Enemy Dependent Lock AEV for 2007vr and PS2
Oct 10, 2021 8:35:48 GMT 10
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Post by kTeo on Oct 10, 2021 8:35:48 GMT 10
Hello people, i've found a way to make a very interesting type of temporary lock on AEV that can lead up to good ideas and decided to share with everyone. First, you can take a look at a video example below:
Footage by Re-Play games
Example 1:
Example 2 (ETS lock variant)
First of all, this tutorial needs basic knowledge on AEV and ESL, you can find tutorials for those HERE and HERE
In UHD version, where this lock was found, we could use the DLL Companion in our favor to overlay two AEV entries and load the "locked" one first.
Sadly this is not the case for 2007vr, but we are still able to do the same trick, only with additional steps.
This lock method works on any AEV type except type 02 (cutscenes).
FIRST STEP: You'll need to search for the ID of the enemy you want to lock a door. let's say the ID is 3C (60 in decimal, you need to find it at Crzosk's Esl Tool and then convert it to hexadecimal.)
SECOND STEP: Now with the ID, you will need to create a new COLLISION TYPE AEV. This event should have almost the same coordinates as your first locked event but even so slightly bigger, so the locked event's triggerzone can't be reached.
THIRD STEP (OPTIONAL): After creating the collision, you will need to create a new MESSAGE TYPE AEV. Remember to add your desired sounds and text messages you want for the locked event. I recommend always copying the same text as the original AEV such as OPEN, SAVE, CLIMB UP... but you can do anything really.
Also remember to edit your output message displayed and the right CAM entry. I'm not aware of tutorials for .MDT and .CAM editing for the 2007vr, so feel free to leave a reply linking them and i'll happilly add it there.
For this event, you have to make the triggerzone slightly bigger than the COLLISION event, so the player has some area to check the message.
FOURTH STEP: With everything set, you will need now to use the enemy ID to create your temporary lock. the formula to use it is:
08 00 01 XX (XX = your enemy ID in hexadecimal. If the ID has only one number, insert a 0 before it)
You can find the offset for those bytes in the images at the end of the tutorial.
This lock should be inserted into the COLLISION and the MESSAGE entries. Adding those bytes will make the events disappear when the specified enemy die.
FIFTH STEP: You're good to go. I'm serious. Just save the .AEV file and your lock is ready to go!
BONUS: If you want, you can also lock an ETS object instead of an ESL enemy. for doing so, simply change the formula to 08 00 02 XX (XX = ETS Index. If the ID has only one number, insert a 0 before it).
Some ETS objects can't register as "broken", so it won't work on a small portion of them.
I will leave below some images that you can use as reference to mentalize how this process is made, since i believe it can be very confusing when only reading by text.
There are countless ways to use this outside of a simple lock. For example, you can make a door lead you to a different area after killing someone, or unlocking a new path, or even a reverse lock where you won't be able to go back after killing someone! Those are only a few examples, you need to get creative to figure out the best way to utilize this.
-Awfully written by kTeo
Footage by Re-Play games
Example 1:
Example 2 (ETS lock variant)
First of all, this tutorial needs basic knowledge on AEV and ESL, you can find tutorials for those HERE and HERE
In UHD version, where this lock was found, we could use the DLL Companion in our favor to overlay two AEV entries and load the "locked" one first.
Sadly this is not the case for 2007vr, but we are still able to do the same trick, only with additional steps.
This lock method works on any AEV type except type 02 (cutscenes).
FIRST STEP: You'll need to search for the ID of the enemy you want to lock a door. let's say the ID is 3C (60 in decimal, you need to find it at Crzosk's Esl Tool and then convert it to hexadecimal.)
SECOND STEP: Now with the ID, you will need to create a new COLLISION TYPE AEV. This event should have almost the same coordinates as your first locked event but even so slightly bigger, so the locked event's triggerzone can't be reached.
THIRD STEP (OPTIONAL): After creating the collision, you will need to create a new MESSAGE TYPE AEV. Remember to add your desired sounds and text messages you want for the locked event. I recommend always copying the same text as the original AEV such as OPEN, SAVE, CLIMB UP... but you can do anything really.
Also remember to edit your output message displayed and the right CAM entry. I'm not aware of tutorials for .MDT and .CAM editing for the 2007vr, so feel free to leave a reply linking them and i'll happilly add it there.
For this event, you have to make the triggerzone slightly bigger than the COLLISION event, so the player has some area to check the message.
FOURTH STEP: With everything set, you will need now to use the enemy ID to create your temporary lock. the formula to use it is:
08 00 01 XX (XX = your enemy ID in hexadecimal. If the ID has only one number, insert a 0 before it)
You can find the offset for those bytes in the images at the end of the tutorial.
This lock should be inserted into the COLLISION and the MESSAGE entries. Adding those bytes will make the events disappear when the specified enemy die.
FIFTH STEP: You're good to go. I'm serious. Just save the .AEV file and your lock is ready to go!
BONUS: If you want, you can also lock an ETS object instead of an ESL enemy. for doing so, simply change the formula to 08 00 02 XX (XX = ETS Index. If the ID has only one number, insert a 0 before it).
Some ETS objects can't register as "broken", so it won't work on a small portion of them.
I will leave below some images that you can use as reference to mentalize how this process is made, since i believe it can be very confusing when only reading by text.
There are countless ways to use this outside of a simple lock. For example, you can make a door lead you to a different area after killing someone, or unlocking a new path, or even a reverse lock where you won't be able to go back after killing someone! Those are only a few examples, you need to get creative to figure out the best way to utilize this.
-Awfully written by kTeo