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#editor

adrientd
Because you still have to unlock via an event
pegperegogaucho
oh right
pegperegogaucho
btw i have a suggestion for editing the references where the events get sent to, have a drop down menu for the cltype, clid and chunk
adrientd
I know it's bad, still thinking how I could organize it better
pegperegogaucho
``` CKGrpSquadEnemy 4D0D "Activate Squad", spawn enemies in squads where U1 is 0 (Like pirate squad before boat ride) CKGrpSquadEnemy 4D0E Switch Choreography (Only works for some squads) ``` These are pretty interesting :HmmChamp:
pegperegogaucho
It probably has something to do with the CKMsgAction
adrientd
Ah so you think that CKMsgAction is something that defines the actions for the events (aka messages)?
pegperegogaucho
Maybe
pegperegogaucho
so far i know: It sets the amount of enemies that will respawn after U1 and U2, thats why the 950 romans dont appear right away in the rome fight Plays the Centurion animations when approaching the squad Switches Choreographies after certain enemies have been killed
pegperegogaucho
oh and also it can "attach" the squad to the player (Make the enemy choreokey positions relative to asterix)
adrientd
Ah ok, so it does quite more stuff
pegperegogaucho
Yeah, its pretty important
pegperegogaucho
yup, if you send event 4D09 to the squad it will "attach" to the player
pegperegogaucho
But i wonder how it works when they for example the centurions play their animations :HmmChamp: maybe it defines some kind of volume or something like that
adrientd
ah yes, nice find
adrientd
Also maybe I know what the 3 types of events sequences differ
adrientd
It's how the conditions for launching works
adrientd
In Gaul, there is the fight with two squads, one the romans and another for the turtle formation
adrientd
In the squad, both refer to the same event sequence, but with different bit 0 and 1
adrientd
So I guess the event sequence that disables the lock to the machinegun runs when both squads are terminated