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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 27, 2020 1:16:14 GMT 10
Mr.Curious Re-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. I have marked them with Red Box. I always look forward to your research and discoveries. You have advanced modding in this game considerably. Keep up the great work!
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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 Oct 27, 2020 1:22:06 GMT 10
Oh, I have a request to add to the main thread here. There is a way to export only data for one room at a time using some flag in the dialog box that appears when we export to OBJ format. Can anyone explain this? I will add it to the main thread.
Thanks!
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dale home
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Post by kTeo on Oct 27, 2020 1:58:04 GMT 10
Oh, I have a request to add to the main thread here. There is a way to export only data for one room at a time using some flag in the dialog box that appears when we export to OBJ format. Can anyone explain this? I will add it to the main thread. Thanks! i think we can select them and then press the export button
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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 Oct 27, 2020 12:06:08 GMT 10
Oh, I have a request to add to the main thread here. There is a way to export only data for one room at a time using some flag in the dialog box that appears when we export to OBJ format. Can anyone explain this? I will add it to the main thread. Thanks! i think we can select them and then press the export button Thanks but this isnt what I asked about. While this might work there are often times when entries are not always stacked on top of each other. I know there is an option to use a flag upon export in the dialogue box that appears. If anyone remembers what this is please let me know.
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Post by gmal on Nov 3, 2020 10:32:16 GMT 10
I have experimented with respect to the first column only, as it is responsible for the enemy's behavior. So if we set 01, then the enemy does not attack until it approaches him, and if we put 02, then the enemy follows the player and attacks him if we put 06, so the enemy stands directly after the fall, as well as for 07 breaths 06
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Nov 3, 2020 13:12:43 GMT 10
I have experimented with respect to the first column only, as it is responsible for the enemy's behavior. So if we set 01, then the enemy does not attack until it approaches him, and if we put 02, then the enemy follows the player and attacks him if we put 06, so the enemy stands directly after the fall, as well as for 07 breaths 06 Are you talking about the 'Appearance' column? This first editable column is usually used as to whether the enemy appears or not. Using a value of 1 will spawn the enemy regardless of any scripts that may be associated with the enemy entry number. There are times when 0 will still spawn an enemy, but this is usually tied to some scripted event. If there are no scripts associated with the enemy entry # then using 0 will simply the enemy from spawning. I have not tried to input other values in this column, so it would be nice for clarification on this. If you were actually talking about enemy behavior, then the behavior flag can be edited in the 4th column labeled 'Action' in the English version of the tool. I believe I have attached an explanation of this in the original post of this thread with an outline of the values used by Ganados (see Enemy Behavior List). There are other flags which have not been documented yet for the other enemy types, like Castle Zealots and Island Ganados. Feel free to send me your findings on these enemy behaviors should you choose to document them and I will include them in the main post of this thread. Happy MOdding!
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Post by gmal on Nov 5, 2020 3:06:15 GMT 10
Dear friend, I thank your constant interest, I am talking here about column 0B in the hexadecimal editor of the ETS file. It is also responsible for some of the enemy's behavior, as I explained earlier. If you put 01, the enemy does not attack until you approach it, and if you put the value 02 then the enemy will follow the player as is the case in the main village An example of this is 01 15 00 0B 20 02 00 00 20 03 00 02 96 FB 00 00 68 FF 00 00 08 02 00 00 01 01 00 and if you put 06 then the enemy stands directly after the fall. This is what you have reached so far for this column
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Nov 5, 2020 19:00:46 GMT 10
gmal. ETS file? Sorry I have no clue what you are talking about here. The ETS file does not contain enemy data.
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Post by badunkscrp on Nov 4, 2021 2:01:27 GMT 10
i did everything good , but i failed at the coords xyz , i get the coords from the razor trainer and i copy and paste it at the Bio els Editor then i save everything , then when i join the game the enemie didn't spawn can someone pls help me pictures: prnt.sc/1y9y3vi
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Nov 4, 2021 5:34:40 GMT 10
i did everything good , but i failed at the coords xyz , i get the coords from the razor trainer and i copy and paste it at the Bio els Editor then i save everything , then when i join the game the enemie didn't spawn can someone pls help me pictures: prnt.sc/1y9y3viWhat's up with the strange characters in the coordinate section of the trainer there? Also, you should be getting your coordinates from the 'Camera-Mercenaries' Tab, as there are options to change which format you want your coordinates in (XZY, XYZ etc).
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Post by badunkscrp on Nov 4, 2021 20:47:02 GMT 10
Mr.Curious, THANK U SO MUCH but how can i put this in esl editor : prnt.sc/1ybfvy9
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Nov 5, 2021 6:15:52 GMT 10
I don't use ESL in the trainer as there are strange values I don't know how they translate (rotation etc).
If you do use the trainer for coordinates, you should use either XYZ or XZY. I think Raz0r also inverted some of his values (Z or Y) I cant remember. I never use the trainer for coordinates for this reason.
I really am not sure about those values in the trainer. Your best bet is to troubleshoot (moving your enemy around little by little on each axis to determine which values are which).
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Post by badunkscrp on Nov 5, 2021 6:38:07 GMT 10
can u tell me what u use for spawning enemies maybe i will do like what u do
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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 Nov 5, 2021 14:25:42 GMT 10
can u tell me what u use for spawning enemies maybe i will do like what u do Everything you need to know is in the tutorial.
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Post by CORAZON on Nov 6, 2021 16:56:54 GMT 10
Mr. Curious, I use Blender to take ESL coordinates. However, I made a quick guide for people who wants to take coordinates from Trainer. You may include it in your tutorial if you want.
I hope it's good and clear Have a nice day.
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