Is it possible to "hex edit" opponent behavior?

MagnaChem research & development unit.

Moderators: coffeycup, Toshiba-3

Post Reply
User avatar
C2_Scientist
motorised death
Posts: 1648
Joined: Tue Mar 26, 2002 5:00 pm
Contact:

Is it possible to "hex edit" opponent behavior?

Post by C2_Scientist » Thu May 10, 2012 2:03 pm

Perhaps I'm alone with this, but I've grown a bit annoyed by the fact that the opponents may go into the reverse/sulking mode, and stay that way for a long time even if they are repeatedly hit. It's something the first Carmageddon didn't have, which usually kept the gameplay more action packed, I think.

Since a setting for this doesn't seem to exist in any of the textfiles (other than the races.txt nastiness setting :), I was wondering if those more skilled in hex editing could tell me whether this could be fiddled with by editing the Carma_HW.exe. All I can tell is that there is some opponent behavior related stuff from line 258984 onwards, but I have no idea what to do with it, or if there's anything that can be done. Perhaps this is a stupid question, but it doesn't hurt to ask. :)

Another thing I've been wondering is whether it would be possible to edit something to force the player to always start from the last position on the grid (rather than a random position every time). I wasn't able to find anything related to this in the .exe, though...

User avatar
Harmalarm
motorised death
Posts: 1196
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Re: Is it possible to "hex edit" opponent behavior?

Post by Harmalarm » Thu May 10, 2012 9:53 pm

Well, I am pretty sure it can be done via hex editing, but it is a very specific goal. I wouldn't have any idea where or what to look for. This goes for both things you are talking about.
I tried to edit the grid settings myself for my dd2 mod. Unfortunately, no success in any way... :(

User avatar
C2_Scientist
motorised death
Posts: 1648
Joined: Tue Mar 26, 2002 5:00 pm
Contact:

Re: Is it possible to "hex edit" opponent behavior?

Post by C2_Scientist » Thu May 10, 2012 10:19 pm

Removing the sulking entirely would probably be quite difficult, I guess. But if there's a "duration" or a "chance" factor somewhere in there, they could be reduced to, say, 0.1s and 1%.

I don't know if this makes the goal any easier to achieve, though. :)

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest