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SWAT 3 - LAST RESORT GAME MODIFICATION


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Increased Suspect/Civilians Count

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3 years 11 months ago - 3 years 11 months ago #1498 by Copy-Cat
Well the good thing is it can be done. Now to do it to the other game modes.

The only other thing I can think of that ya may have overlooked is the ratio of the Suspects and Civilians. I assume we all know how the random objectives work specifically how the buttons work. So try this test.

Lets say we went with 50 as the max.
Now go in to a game and set random objectives to 25 suspects and 25 civilians (that's 50 right?)
When you 1up the suspects the civilians should 1down, if ya 1up the suspects to 50 the civilians should auto go down to 0. Is this the case with your fix?

Post your findings...

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3 years 11 months ago #1499 by DarkSynopsis

Copy-Cat wrote: When you 1up the suspects the civilians should 1down, if ya 1up the suspects to 50 the civilians should auto go down to 0. Is this the case with your fix?


Yup, that works.

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3 years 11 months ago - 3 years 11 months ago #1500 by Copy-Cat
Great now for the other hex edits, i would keep the edits down to 8 bit sequences and post the location for example
Location old new
0003AD6B . 83 F9 1E --> 82 F9 32

Unless SJ can copy and paste the entire region, then paste the entire region in a post.

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3 years 11 months ago - 3 years 11 months ago #1501 by Slippery Jim
Has the necessity of every single hack location been proven by testing? I would hate to see values get changed by guesswork and cause instabilty or problems elsewhere in the game.

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3 years 11 months ago - 3 years 11 months ago #1509 by DarkSynopsis

Slippery Jim wrote: Has the necessity of every single hack location been proven by testing? I would hate to see values get changed by guesswork and cause instabilty or problems elsewhere in the game.


I would have to go through changing them one by one to be sure but there was a block or two of edits I left out during testing at times and values would get reset to 30 under certain conditions, below is a screenshot the patches done within OllyDbg.



All of those are within each buttons functions (Up/Down Arrows, Random) really should be no cause for any instability on a simple doubling of a value that only gets called upon button presses.

Though for a bit of fun I am tempted to take a look into the Scenario Editor route, thinking I could throw together a quick webpage (just because I know what I'm doing there) that could randomly generate a .SSE file with the set amount of Suspects/Civilians, seems like something that would be closer to the SWAT3 30+ Character Scenario Generator v1.6 mentioned earlier which I can't imagine we'll find online at this point.

Scenario route is less convenient than just being able to change stuff on the fly in-game though.

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3 years 11 months ago #1513 by Slippery Jim
I released a tool a while ago to rip the cells names for scenario makers from any .SCN file. It would be a project to go through all the community made maps and compile the information. This information could then be used to make a new scenario editor.

Random scenario could get ugly if the AI spawns in cells they shouldn't.

Just a thought. Not saying you have to do that. It has been on the to do list for a while with extremely low priority.

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