Post by kopper0625 on Mar 25, 2024 11:06:52 GMT 10
Greetings.
My main question here is "Which file(s) hold the parameters/code that dictate how non-cutscene gameplay (like moving around and performing actions like healing) functions?"
If there's a simple answer to this and a way to change these parameters/code, please let me know. If you want an explanation of what I'd like to do so you can give a better answer, please read ahead.
Currently, I'm on a mission to modify RE7 (DX12)'s regular gameplay to allow the player to press a button whenever they like and have their leg cut off.
As far as I'm aware, the implementation of this would have Ethan play his half of the Claw Molded's "cutting leg off" animation (regardless of whether that enemy is present), and then play the rest out as normal. Since the Claw Molded can move nearly anywhere (and thus the leg item made from their attack knows where to spawn), that attack is a very good base for this.
I have reason to believe that this attack goes as follows:
1. Have the player (Ethan is the only one with a "cut off leg" model) and Molded perform their respective animations for the attack.
2. Once the leg's cut off, place the "Severed leg" item somewhere close to where the attack landed.
3. When the animation finishes, put the player in a "crawling on the floor" state (designated, I believe, by a boolean) and count down a "bleedout timer".
4. Should the player retrieve the leg and heal, immediately stop the bleedout and, from then on, use Ethan's "reattached leg" model
I should note that the CERO D version of the game does not require the leg to be retrieved, as it's simply kept attached for censorship reasons. Should it be found that simply changing states to "crawling on the ground mode" at the press of a button is the best that can be done, the CERO D version of the game will likely have to be used to prevent an inescapable death due to the leg item's inaccessibility
The furthest I've gotten is using the "RE RSZ" script for 010 Editor (available here) to look through some files, but I'm completely lost on where to go from there. I've opened several scene files but the closest I've gotten seems to just be a list of global variables (userdata/globalvariables.uvar.2) that won't do anything on their own.
As a secondary, I'd also like to ask whether this is actually feasible with the current array of tools available for RE modding. I know that plenty of mods have been made so far that affect things like camera control, so I imagine that this is within the realm of possibility, but I'm not sure of anything beyond that.
I hope I've explained everything well enough for a potential answer, and that being long-winded like this isn't disapproved of somehow. Thank you very much for reading.