypes of triggers, different mechanisms of sequence of events of another trigger or other event.
For example, a chain of interactions works.
The player opens the door, the back spawn opponent.
This trigger is sequential.
Part 2
Working with triggers.
- To work we need a program HXD, it allows you to conveniently view hex bytes.
- Triggers are located in the location files " DAT FILES"
Each such location has its own triggers.
- For triggers and interaction with the gameplay is responsible AEV file. It performs functions that are passed from the engine.
For example, I'll take the location r100 (the very beginning of the game)
1. You need to unpack the desired location using the tools, then place the AEV file in HXD.
2. For the path to other locations meets a small number of bytes.
"67 B0 4B C7 40 24 B5 42 8C F8 AF 46 34 CF 07 40 01 01"
This is the transition to the location r101 (the main area of the village, daytime)
3. Triggers have a greater number of bytes usually is.
"00 00 00 00 00 01 01 00 00 D0 C4 E1 C2 32 11 49 45 00 80 3B 44 72 06 7B C7 57 C0 8C C6 26 FD 60 C7 1F 0B 8F C6 5B C5 60 C7 77 46 80 C6 3A 53 7A C7 2E AA 78 C6 03 0B 04 01 02 01 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 2D 00 00 00 00 00 00"
That is, this is the event itself, the zone of action.
Part 3
How to edit triggers.
1. If you need to completely discard the trigger (in our case it will be a deletion)
Fill the allocated space with a void (00 bytes)
In this case, the trigger will be deleted.
For example, I decided to turn off the trigger of the truck, but this is the truck that does not go further.
This event is responsible for its Collider.
"00 00 00 00 01 01 00 00 D0 C4 E1 C2 32 11 49 45 00 80 3B 44 72 06 7B C7 57 C0 8C C6 26 FD 60 C7 1F 0B 8F C6 5B C5 60 C7 77 46 80 C6 3A 53 7A C7 2E AA 78 C6 03 0B 04 01 02 01 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 2D 00 00 00 00 00 00"
If you remove it, you can go through the truck.
The list of big triggers at this location.
1. Talking to the police.
2. No access to the bridge.
3. Trigger zone video and the spawn of the enemy.
4. Trigger verification the fireplace, tables, skulls.
5. Trigger inspection of the crash site of the police.
6. Zombie check trigger.
7. The trigger of move to another location (101)
8. Trigger the animation of the villagers on the hill, after the passage to the bridge.
9. Inspection of corpses.
10. The trigger locked by the villagers doors.
And other...
2. You can swap triggers and add your own.
To add the trigger with the other locations, it should be placed in a vacuum, it needs to be evenly the location where you are taking it.
3. If you want to replace with another trigger, for example, take the r101 location (main door is locked)
And take the location of the night time of day r111 (main door unlocked)
Find the trigger responsible for entering the underground zone and copy it.
Insert your trigger in the same place location r101, replacing the old one.
Door will open.
4. To change the transition to the location, you need to replace it with another.
Original- " 67 B0 4B C7 40 24 B5 42 8C F8 AF 46 34 CF 07 40 01 01"
Replace - " 4C 1E 16 48 E4 54 86 42 A3 E6 2D 48 4D BA 27 C0 01 1B"
And fall is r101, r11b (lake night)
This way, its path is edited when the trigger is used.
- Attention!
Each door uses its own trigger (zone of action), and works in conjunction with the paths to the other location.
------------------------------------------------------------
The Author of the tutorial: Onford