| JenjenParibou | Alright, you lost me there lol |
| JenjenParibou | WAIT |
| JenjenParibou | I think I got it |
| JenjenParibou | Yes, I got it now |
| PegPeregoGaucho | Maybe this helps |
| JenjenParibou | It's like, it's rotating in the direction of the axis? Like, changing the direction below the X axis makes the enemy look in some direction, and changing in the Z axis flips him completely |
| Lepidópterus | Enemy leaders just do their command animation when a choreokey changes then? |
| PegPeregoGaucho | Not really, this is done through the "MsgAction" (the squads scripting which also controls enemy respawning) |
| PegPeregoGaucho | the rotation is an angle that faces the direction point which is relative to the enemy position, so changing the z axis will change the position of this direction point and thus the enemy looks to the changed direction point 😅 |
| JenjenParibou | OHHHHHHHHHHH |
| PegPeregoGaucho | Thats why the direction always has values between 0 and 1 |
| PegPeregoGaucho | Unfortunately you cannot rotate the enemy through the gizmo, you can only move them |
| JenjenParibou | I see |
| JenjenParibou | Well, this certainly makes enemies less complicated to understand |
| Stinkek | OExplorer doesn't allow extracting audio, does it? |
| PegPeregoGaucho | No |
| PegPeregoGaucho | but VGMStream supports the FMod audio banks |
| Stinkek | This comment was on the XXLR page. I don't know anything about the program you named. Maybe you could explain it to him |
| JenjenParibou | Ohhhh, the XXL editor allows for extracting audio |
| JenjenParibou | I did it just last week |