baboon gone wild

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mugs
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baboon gone wild

Post by mugs » 29 Nov 2011 16:23

I believe there is a way to change a baboon's (baboon_normal slot) behavior by adjusting the script data for the "enemy". I studied the info which suggests that the default argument (hope that's the right term) is 70 and that the range is 0-127 (and beyond that I am uncertain what script data is needed). I want the baboon to go after Lara aggressively if that's possible. Can someone help me with the correct script line. Thanks so much.
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Re: baboon gone wild

Post by Raymond » 29 Nov 2011 16:32

You can change the damage of the hit by the baboon with this, but you can´t change the behaviour. See Enemy-command in the reference.

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Re: baboon gone wild

Post by mugs » 29 Nov 2011 16:42

yes, ok. ......sentence edited......

Enemy = Baboon_Normal, 127,IGNORE,IGNORE


edit: I had a question about NEF, but you have already stated that behavior can't be changed so I'm thinking "IGNORE" is the correct value here.
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Re: baboon gone wild

Post by Raymond » 29 Nov 2011 19:24

Enemy=Slot, HP (vitality), NEF_ flags, TombFlags (TCF_...), EXTRA_ flags, Damage1, Damage2, Damage3
Obviously you use a wrong syntax. You set the HP to 127, but you want to set Damage1 with this value. So give the correct value for every argument of the command.
The NEF-flags describe some general properties of a enemy(see reference), but non is about something like aggessiveness.

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Re: baboon gone wild

Post by mugs » 29 Nov 2011 20:06

ok. Thank you, Raymond. I see nothng about vitality in the chart for baboons so I will try "IGNORE" for that value ( and each of the others that are not used) as well, I guess.
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Re: baboon gone wild

Post by Raymond » 29 Nov 2011 21:20

Yep, for each argument you don´t want to change you set IGNORE or -1.
TREP has a list of the default enemyHP´s. But you also can easily check the enemy HP by copying it´s HP-value from it´s item memory zone to a common variable (the basics about variables see in Paolones Vaiables tut) and check it with Diagnostics on screen.

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Re: baboon gone wild

Post by Fluen » 06 Dec 2011 20:38

I assume you use the common friendly baboon. Now I don't know how much can be done with NGLE, but I do know, that the baboon came as one out of three. One had no sounds and the other was almost invisible. Both were aggressive.

If you want a baboon, which is aggressive from the very beginning, I suggest you retexture the invisible baboon with the textures from the friendly one and use that one. I think it's named baboon_inv.

Other than that I'm unable to help.

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