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#editor

adrientd
also I wonder if there are more?
hesopesomeso
0x13 is the last event in ground
pegperegogaucho
I don't think so, the next ones return 1
hesopesomeso
yep, that's the default.
pegperegogaucho
Seems to be only 0x14 ones
adrientd
oh ok
adrientd
so we can't enable/disable the shadow and water ingame 😢
pegperegogaucho
Not easily
pegperegogaucho
you could make two doors, make the door #1 dynamic ground the water and the other not and then swap them out by closing/opening the doors
pegperegogaucho
(Trick #17)
adrientd
Ah cool
adrientd
Imagine the devs having to do this to get what they want :Obelul:
pegperegogaucho
We know they had to set up quite a lot of stuff manually
pegperegogaucho
And I think in XXL2 they actually did something similar to that: the rising lava is a door (or some other moving object class, not sure) and it has the "death" flag set. So once it rises to the top, Asterix will stand on it and die.
pegperegogaucho
But the problem is, that the enemies usually die before if you stand on the middle (where the platform is the highest) and then the game just lowers the lava, so it's very hard to lose :Obelul:
adrientd
So you can win by doing absolutely nothing lol
pegperegogaucho
Yup! :Obelul:
pegperegogaucho
Also Adrien, I've noticed an issue with the property names in the event selector drop down. It does not seem to show the events of superclasses in the selector. So even though all events valid for CKGrpSquadEnemy are also calid for CKGrpSquadJetpack, they won't actually show!
pegperegogaucho
And also another note: for CKCinenamticBlocs 0x500 means start and 0x501 means stop, but for the CKManageEventCinematicBloc (used for music) it seems to be different, 0x501 makes the music play and sending 0x500 to a specific CKManagerEventStopCinematicBloc makes the music stop
pegperegogaucho
So maybe there needs to be a way to override the meaning of events in subclasses? :pepegeHmm: