You can beat all Ustanaks with Jake's "hand-to-hand". Thats right, you dont even need firearms, if you mastery that skill, you will make a joke of them, every charged attack and every second hit from the combo stuns the enemie and you can simply put one of them in a stun-lock easilly. So well timed dodging and charge attacks should do the trick. But this also requires a lot of pills, in order to recharge your stamina.
y puedes colocarles enemigos mutados en la campaña de leon?? como podiste en la campaña de ada. haces un trabajo excelente una maravilla la campaña del leon es la mejor y me gustaria mas motosierras y mas gordos y gordos que expulsan humo azul y gritones
So how exactly was this done? Just editing the xml files by hand? I've been trying it with no success. I can copy the class ref lines for each enemy and get the game to load, but no extra enemies appear. I know I have to make sure the amount of classref entries matches up with the count= entry at the top of the line, but other than that I'm completely lost.
Is there some in-depth documentation for how to edit the spawns in this game?
I've already started on the basics. Main reason is I prefer the relative enemy density of campaign. Stuff like the roof holdout in Chris' chapter 1. (Jake 3 and Chris 4/5 have some of my favorite encounters as well) I also want to add more consistent encounters and up the number in places that need it.
So far all I've really been able to do is up the health values of enemies to make them more durable so they can survive multiple melee takedowns. Which is part of what I intend to do for every encounter in the game aside from bosses, which I'll probably nerf the HP of.
The main problem is that I don't understand how the scripting for encounters works, nor what a lot of the terms and values do. I've been experimenting with them and writing down notes on what certain terms and variables in the xml files do.
Right now my primary focus is the process of adding an enemy to the game. I've looked at files in the FSM folder and also noticed that they were edited alongside the .xml files in the Soft folder. So I assume the two files correlate with each other. With the xml files telling the game the attributes of the enemies, and the files in the FSM folder telling the game how to make the encounters progress and where/when new enemies should be spawned in.
I've also noticed that some enemies in the em.xml files have their mLife values set to 0, while others have proper values. My assumption is that the enemies with 0 HP are ones that are not immediately spawned into the map when the player loads into it, but are spawned as certain events and triggers are fulfilled.
Hi. Before you delve deeper. I'll let you know. I don't remember exactly when I first made this mod. I made this mod about 4/5 years ago maybe more. I don't work on this mod every day But I spent months making this mod.
If you or anyone else is ready for this I'll tell. This is very easy to do It just takes a lot of time To look perfect in the game
I'm honestly having a lot of fun even with the basics at the moment. It definitely is time-consuming, but fun to be able to reimagine aspects of one of my favorite games! I've been making sure to document my findings from parsing through the .xml files to streamline the process.
The main issue is knowing what lines I need to edit to add more enemies to existing spawn sets. I found a video on how to it in RE5, but I can't quite seem to translate the process over to 6.
amigo haces un excelente trabajo eres el primero que hace un mods para este juego siempre lo estuve esperando que alguen lo hiciera. ¿Pero puedes agregarle enemigos mutados? eso seria epico para este mods
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Is there some in-depth documentation for how to edit the spawns in this game?
So far all I've really been able to do is up the health values of enemies to make them more durable so they can survive multiple melee takedowns. Which is part of what I intend to do for every encounter in the game aside from bosses, which I'll probably nerf the HP of.
The main problem is that I don't understand how the scripting for encounters works, nor what a lot of the terms and values do. I've been experimenting with them and writing down notes on what certain terms and variables in the xml files do.
Right now my primary focus is the process of adding an enemy to the game. I've looked at files in the FSM folder and also noticed that they were edited alongside the .xml files in the Soft folder. So I assume the two files correlate with each other. With the xml files telling the game the attributes of the enemies, and the files in the FSM folder telling the game how to make the encounters progress and where/when new enemies should be spawned in.
I've also noticed that some enemies in the em.xml files have their mLife values set to 0, while others have proper values. My assumption is that the enemies with 0 HP are ones that are not immediately spawned into the map when the player loads into it, but are spawned as certain events and triggers are fulfilled.
I'll let you know.
I don't remember exactly when I first made this mod.
I made this mod about 4/5 years ago maybe more.
I don't work on this mod every day
But I spent months making this mod.
If you or anyone else is ready for this
I'll tell.
This is very easy to do
It just takes a lot of time
To look perfect in the game
Before that you talk about mLife,
I think that's not true,
it's just health,
If I change it to 0,
This means that it returns to default
Hi Sherzagank
Oa coisa que percebi é que aparentemente há algumas partes de one hit kill(dificuldade normal)nesse novo modo