Batman Arkham revival BIG UPDATE
Gamer Mentor
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Batman Arkham revival BIG UPDATE
889 просмотров · 7 дней назад
Gamer Mentor
56 подписчиков
889 просмотров · 7 дней назад
Hello everyone, today I’m bringing another update on *Arkham Revival*:
After thinking about it (and working on it for weeks), I’ve achieved something unprecedented: I managed to use the Joker as an enemy. The plan is to use him as a mini-boss, and the best part is that he uses his own unique animations and voice lines—this is a major highlight because he no longer relies on generic enemy animations.
The extremely complicated part was getting the Joker's animations to integrate with the enemy AI while ensuring stability, as his animations conflicted with the standard enemy ones.
Initially, my idea is to place him at specific points on the map with a relatively larger health pool and have him deal more damage to Batman.
Since he uses the enemy AI, he will still behave like a standard enemy, capable of picking up shock batons and even firearms.
The next step (and this will be a huge help to the modding community in general) is the skin selector I created for the game (please ignore the buggy BETA model; working with 3D models isn't my specialty). It is currently in Brazilian Portuguese, but I will make an English version available.
To do this, I had to access where the game stores the `BatmanDamageLevel0..9` flags.
The native `DamageLevelUpdated` function reads the level and constructs a name using the string "BatmanDamage%d"; from there, the game can choose the skin and swap the prefix, allowing it to select any model existing in the game files.
For this purpose, I created a `BmModLoader` for Arkham Asylum to keep the mods organized and to enable the creation of both the skin menu system and the Joker implementation.