Luke76bg wrote: ↑Fri Mar 20, 2020 11:56 am
Thanks cielos! I see some entry related to positions, this is related to no clipping ?
probably.
they should be the player coordinates.
they were left over from the no-clip scripts I made for re2 demo. like I said, they seems still intact when I boot up re2 demo earlier, but I haven't actually tested them.
but I'm not sure I'd want to make a no-clip for this demo, because,
1. too time consuming as I need to locate some normalised vectors to make a proper no-clip.
2. they could skip game plot easily for the full game, doing it just for the demo just to explore a little bit more while potentially spoil myself for the full game seems not a good idea...
so...
anyway, I've just done some crazy excel formulas. I've been up for about 20 hrs. and I've only killed one zombie last night when I "played" the game for about an hour and made (and/or ported) the few options you saw...
so, I'm going to call it a day now, tomorrow I'll play the game a bit to test and refine/fix the existing scripts a bit, then I may add back more scripts like highlighted items, to better prepare for the full game release.
then, who knows~
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Exeter wrote: ↑Fri Mar 20, 2020 1:07 pm
That was fast. Thanks cielos!
Idk if you remember this from RE2 btw, but your table there had an option that actually caused zombies to not grab or hurt you as side-effect. (aka they try to run at you, but instead of normally grabbing you, they just run by you). You think you can bring that option to this game eventually as well? They were the godmode options under the blank section in the RE2 table.
[...]
[Edit]
Actually I just pasted it from the RE2 table and it seems to work (the health values at least). I'll see if zombies run past me in RE3 too.
[Edit 2]
Confirmed, it works! Even Nemesis punches into thin air now when he tries to attack you.
[...]
yeah, I remembered when I was in lunch break today.
I've just posted the pointers on my previous post for you guys to test, I suspected the god flag would still work as when I checked last night this flag check are still in the game.
but I'm doing the undead differently this time around.
if you've tested the undead script this time, zombie won't be able to execute the "killing bite" when you're in low health, while on RE2, undead would just prevent any attack from connecting (cant touch you) when you're in low health.
one of the reason for this change of approach is that my aobscan for the "damage handler" from re2 doesn't work for this demo. too lazy to trace it all over again, I just changed the method to manipulate the process AFTER the hit has connected to you and the damage is calculated and prepared to be applied to the player.
using the previous approach, in the "damage handler", I can skip the whole damage process if the player health is too low, while this time it may be too late to skip the "hit-connect" after the hit IS connected, but I can still prevent the low-health-killing-bite from happening by tweaking the process.
now, as you tested, of course we can just set the god flag and let no one touch you, but it would kill too much fun in my opinion...
also, another member has already reported the big guy can still one hit kill the player with the "special attack", I still need examine this one hit kill first, to see, for exmaple, if it's ignoring the current health altogether and one hit kill you no matter what, or some other process are used to handel the big guy's one-hit-kill.
....so, I don't know yet, I'll see what I'd do with this new approach tomorrow, maybe I'll figure something else out by then.
anyway, thanks for testing~
and now, good night everyone.