
Run a difference check with WinMerge or something and voila:Belendor 说:I wonder what are those new operations added into the MS. Is there a list?
agent_set_attack_action = 1745 # (agent_set_attack_action, <agent_id>, <value>, <value>), #value: -2 = clear any attack action, 0 = thrust, 1 = slashright, 2 = slashleft, 3 = overswing - second value 0 = ready and release, 1 = ready and hold
agent_set_defend_action = 1746 # (agent_set_defend_action, <agent_id>, <value>, <duration-in-1/1000-seconds>), #value_1: -2 = clear any defend action, 0 = defend_down, 1 = defend_right, 2 = defend_left, 3 = defend_up
agent_start_running_away = 1751 # (agent_start_running_away, <agent_id>, [position_no]), # if position no is entered, agent will run away to that location. pos0 is not allowed (will be ignored).
agent_ai_set_can_crouch = 2083 # (agent_ai_set_can_crouch, <agent_id>, <value>), # 0 for false, 1 for true.
agent_get_crouch_mode = 2097 # (agent_ai_get_crouch_mode, <destination>, <agent_id>),
agent_set_crouch_mode = 2098 # (agent_ai_set_crouch_mode, <agent_id>, <value>), # 0-1
is_zoom_disabled = 2222 # (is_zoom_disabled),
You could make cutscenes with the old MB already, only by fiddling with the mission cam, scripting agents and scene props (see TLD). With WSE you can play videos too (play_bink_file).Computica 说:This game just got really interesting... Caba, do you know if the NW DLC is using these new functions for any reasons?
Hmm, with these new functions I could easily make some type of in-game cinematic.
Vincenzo 说:What soundbug?
You can never say something is final, but it seems very stable at this time.