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bg2 projectile trap structure in .ARE


Avenger

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I could clarify the 2nd dword is actually 2 words (size/missile id)

And i found that the last dword contains a reference to the PC who created the trap.

Sadly, after reloading the game and saving it again, the reference changes to 0xff.

I suspect this is a bug: i think the PC index is saved so the engine could determine if the PC killed someone with that trap. But after a reload the trap 'forgets' its creator, despite it was saved.

 

Here is a snippet as ielister sees a saved .are file (the offset is the original position in the file)

 

000f3eh Trapname TRAPSNAR //.pro filename

000f46h Offset 00000b1e //absolute position to the effects block (payload of trap)

000f4ah Size 0210 //bytesize of the block (divide by 0x108 to get the effect #)

000f4ch Missile 00d6 //the missile.ids index of the trap (off by one in projectl.ids)

000f4eh Unknown 0000

000f50h Unknown 0001

000f52h Position [0d98.0bbe] //the trap position in the area

000f56h Unknown 0000

000f58h Unknown c8 //200, i don't know what is it.

000f59h Creator ID 00 //the player slot who created the trap (created by the 1st)

 

000f5ah Trapname TRAPSNAR

000f62h Offset 00000d2e

000f66h Size 0210

000f68h Missile 00d6

000f6ah Unknown 0001

000f6ch Unknown 0001

000f6eh Position [0e95.0b61]

000f72h Unknown 0000

000f74h Unknown c8

000f75h Creator ID 02 //this was the 3rd player in my team

 

 

I would welcome any insights on the remaining 7 bytes of unknowns.

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