1. Tab (Player/Camera):
Save position/Load position:
Lets you to save and load your position(teleport).
Any place you can go will do.
It will save players in-game X,Y,Z coordinates.
(Game must be running and player must be in mission)
Text fields and ">" buttons.
Text fields will display players in-game coordinates.
Camera coordinates. (Camera is the view you see in game)
It has a position coordinates like anything else.
">" buttons allow to transfer position value to SET POSITION area.
">>>" will transfer all three values at once.
Its used to teleport to camera position or manually change one of XYZ value:
Example is to set your position to roof of some building:
Imagine your coordinates are +100 from West and +50 from North.
And H is 0. (you stand on zero Height)
Now you transfer all values to SET POSITION and change only the one thats needed.
"Set" to set only one of them or Set All to set them all.
This manual stuff isnt so useful because it requires to use game in window mode
or Alt+Tab / Windows key to switch from game window.
Unbound Camera: (SHIFT+F)
Disconnects camera from player.
It allows to move camera to any location.
Restore Camera: (SHIFT+R)
Resets camera to player location.
Camera is controlled by:
SHIFT+W Move to North (North direction on Map...)
SHIFT+S Move to South
SHIFT+A Move to West
SHIFT+D Move to East
SHIFT+E Move Up
SHIFT+Q Move Down
(SHIFT+Z) to turn ON automatic camera movement.
This option will follow camera look direction, controlled with your pointing hardware
(usually computer mouse). (left-right/up-down)
You can set one step length by editing "Step Size" value, (time interval is 50ms).
Save/Load camera locations. Alt+1 to 9 to Save; Ctrl+ 1 to 9 to Load
Shift+/- to increase / decrease step size (and its possible to go negative this way, so no need to set negative value at start)
Shift + X for one step at once (to the aim direction).
And if its held down its same as Shift+Z but manual (Hold X to move, release to stop)
!!! All this works by memory manipulation (Read/Write values / op-codes), but does not make any permanent changes to the HD2 game files.
After game is restarted all changes are lost/reset to normal !!!
2.Tab (Human Obj/Def)
Allows to generate Enemy Object / Definition (used mostly in Actors.bin)
+generate Script links (using same name as enemy Object)
+empty script files with object name.
It can be used manually or with CTRL+S.
If game is active and player is in mission then it can use player XYZ coordinates for enemy coordinates.
Chackbox "XYZ+Yaw from player" will activate this option.
YAW (turn or look angle)
can be used without taking them from player position.
Name: is the object name "E_" as default
Increment name number will add +1 as value after Name
E_1, E_2, E_3 ........
You can set start value for that:
"Begin with number"
"Reset counter" will set increment counter to 0.
All this means that you can start mission and by pressing CTRL+S
you can generate all Enemy Objects with your in-game coordinates.
Just stand in a place where you want enemy to be and save.
Best way is to test it and learn it.
Allows to import Objects/Definitions to Actors.bin.
And correct block size for File/Obj. block/Def. block. (Button "Correct data lengths")
It will use Actors.bin in the program folder if it exists, so its useful to make copy of this program to mission folder.
Button "Correct data lengths" does not require save button "Save Actors.bin"
Just a memo, it has automatic save on close / load on open.
The one who hesitates is lost !
Last edit: 2 months 1 week ago by Stern.
The following user(s) said Thank You: snowman, danilasar