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#beta-rome-project

pegperegogaucho
It's a very unfortunate limitation made by the developers
pegperegogaucho
Also, in the non-Beta-Rome the crates drop all of those, so even swapping out a bonus would mean the existing crates change
thanasakis
ok understood
hesopesomeso
Can't you attach a crate to a new crate cpnt, which has the bonuses you want?
pegperegogaucho
Nope
hesopesomeso
Why not?
pegperegogaucho
I asked the game and it replied "No, thank you"
hesopesomeso
Well, it should work :Obelul:
pegperegogaucho
First of all you cannot control which crate get's used for a crate beacon
pegperegogaucho
You would have to make another crate group and somehow make it so the game registers it as the second crate "pool"
pegperegogaucho
And then you would have to add another entry in the GrpMecaCpntAsterix but it can only reference two crate cpnts which are metal and the wooden crates
pegperegogaucho
so all in all you would have to do a crazy amount of patching for that, it's not that easy unfortunately
hesopesomeso
Not sure what you mean by the first two messages and how it is connected to the bonuses. GrpMecaCpntAsterix does update the crate cpnts, but can't we just add another? (so another GrpMeca)?
pegperegogaucho
That is even more complicated, I don't know about that :Obelul: It's probably just not going to work
pegperegogaucho
I was saying that if you place a crate beacon the game selects any free crate from the group, so the CKHkCrate XY would always be at a different spot, so just overriding it from there you couldn't control its placement
hesopesomeso
I still don't understand, probably because I haven't worked on crates yet :Obelul: I'll reread this when I'm done with them
pegperegogaucho
No problem, maybe my explanation is not clear
hesopesomeso
Why the heck is the game updating the crate cpnts every frame though? Sure, it may need to initialize them at init... but why every frame? I removed the crate cpnt update, and it worked just fine (except they wouldn't spawn again when I reset)...
pegperegogaucho
I only know that the collisions are checked against the crate cpnt and not the individual crates
hesopesomeso
Isn't there also a collision event thrown at the crate hooks?