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Post by z192 on Dec 12, 2023 7:25:49 GMT 10
I'm editing r224 (two el gigante lava room) and when I spawn any enemy other than 2B type (el gigante) the gate opens before killing the enemy. The original behavior is: trigger cutscene, gate opens with 2 el gigante, and gate still locked until you kill them. But when I use other enemies the gate opens after a few seconds, probably because the game is checking for 2B enemy in the area, and when it doesn't find it it thinks they are already dead, and opens the gate. How can I make the game keep the old behavior for the new enemy?
PS: I'm using Re4QuadExtreme Editor
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Dec 15, 2023 20:30:11 GMT 10
I remember having issues with this as well, but I think the issue was with moving the enemy positions. I remember trying to use different enemies, but with the same ESL IDs as the El Gigante and I think it caused issues.. Can't really remember.
I think what you want to do is keep the ESL ids for the El Gigantes in place, but spawn them with the 0 flag so they don't appear (if this is the desired scenario). Then spawn your other enemies with different IDs
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Post by z192 on Dec 17, 2023 14:33:44 GMT 10
I did some testing, and compared with other rooms to see how the game handles it, for example in r216 (where the knights attacks leon) the gate is already opened, once you enter there is a cutscene to close it, and once you kill the enemies it trigger the gate opening, I've tested with other enemies there like Zealots and the behavior is unchanged in this room. but in r224 something different happen it seems hardcoded, but I've tested Offset[52] = 2 with disabled el gigante and it worked, so maybe its not hardcoded in the .exe. I'm trying to create a workaround for this so I've disable the cutscene and set up a Door Warp instead, and spawned my enemy normally, after killing it the warp door becomes activated. It's a way of making it work, but feels imcomplete like something was missing, so I've followed your tutorial about AEV Locks and made the enemy drop a key to unlock the door, I did not created the messages yet because I'm trying to make it work so it still uses the el gigante message. The AEV lock is ok but when I come back from the other side the door is locked again, so it's kind a softlock. The save.extend don't work, it was suppose to save the unlocked doors. I've read your "Part 8b: DLL Key inconsistency Issue Fix" but still asking for a key, may I drop this idea of adding a locked door? Or maybe a make remove the door wrap to return so leon proceds, but I was thinking that the player may want to come back to previous rooms for some reason.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Dec 17, 2023 22:02:57 GMT 10
Sorry I don't really understand what you are trying to do. Perhaps try and simplify your explanation a bit. You've explained numerous problems. You should really slow down and try to explain things separately, and concisely.
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Post by z192 on Dec 18, 2023 1:58:07 GMT 10
Sorry I don't really understand what you are trying to do. Perhaps try and simplify your explanation a bit. You've explained numerous problems. You should really slow down and try to explain things separately, and concisely. Yes you have reason my explanation was confused let me explain: At the first I was trying to just replace the 2Bxx el gigante with other enemy but keeping the gate behavior which is OPEN, Enemy appears, Close automatically (and false collision prevents you from trespass), Only after Killing 2Bxx Enemies gate opens again. So, I tried to get around this situation by disabling the AEV that opens the gate, and after that I've placed some door prompts, one in front of the gate that leads to the same 224 room, and other to return. The problem I faced was that the save.extend file was not working properly, so my AEV lock status was erased by the game, every time I've come back to the room; meaning that the player would need a new dependent item every time. So it was not working and I was thinking about just associate the door warp to my enemy, this way it would only appear after killing it, with no lock at all. But today I've read the .exe functionalities you explained and it's working as intended after some HEX in the .exe, it was all there in the tutorial. I really need to thank you for your research and time spent into this, you really dedicated and I know you have fun with all this because so do I, creating something from your mind and seeing it works its a creative process; and now that we have a tool by JADERLINK with a interface and easy control of what we are doing it, instead of dealing with text files, it opens a big window of possibilities for the re4 modding scene for people that don't have much knowledge, time or both. I know that some things will still need the standard approach, but for simple stage changes now in 5 minutes is done what otherwise would require a lot of time. Below is the old behavior, and how it is now; I still need to add some sounds but the core of the mod is working which is the important thing: Old imgur.com/Lg2hB17New imgur.com/5VjcpxlI noticed that the red effect on verdugo's eyes is flickering, tested on the vanilla game in r221 still present maybe is because my old graphics card, don't know if this happen only on my computer can you confirm if this is normal?
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