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#editor

pegperegogaucho
If I don't correct those now they might be lost forever because I forget :KEKW:
adrientd
Sure, would be great!
pegperegogaucho
BIG update
Download SquadMsgActions.json:
Direct Download



Download EventNamesXXL1.json:
Direct Download



pegperegogaucho
Every event in the game has been documented, except for five!: ``` CKAsterixGameManager 5309 CKAsterixGameManager 530A CKGrpTrio 2000 CKHkTrioCatapult 5196 CKHkTrioCatapult 5197 ``` even events not used by the game have been added allowing for cool mods :Pogelix:
rat_min
Alright I gotta check out those that didn't make the cut in the game lol
mr.rubinshtein
congratualtion to all of the modding community
mr.rubinshtein
:cat_bopping:
adrientd
Nice work! 👍 I will look at it once I'm back home.
hesopesomeso
CKAsterixGameManager 5309 CKAsterixGameManager 530A CKAsterixGameManager 530B Are events used for press validate/main menu sequence.
hesopesomeso
:Obelul: Idk about others
hesopesomeso
But damn good job!!!
mr.rubinshtein
i suppose the catapult events should have something to do with sector change loading?
mr.rubinshtein
when you jump on it and then it pretends like you fly to the other side of the world
pegperegogaucho
What do they do specifically? I have one event documented that shows the "press enter" prompt and another that shows the title screen along with the options.
pegperegogaucho
Yeah, the events modify something related to the catapult. But I couldn't figure it out yet and might have to look at the code which is time-consuming... So far I only know that those events turn something on and off because a single bit is modified
overfloyd
Wowsers man good good job!
overfloyd
I'm guessing this is a side effect of working on Rome right?
pegperegogaucho
Sure, because you need to know the events to make a functional level with scripting!
pegperegogaucho
Locks, puzzles, etc. are all realized by triggers and events deep down
pegperegogaucho
nothing would work without them!