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#editor

pegperegogaucho
The majority of the actions I found myself and were never used in any level (not even in the romaster, I believe)
adrientd
Ok, because if it already existed then the editor would have made an OOB access (handled or not), so I wanted to see what would have happened, but looks like that's not possible
pegperegogaucho
OOB access? where?
adrientd
Because the enums combo box was an array of size 2, so it you had a value of 2 for < or 4 for >...
pegperegogaucho
Ah yes true indeed
pegperegogaucho
I believe it is not even used in UXXL/CC, at least I couldn't find any earlier
pegperegogaucho
So I've looked into the second float for the CGround (param4) there are two cases: 1, For grounds that are high grass, it is the height of the grass, used to control the particle offset 2. For grounds that are below water (or not, looks like the developers also sometimes put it into nearby grounds) it is the **absolute** y value of the vater. I.e. if the water node is at (42.56, -7.21, 9.14), the param4 is -7.21. I'm not sure for what this is used for, since the effects will continue to work fine even if the value is wrong?
pegperegogaucho
Bit 2 of Flags 1 seems to be used for PushPull dynamic grounds, except the target ones. Looks like it does this?
Download 2025-01-04_11-49-51.mp4:



pegperegogaucho
It simply disables gravity for bonuses, boring!
pegperegogaucho
It also generally changes the pickup behavior of bonuses: first I walk over a ground with the flag set, then on one without it. Notice how Asterix immediately picks up the bonus in the first walk
Download 2025-01-04_12-02-22.mp4:



pegperegogaucho
I would call the flag "Disable bonus gravity" and thus events 0B04 - "Enable disable bonus gravity" -> "Disable bonus gravity" 0B05 - "Disable disable bonus gravity" -> "Enable bonus gravity" Another enable enabling-type of situation :KEKW:
adrientd
There's also a third case, if Bouncing flag is enabled, param4 is used for the magnitude of the jump (small jump, very high jump, ...)
adrientd
Also I always set the water level through param4 and it always worked, but I wonder if maybe it gets overwritten by a value in CKHkWater if the ground is assigned to it (if that value exists, don't remember).
adrientd
Or maybe it overwrites it by the y coordinate of the water node like you said.
hesopesomeso
It gets overwritten in update of water fx.
adrientd
Maybe it's not just the bonus gravity that is disabled, but maybe it just makes the ground "disabled" for bonuses only? Since it's used for the push blocks, if you spawn a bonus over the block, wouldn't it fall down to the ground under the block? That would make more sense, I will check.
adrientd
Ok no, it doesn't, like in the video the bonus just gets taken almost instantly. Also crates seem to also have this effect.
adrientd
So I made a platform out of crates, and enabled the "Raining bonus" cheat in Inspector. What I notice is: - if the bonus is near Asterix (on the XZ plane), it will fall down until it reaches the ground, and gets instantly taken by Asterix. - else the bonus falls under the crate, as if it didn't exist, to the ground under it. If there is no ground under it, then the bonus does not fall at all.
pegperegogaucho
Interesting! I just tried it out and it didn't do anything though, values 0.1, 1 and 100 all resulted in the same jump
pegperegogaucho
Oh I didn't actually say it gets overwritten, but I just checked: every frame it seems to get overwritten, which is also corroborated by <@&1311814439649153094>'s deleted message from earlier. What happened there? If you remove the ground from the water hook, it won't get overwritten and the height is taken from the param4!