AE:Warehouse: Difference between revisions
→Warehouse Mod Too
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==Warehouse Mod Too== | ==Warehouse Mod Too== | ||
===Planned changes=== | ===Planned changes aka "what I WANT in it", not "what WILL be in it"=== | ||
====level0_Final==== | ====level0_Final==== | ||
Globally effective changes | Globally effective changes | ||
* | *edit some combat files for better AI behavior | ||
* | *edit some melee files for new experience (we are used to old patterns) | ||
* | *edit some weapon files, add secondary fire mode (tribute to Geyser), make AI smarter with guns and aganist guns* | ||
* | *flashy attacks again but this time better used particles (I hope) | ||
* | *maybe somethig else | ||
* | *try a little experiment: take A_t48 thug in EnvWarehouse and make him invincible. Then get w1_tap(Equalizer) or w2_sap(Black adder) and turn on superammo cheat. Now startle thug, don't shoot. Lead him to the side opposite of the locked door which leads out of the building. Now dash to the door (so there is big hole between you and thug) and start permanent fire. You will see that after second or two he begins to strafe and he's trying to hide behind corners and objects. If he's too close, he will attack you. Problem is that w1_tap and w2_sap are only guns with that effect. Aganist other ones he just run towards his death. | ||
====level1_Final==== | ====level1_Final==== | ||
Changes to level 1 binaries | Changes to level 1 binaries |