They are exactly the same. the only difference is the compatibility of the enemies in the different rooms as well as the enemies that do not exist in 2007 as normal mendez or normal salazar ramon and their executioners.
That's true. Thank you. I found some scenes where the enemy's weapon code is different and can cause a crash. Is there anything I can learn? For example, the scene map code list, or some information that the enemy can not exist, I changed the main WII / NGC, measured and found consistent with uhd, uhd can clear the spawning files, after the conversion of wii is also normal. I hope you can give me some help if you have any information
is there a way to make an enemy keep position but attack the player?
ex: i want an archer to stay on high ground and shoot me without leaving his position
Are there other archers that do this? If so, observe that behavior flag and use this for your custom enemy. It might be a combination of Behavior flag, and Reaction distance. Setting this the reaction to say a lower value like 2 might help.
Post by Red Zealot on Mar 20, 2020 23:55:35 GMT 10
Hi,i have seen some enemies (not archers) keep their position and attack me only if get in their "hit zone".. however,their behavior is set to 00 and their action range is normal.. so i tried to copy one of those enemy but they act normal and engage me. (im using Crzosk ESL tool,not HXD)
The only case of archers keeping their position i remember is,those 2 archers on the balcony of the water room.. even if i go away from their line of sight they stay there.
Post by Mr.Curious on Mar 23, 2020 15:02:24 GMT 10
the only way you can know what those values do is to observe which rooms they are in and what enemies they are and then change the bytes and see what happens. This is what modding is.
How do you think all that info about lights came about? Byte by Byte Albert changed bytes, compared to other rooms and took notes. Its the same thing for the other tools where I did months of research changing byte per byte, taking notes, comparing them to other rooms etc. That's how Son of Persia made those tools, with lots of notes from ALbert and myself after long periods of research. Sometimes there's people who have done their own research and we can use their knowledge to help us along the way, the rest we have to do ourselves.
Modding requires lots of time and patience to do tests like this. I am excited for you to investigate this. Let us know what you come up with =)
If I spawn in a new enemy in a map, what will the game do in terms of potential item drops for that enemy?
This is a good question. The answer is this: enemy drops are determined by game scripts unless otherwise specified by data that is in the ITA & ETM files. Boss enemies will not yield any drops, nor will other enemies like Regenrators & Iron Maidens, unless we use the ITA & ETM to make them drop something.
The ETM file handles all the models for ladders, breakable windows, furniture, barrels, boxes vases etc. (anything that can be broken or moved by the player). The ITA files handle the placement of items in the game like treasures, weapons, items (herbs, ammo, grenades etc). These two files work together along with the ESL file to create specific drops by enemies.
Are the random drops based on the map currently loaded? So enemies killed in the village have a set item pool which is different to enemies killed in the hedge-maze?
kind of.. Enemy drops are determined by scripts in the EXE. Players will receive items based on their current inventory. If you have, for example, a certain amount of TMP ammo the game will no longer spawn it to you. (I found an interesting thread on this you can read HERE) It will also not spawn ammo for guns you do not have in your inventory. This being said, just because you have a weapon does not mean the game will spawn it for you. The game seems to only spawn ammo that is written into the scripts for that particular stage. @raz0r was able to reconfigure some of these scripts with his new trainer that allowed new items to be spawned from all enemies (he spawned arrows while using Krauser)..
It is possible to manually create entries in the ETM & ITA files to spawn whatever item you want when a particular enemy dies, but it takes some work. We have to edit the ITM file so that the models & textures for this new item are present in the UDAS file. Presently there are no tools available to the public but they do exist and should be released fairly soon by Son of Persia. It is also possible to do this now with HEX editing if you wish.
how can I give enemies a normal randomized item pool?
If you mean the default you dont have to do anything. As you asked about, the game scripts are based on which room/stage you are in. The drops will remain normal unless you specify a specific drop for that enemy. I received some info from infern4l a while back about editing the ITA files for the 'pool' you speak of. Here is what he shared with me:
"It is also possible to customize the dropping out of different items which depend on which character's id loads into the stage"
(04 10 Leon ammo to the rifle 10pcs) (04 10 Arrows Krauser 10 pcs) (04 10 Wesker Magnum ammo 5 pcs.) (04 10 Ada sniper ammo10 pcs.) (04 10 Hunk tmp ammo 50 pcs.)
(05 10 Leon pistol ammo 20pcs) (05 10 Krauser flash grenade 01 pcs ) (05 10 Wesker pistol ammo 20pcs) (05 10 Ada pistol ammo 20pcs) (05 10 Hunk tmp ammo 25pcs)
I dont know how he foudn this info or how that works with characters that werent designed to play main game. Im not sure why that data would work.. I was not really able to verify any of the above data. Sorry if my answer is all over the place. Im not sure exactly what you want to do, so i just gave you a bunch of information. XD
he mentioned if these ids are on. ITA or within the game's executable?
Post by Biohazard4X on Oct 26, 2020 9:42:46 GMT 10
Mr.CuriousRe-Play games I was quite curious about these values as well I found similar ones in r400 - r404 in the ITA. I have yet too mess with. Im gonna try and implement this into main game or separate ways to see if it has effects as you shared.