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#xxl

adrientd
You have to pick a torch, set it on fire, and then approach to the rocket roman.
adrientd
and they will start flying
adrientd
of course, in the Cpnt, there is a value for the distance between the torch and the rocket roman to trigger the flying
adrientd
I set it to 3.0f, and it works, but of course if I leave it to 0.0f, then they will never fly.
pegperegogaucho
but no component has a reference at the end to my understanding
adrientd
well, the rocket romans cpnt do
adrientd
I think you can reference a hook
adrientd
which is used as the target when flying
adrientd
I guess for example in the first target in Beta Rome the rocket romans would fly towards that vertical wheel
adrientd
I tried setting that reference to Asterix's hook, but they still often target towards the romans instead of Asterix.
adrientd
They do target to Asterix after they get their butt bitten by Dogmatix for some reason
adrientd
Ah yes, I just realized that most ambient sounds were in the STR and not the LVL.
adrientd
So any sound ID that is >= the number of sounds in the LVL's dictionary is probably an ambient one
adrientd
Strange
adrientd
I wonder, if in case you find a sound ID that is greater or equal the number of sounds in the LVL, you don't randomize and just leave it as it is.
adrientd
so that ambient sounds don't get randomized
adrientd
however it's possible that there are ambient sounds in the LVL, so maybe not all of them will be fixed, but at least some
adrientd
in the CKSoundDictionary (not CKSoundDictionaryID)
adrientd
FDFF probably means an empty sound
adrientd
not sure where it exactly is, but probably around there