Andyr Posted April 3, 2005 Share Posted April 3, 2005 Something I remember from my last play (don't remember filenames, sorry). Don't know if it is a bugfix, but half a dozen zombies with bows but no arrows and no animation to fire bows sounds a little silly to me... Link to comment
SimDing0 Posted April 3, 2005 Share Posted April 3, 2005 The Amnish Soldier outside the circus tent also fires arrows from his pike. Link to comment
Andyr Posted April 3, 2005 Author Share Posted April 3, 2005 If not Fixpack stuff, a "Shitty equipment-b-gone" mod? Link to comment
SimDing0 Posted April 3, 2005 Share Posted April 3, 2005 Yeh. Aka "Optional, but cool". Link to comment
CamDawg Posted May 1, 2005 Share Posted May 1, 2005 BHGHOUL5 have bows, incorrect arrow referencs (arrw01 instead of arow01). OUt of laziness, I simply made the arrows undroppab;e/unstealable and replaced the bow reference with the zombie attack item. // zombies shouldn't be using bows and arrows, especially w/o animation COPY_EXISTING ~bhghoul5.cre~ ~override~ READ_LONG 0x2bc "itm_off" READ_LONG 0x2c0 "itm_num" WHILE ("%itm_num%" > 0) BEGIN SET "itm_num" = ("%itm_num%" - 1) READ_ASCII ("%itm_off%" + (0x14 * "%itm_num%")) "item" PATCH_IF ("%item%" STRING_COMPARE_CASE "arrw01" = 0) BEGIN WRITE_ASCII ("%itm_off%" + (0x14 * "%itm_num%")) ~arow01~ #8 READ_BYTE ("%itm_off%" + 0x10 + (0x14 * "%itm_num%")) "flags" WRITE_BYTE ("%itm_off%" + 0x10 + (0x14 * "%itm_num%")) ("%flags%" BOR 0b00001010) // adds unstealable, undroppable flags END ELSE PATCH_IF ("%item%" STRING_COMPARE_CASE "bow03" = 0) BEGIN WRITE_ASCII ("%itm_off%" + (0x14 * "%itm_num%")) ~b3-12~ #8 // replace bow with zombie attack item END END BUT_ONLY_IF_IT_CHANGES Several Amnish guards use bow and arrow, but I only found a few that used the Amnish guard w/pike animation with a bow. In this case, I just changed the equipped weapon to long sword. // amnish guards shouldn't be using bows and arrows, especially w/o animation COPY_EXISTING ~bamng01.cre~ ~override~ ~bamng02.cre~ ~override~ ~circg1.cre~ ~override~ READ_LONG 0x2b8 "slot_off" READ_LONG 0x2bc "itm_off" FOR (index = 0; index < 4; index = index + 1) BEGIN // cycles through weapon slots READ_SHORT ("%slot_off%" + 0x12 + ("%index%" * 0x02)) "slot_num" PATCH_IF ("%slot_num%" < 37) BEGIN READ_ASCII ("%itm_off%" + ("%slot_num%" * 0x14)) "weapon" PATCH_IF ("sw1h04" STRING_COMPARE_CASE "%weapon%" = 0) BEGIN // if long sword WRITE_SHORT ("%slot_off%" + 0x4c) "%index%" // sets weapon slot to selected weapon SET "index" = 4 END END END BUT_ONLY_IF_IT_CHANGES I consider these bugfixes; included in alpha 4. Link to comment
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