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Playable Demons

Info

  • entityDef decl locations for each demon: gameresources_patch1\generated\decls\entitydef\player\demonplayer_archvile.decl gameresources_patch1\generated\decls\entitydef\player\demonplayer_dreadknight.decl gameresources_patch1\generated\decls\entitydef\player\demonplayer_painelemental.decl gameresources_patch1\generated\decls\entitydef\player\demonplayer_revenant.decl gameresources_patch1\generated\decls\entitydef\player\demonplayer_mancubus.decl gameresources_patch2\generated\decls\entitydef\player\demonplayer_marauder.decl
  • Damage decl locations for each demon:
    gameresources_patch1\generated\decls\damage\damage\demonplayer\pvp\archvile
    gameresources_patch1\generated\decls\damage\damage\demonplayer\pvp\mancubus
    gameresources_patch1\generated\decls\damage\damage\demonplayer\pvp\revenant
    gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\archvile
    gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\mancubus
    gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\marauder
    gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\painelemental
    gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\revenant
    pvp_laser_patch1\generated\decls\damage\damage\demonplayer\pvp\dreadknight
    warehouse_patch1\generated\decls\damage\damage\demonplayer\pvp\marauder

Most of the Dread Knight's damage decls are located in each of the _patch1 Battlemode resources, except pvp_sideswipe (Stronghold). The Dread Knight's berserk damage decls are located in warehouse_patch1.

Co-op

  • Set pvpPlayerDamageScale & demonPlayerDamageScale to 0 for all damage decls.
  • Set demonPlayerCanActivate to true for all idTrigger & idEncounterTrigger_Commit entities.
  • Set demonPlayersPassThrough to false for all idInteractable_Obstacle entities.

Invasion

  • Set demonPlayersPassThrough to false for any idInteractable_Obstacle or idMover entities that should be walled-off for all players.
  • Set demonPlayersPassThrough to true & allowDemonplayerProjectilePassThrough to false for all "combat barrier" entities. These are the idDynamicEntity and would include either mystical_combat_barrier.lwo / gameplay_energyBarrier_a.lwo / gameplay_energyBarrier_b.lwo as the clipmodel.