Door Kickers 2

Door Kickers 2

Door Kickers 2 Workshop
Unlimited gameplay via our in-game mission editor and extensive game moddability.
Enemy "Traits" in RMG/ToD
TL;DR, if I overwrite traits in humans_badguys.xml etc., will enemies in RMG/ToD use the traits?

I am not sure about RMG/ToD, but some folks play RMG for 1000 maps achievement, or 100 days of ToD to try their skill.
So I made or will make some mods, such as "No Blind Fire Mission Packs" or "Enemy Replacements".

In many (all?) of single missions or Operations, every enemy seems to be written in MapName.xml, and some of them have "Traits".
Others don't, but then they would use the default traits in humans_badguys.xml etc., I suppose.

But in RMG, only a few enemies are written in MapName.xml, and many of them seem to be summoned from rmg_groups.xml.
I can replace every enemy or make new "factions", but cannot handle their traits.

So back to the "TL;DR", Can I or Do I have to overwrite traits of the summoned enemies?
If I can and have to, I will make vanilla or my enemy replacer variant.
If I can but don't have to, it is happy because we can use enemy replacer mods (not only mine) and combine them with "No Blind Fire Mission Packs" or so.
Last edited by Takeshi, made in Mom; 30 Apr @ 7:52pm
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So I made a new "faction", almost the same as the vanilla one.
The only difference is traits (chanceToBlindFire, 1 or 0).

When the chance is 1, some of the enemies do the blind fire (which is summoned from my faction, I suppose), but the rest don't (which is forbidden by editing MapName.xml, I suppose).

When the chance is 0, nobody doesn't, while playing several maps, killing dozens of tangos.

So, to handle the enemy traits on RMG/ToD, to edit both maps and enemies seems to be required.
I need more tests and later I will publish the mod.
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