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#xxl

pegperegogaucho
Because if the crates are too crooked you could maybe clip into them?
hesopesomeso
You already can :D
pegperegogaucho
You can lock the Sam 🔒
Download 2025-02-09_14-40-16.mp4:



pegperegogaucho
The logic seems to be partly implemented, but there is a function that always returns false which prevents the code from being reached. It does not seem to do anything as well. I wonder if the functionality is also present for other hooks which you normally can't lock?
hesopesomeso
Locking is a property of a meca. Also not sure what the other function is for, maybe "can add combat lock" and "can remove combat lock"? No idea! (combat lock removal checks only one of the functions...)
hesopesomeso
Seems like 0x60 always returns true (=> ignore). 0x5C is probably "can have a lock?"
pegperegogaucho
I discovered this by accident when looking for an event that could be used to make him go away, but unfortunately there is none :PepeHands:
hesopesomeso
You want to delete him? :KEKW:
pegperegogaucho
Yup, he needs to disappear without having to talk to him
hesopesomeso
When? After you talk to him?
pegperegogaucho
Before you talk to him
hesopesomeso
Ah so you want him to just pass through?
pegperegogaucho
Come again?
hesopesomeso
Okay I have no clue what you're cooking :Obelul:
pegperegogaucho
I needed a way to remove him before you talk to him
pegperegogaucho
So you send the event and then he is gone
hesopesomeso
I see... There's some flags blocking the events for the clueman guy though...
pegperegogaucho
There is no event to make him go away, regardless of state unfortunately
pegperegogaucho
You can disable the talk option, but he will only go away when talked to
pegperegogaucho
However I added a new event to make it possible 👍