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#editor

pegperegogaucho
Well, of course there is a lot of data in the level file related to those, but a lot of it is just garbage which don't matter (transformation, etc.)
pegperegogaucho
There are maybe a few properties which actually matter, like scale of the weapon/shield, ... but for now I did not include those
pegperegogaucho
If you know what the members could mean, feel free to share!
hesopesomeso
Yeah there's mostly implementation stuff...
adrientd
Yeah, unless you want to make custom enemy types, most interesting stuff is in the component.
hesopesomeso
:KEKW: How'd you know
adrientd
¯\_(ツ)_/¯
hesopesomeso
Not something that would be useful for scripting...
adrientd
Also I realise there is no Rocket Roman defined, though I think there are already some properties named.
pegperegogaucho
Does the rocket roman not just add 4 references or something?
pegperegogaucho
Looks like I did not add the component yet :FrogThinking: I guess I will add it later
adrientd
The hook yes, it's just some refs The component has some more values
pegperegogaucho
If you duplicate jetpack Romans, first of all it will make a new projectile object, which is fine, but it won't add it to the projectile list of the CKSrvProjectile!
pegperegogaucho
Also see below the attached list of properties, now with the rocket roman cpnt!
Download Properties_XXL1.json:
Direct Download



pegperegogaucho
Quick, only 2 hours left to make a release this year! :KEKW:
pegperegogaucho
mdr
adrientd
Oh well it would take more than 2 hours to open Visual Studio 🥲
hesopesomeso
What exactly is the different between a dynamic bounding volume and a non-dynamic one?
pegperegogaucho
At first I thought that you could change the radius of it, but of course the same can be done with a normal one as well.
pegperegogaucho
You have the decompiled code, you could tell us :PogelixOkay: