Editing ActorSerializeParameter and AI
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=== NavMeshTriggers === | === NavMeshTriggers === | ||
− | There are 3 | + | There are 3 kinds: NavMeshTrigger, NavMeshTriggerClear and NavMeshTriggerLinkForSplash (for sprinklers). My current understanding is that these triggers send pulses to whatever they're linked to on a timer or some conditions. |
[[File:p4-navmeshtrigger.png |500px|thumb|center|]] | [[File:p4-navmeshtrigger.png |500px|thumb|center|]] | ||
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The blueprints can also be viewed in FModel (in <code>Placeables/</code>), and you can find the <code>AI_GEN_VARIABLE</code>s which should have all the property names and their default values. I've had limited success here, as you often can't just find the value in the AI bytes, but it can definitely give insight into what must be available in the object, and other possible enum values etc. This leads me to think it's possible that non-overriden fields of the gen variable objects are left zeroed, which doesn't make much sense, because how would you set a value of zero? idk. | The blueprints can also be viewed in FModel (in <code>Placeables/</code>), and you can find the <code>AI_GEN_VARIABLE</code>s which should have all the property names and their default values. I've had limited success here, as you often can't just find the value in the AI bytes, but it can definitely give insight into what must be available in the object, and other possible enum values etc. This leads me to think it's possible that non-overriden fields of the gen variable objects are left zeroed, which doesn't make much sense, because how would you set a value of zero? idk. | ||
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[[Category:Pikmin 4]] | [[Category:Pikmin 4]] | ||
[[Category:Parameters]] | [[Category:Parameters]] |