Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

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(Level Editor) Adding Demon Mobsters and Prisoners as Enemies
By Yossarian the Assyrian
The hallucinatory demons from Apocalypse, prisoners from Release, and tutorial enemies from Midnight Animal are absent from the Level Editor by default. With this guide and Notepad++, you will learn how to add these enemies to any of your custom levels!
   
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Getting Started
Did you like the way those enemies looked in Apocalypse, with the fiery faces and distorted appearances? Were you disappointed that the Level Editor won't let you spawn them, not even as props?

Good news - you can add them to the level editor to fight as any character that can normally battle the Mafia! You just need to change some coding here and there.

To use this guide, you need two things: a level for any character that can fight the Mafia, and Notepad++ (download it here: https://notepad-plus-plus.org/).

If you are unfamiliar with using Notepad++, here's how it works: when you place down an item or enemy, its IDs are listed in the level.obj file for that floor. There are two main types of IDs to look for: the sprite ID and the object ID. Sprite ID determines how something looks, while object ID (located two lines below sprite ID) determines how it acts in-game. Between those two spaces is the direction (0-360 degrees) it is facing. By changing the sprite and object ID of an item you added to the level, you can add virtually anything to the Level Editor that isn't there by default. Everything below has its IDs listed as (sprite ID, object ID).

NOTE: Changes from Notepad++ will not stay unless you save the level again in the Editor before playing it. Playing the level without saving it from the Editor will not show anything you just added.
Setting Up Your Level


Here's a basic Richter level. Enemies of all sorts are present, and it's nicely decorated. We will use this as the base for spawning the Demon Mobster enemies.

(Keep in mind - Demon Mobsters only have sprites for 4 weapons: the AK, the Uzi, the Club, and the Shotgun. You can swap out the Silencer for the Uzi and have it work fine for enemies and players. The M16 and Double Barrel really have no equivalent.)

When you are happy with your level, open Notepad++ and go to the level's folder. Open the level0.obj file. If your level has more than 1 floor, open level1.obj, level2.obj and so on and so forth. This holds the prop and enemy data for your level.

Swapping Enemy Data

You may be intimidated by all the numbers pulled up. Don't worry, there are patterns to it. Listed below are the IDs for the Mobsters and their demon counterparts. Replace the first IDs with the second group. Do not just click "find and replace" over and over again, as you may end up accidentally replacing other data. Look carefully at what you replace before you do.

REGULAR MOBSTER SPRITE IDs:
66 - Mobster with Club
69 - Mobster with Shotgun
75 - Mobster with Silencer
1500 - Mobster with Kalashnikov
2596 - Fat Mobster

DEMON MOBSTER SPRITE IDs:
3219 - Demon Mobster with Club
3223 - Demon Mobster with Shotgun
3217 - Demon Mobster with Uzi
3231 - Demon Mobster with Kalashnikov
3226 - Fat Demon Mobster (NOTE: Unlike in story mode, they don't explode on death and don't have their sprites trail behind them. The unique version of this enemy makes them invisible without a certain filter present, which I covered in my special effects guide.)

Done and Done!
When you are finished replacing every enemy on each floor, save all of the .obj files and boot up the editor again.



If you did everything right, you should see the Demon Mobsters in place instead of regular Mafia!



(The background change is not a part of the transformation. I added that for atmospheric purposes.)

You can rotate and move the Demon Mobsters, but you cannot add more unless you spawn more Mafia enemies and convert them in Notepad++.

Much like in Apocalypse, the Demons will lose their flames when knocked down. Unlike in Apocalypse, the flames do not come back when they get up. Also, the Fat enemies return to normal before dying.
This is because they have been assigned the regular Mafia behaviors, which makes them fightable by more characters but unable to regain their demonic appearance. The only way to have that work is to have a specific filter active (one of the two "LSD filters," as the community calls them). I covered how to add them in my special effects guide.
Adding Prisoners to Maps
With the release of sprite and object ID lists, virtually any enemy can be added to your levels now. The process is the same, but with an additional step - located 2 spaces below the sprite ID is the object ID that you must change to alter the enemy's faction.



To add Prisoners, replace either of these two ID sections. While anything can have its IDs swapped with Prisoners and have them work, these are included just for reference. Prisoners have a unique behavior that all other factions do not: they can be static with melee weapons as well as guns, while any other type of enemy can only be static with guns.

POLICE IDs:
Sprite IDs:
1551 - Police with 9mm
1553 - Police with Baton
1558 - Police with Shotgun
1570 - Fat Policeman/Inspector
Object IDs: 931 (melee random), 939 (melee patrol), 932 (gun random), 933 (gun patrol), 934 (gun static), 937 (fat patrol)

GUARD IDs:
Sprite IDs:
2679 Guard with Magnum
2680 Guard with Shotgun
2681 Guard with Baton
Object IDs: 1530 (melee random), 1531 (melee patrol), 1532 (gun random), 1533 (gun static), 1534 (gun patrol)

With the ones listed below:

PRISONER IDs:
Sprite IDs:
3575 - Prisoner with Big Pipe
3576 - Prisoner with Magnum
3577 - Prisoner with Glass Shard
3578 - Prisoner with Baton
3632 - Prisoner with Toothbrush Shiv
3674 - Prisoner with Shotgun
3680 - Fat Prisoner
3677 - Prisoner Dodger
Object IDs: 2109 (melee random), 2110 (melee patrol), 2111 (gun random), 2112 (gun static), 2113 (gun patrol), 2145 (dodger static), 2146 (melee static), 2148 (fat patrol).
Adding Tutorial Enemies to Maps


Remember those guys from Midnight Animal that didn't pose much of a threat to you? Well, if you're feeling sadistic, you can spawn them too. They work best with the Pig Butcher, so the most convenient replacement for them would be Police enemies.

Sprite IDs:
30 - Green Shirt Teen dancing (Victim1)
31 - Green Shirt Teen walking (Victim1)
32 - Blue Hoodie Teen walking (Victim2)
33 - Pink Hoodie Teen walking (Victim3)
34 - Girl Walking (Victim 5)
38 - Pink Hoodie Teen smoking (Victim3)
40 - Blue Hoodie Teen with Bat (Victim2)
41 - Green Shirt Teen pulling on door (Victim1)
174 - Blue Hoodie Teen dancing (Victim 2)
230 - Shirtless Guy walking (Victim4)
389 - Glasses Teen Idle (Victim6)

Object IDs:
40 - Green Shirt Teen (Victim1)
41 - Pink Hoodie Teen (Victim3)
42 - Blue Hoodie Teen (Victim2)
125 - Girl (Victim5)
126 - Shirtless Guy (Victim4)
233 - Glasses Teen (Victim6)
2308 - Blue Hoodie Teen Hostile (Victim2)

WARNING: Executing the Girl (Victim5) will crash the game. Attacking her will cause no issues, but executing her makes the game crash. Also, the game will crash if the Shirtless Guy enemy punches you during an execution.

As for their unique behaviors and abilities...
1. Most of them can survive a bullet from a pistol, rifle, or SMG. Shooting them twice will kill them, and shooting them with a Shotgun will always kill them in one shot.
2. The pink hoodie teen (Victim3) can only be knocked down and killed using a door. All other attacks pass through him.
3. The shirtless guy (Victim4) will charge at you even if he hasn't seen you and punch you. Unless you are playing as the Pig Butcher, his attacks will lock you in place permanently. If you are playing as the Pig Butcher, you will shrug off his punches and he will back away.
4. The glasses teen (Victim6) will die no matter how you hit him. Whether you throw something at him, punch him, or shoot him, he will die instantly.
5. The blue hoodie teen (Victim2) can either walk around idly or act as a random melee enemy. He can carry a bat and will chase after you if he spots you. He's identical to a Bat-carrying Mafia or Gang enemy.
Full ID Lists and Bosses
The full sprite and object ID sheets can be found here:
https://www.dropbox.com/s/1br7tkh4nrt9u0e/objects.html?dl=0
https://www.dropbox.com/s/pb1jtorihy4o4b2/sprites.html?dl=0

To learn how to spawn bosses and other unique enemies, check out this guide by me: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=676175384



I also have a guide outlining how to give enemies weapons from different factions. This has an organized list of sprite and object IDs for enemies.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=912597887
Thanks for Reading!


Have fun with the new factions to you can add to your levels!
37 Comments
maku104 13 Mar @ 10:04am 
i have a problem, i replaced everything i need with prisoner with big pipe id but when i kill/push them they become mobsters
holy fish 26 Oct, 2023 @ 7:33am 
Hey, so Psycho Prisoners have a few idle animations, how do i add different idle animations?
holy fish 21 Oct, 2023 @ 11:52pm 
nothing shows up even though i placed the mobsters
Yossarian the Assyrian  [author] 16 Sep, 2023 @ 12:58pm 
They are in the "Giving Enemy Factions Different Weapons" guide.
holy fish 16 Sep, 2023 @ 8:26am 
where can i find the rest of the mafia enemy id's?
Yossarian the Assyrian  [author] 16 Jul, 2023 @ 6:44pm 
They would drop whatever guns they are assigned for their sprites (AK, Shotgun, Uzi, or Golf Club).
omnibarebones 16 Jul, 2023 @ 6:37pm 
would they drop the weapons of the columbians or guards i killed or the mafia? (Shotgun/AK/UZI) or (Shotgun/M16/Famae/whatever other guns they use)
Yossarian the Assyrian  [author] 16 Jul, 2023 @ 11:41am 
You'd need to change their object IDs as well, or else they would become regular Guards or Colombians when knocked down or killed.
omnibarebones 16 Jul, 2023 @ 10:24am 
If you replace the Guards or Colombians in a level of the Son, could you make them the Demon Mafia?
hotline-miami-fan123 12 Nov, 2022 @ 11:27pm 
i need the explotion id