They go from dgmUnk3 to dgmUnk103, so it's apparently 101 event nodes?
pegperegogaucho
Although I'm not sure if maybe the last one is not part of it and does something different
adrientd
That's what I'm wondering, 100 sounds more plausible, but then who knows, maybe at some point the devs needed a 101st one
pegperegogaucho
Hmm hold on...
pegperegogaucho
Okay, so there are only 100 Event nodes, but:
dgmUnk1 Respawn
dgmUnk2 Enter Level
dgmUnk3 Enter Level (as well!)
dgmUnk4 Respawn event node 0
dgmUnk5 Respawn event node 1
...
pegperegogaucho
And the respawn point ids actually start counting from 1 and not 0
schmeling65
Lua-Logic
There tables also start from 1 instead of 0.
pegperegogaucho
Yeah, very unusual for the game
pegperegogaucho
I guess 0 means no event to trigger
adrientd
Now a problem is that if I make a vector starting from dgmUnk4, the Ui will start with index 0, but it should be 1 if we want the index to match with the Respawn ID in the beacon.
adrientd
Maybe I could start from dgmUnk3 instead, and say that the first one is an exception.
adrientd
Or maybe I have to implement something in the json to make the list start at index 1 instead of 0 in the UI
adrientd
Indeed in the code it's 3 individual event nodes, then 100:
adrientd
So I guess I will simply implement something like `"firstIndex": 1` for list properties in the JSON.
adrientd
adrientd
What a relief
pegperegogaucho
Yup indeed!
pegperegogaucho
Also similar: GrpTrio's ckgtUnk80 event node array of size 15, the upper 7 bits of GrpSquadEnemy squnk7 index into the array of event nodes which then execute the event sequence once the player approaches an enemy (this is how the fight music is done). Then, when no fighting has occurred for some time, ckgtUnk79 gets triggered which stops the music but can of course do anything. Not sure what ckgtUnk95 does, but 96 is on enabling tornado and 97 on disabling tornado respectively.
deathhound246
What program is this btw? It looks pretty easy to follow compared to most others