Wasn't quite sure where to post this. Anyway, I have been testing a lot of different things while making my mod. Yesterday I tried all of the things below and found some interesting results. Not sure if most of this stuff is common knowledge. If not, I hope this helps anyone making a mod for the first time!!
Yesterday I did some testing with the Fake Hitlers. It turns out, that every fireball they shoot out counts as one guard each. The guard limit per map is 149. If that number gets exceeded, the game crashes. So, the lesson is, you cannot have too many Fake Hitlers fighting you at the same time or in real long corridors. I am saving them for my third episode, but when I do include them I think it will be safe to still have around 100 guards per map with Fake Hitlers. I think putting four in one room or corridor would be too much. I also learned that you can’t make them deaf or they only react when you shoot them. I have already changed their Dir function to NoDir in the source code, so you can approach them from any direction and they will react to you. But, for now I need to keep them on separate floor codes.
Also, the object limit per map is 399. I also tested this and found some interesting results. If you use all 399 objects and then load that map and start playing- when you kill your first enemy, the ammo clip they usually drop won’t be there. The game does not crash, but until you start picking up things like treasure, ammo, health, etc. this will continue to happen. So, picking up collectible objects definitely lowers the object count per map.
I also tested out if killing a guard lowers the guard count, like picking up a collectible item lowers the item count. I made two rooms and put 148 dogs in one room and a Fake Hitler in another room. I then killed all the dogs and then fought the Fake Hitler. I allowed him to shoot his fireballs (again, each fireball counts as one actor/guard) and the game immediately crashed. So, that told me that killing guards DOES NOT lower the guard count per map.
Just some goofy testing by me to figure out some of the limits in Wolf!
Yesterday I did some testing with the Fake Hitlers. It turns out, that every fireball they shoot out counts as one guard each. The guard limit per map is 149. If that number gets exceeded, the game crashes. So, the lesson is, you cannot have too many Fake Hitlers fighting you at the same time or in real long corridors. I am saving them for my third episode, but when I do include them I think it will be safe to still have around 100 guards per map with Fake Hitlers. I think putting four in one room or corridor would be too much. I also learned that you can’t make them deaf or they only react when you shoot them. I have already changed their Dir function to NoDir in the source code, so you can approach them from any direction and they will react to you. But, for now I need to keep them on separate floor codes.
Also, the object limit per map is 399. I also tested this and found some interesting results. If you use all 399 objects and then load that map and start playing- when you kill your first enemy, the ammo clip they usually drop won’t be there. The game does not crash, but until you start picking up things like treasure, ammo, health, etc. this will continue to happen. So, picking up collectible objects definitely lowers the object count per map.
I also tested out if killing a guard lowers the guard count, like picking up a collectible item lowers the item count. I made two rooms and put 148 dogs in one room and a Fake Hitler in another room. I then killed all the dogs and then fought the Fake Hitler. I allowed him to shoot his fireballs (again, each fireball counts as one actor/guard) and the game immediately crashed. So, that told me that killing guards DOES NOT lower the guard count per map.
Just some goofy testing by me to figure out some of the limits in Wolf!