BADDY 2
From TRLE Wiki
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| Name | BADDY_2 |
| Slot | 43 |
| Type | Enemy |
The baddy 2 object requires the MESHSWAP2 object to be in the WAD and cannot be used together with the GUIDE. When used in the same wad as BADDY_1, this object will use the animations from that object. He has both a sword and uzi. The baddy will use the sword both to attack Lara and defend himself by bouncing off bullets with it. He will pick up uzi ammo and small medi-packs after being triggered before attacking Lara. Finally he is be able to climb up 4-click high blocks and jump over a gap of 1 of 2 blocks. He is also capable of swinging across monkey bars.
[edit] OCB Codes
| 0 | Appears out of nothing when triggered |
| 1 | Roll to right when triggered |
| 2 | Jump to left when triggered |
| 3 | Start ducked when triggered |
| 4 | Climb up 4 clicks when triggered |
| +10 | Unlimited uzi ammo |
[edit] Train level
This baddy has a special move used in train levels to jump onto the train from a jeep. You need to place both BADDY_2 and the ENEMY_JEEP object next to the train on the ground. Make the jeep invisible in the OCB menu. The baddy should face the train. Place an AI_X1 object in front of the jeep and baddy, on the place where the baddy should jump to the train. All 3 objects need to have the same OCB value, which should be a value of 101 or higher. The same OCB code can only be used once, the second baddy/jeep/AI will get code 102, the third set 103. Trigger both jeep and baddy at the same time, and the baddy will ride on top of the jeep to the AI object, and then jump forward. The jeep will slow down and will dissapear shortly after.
- NOTE: This special move might not work if you have BADDY_1 in the wad as well, because of animation problems.
[edit] Animations
The baddy has a total of 71 animations:
| Number | Description | State ID |
| 0 | Running | 2 |
| 1 | Run -> Stand (part 1) | 0 |
| 2 | Run -> Stand (part 2) | 0 |
| 3 | Jump forward | 30 |
| 4 | Land | 30 |
| 5 | Start rotating knife | 4 |
| 6 | unused | |
| 7 | unused | |
| 8 | Rotating knife | 8 |
| 9 | Start monkey swing | 18 |
| 10 | Monkey swing idle | 19 |
| 11 | Monkey swing move | 20 |
| 12 | Monkey swing idle -> move | 20 |
| 13 | Monkey swing move -> idle | 19 |
| 14 | Monkey swing move -> idle (2) | 19 |
| 15 | Stop monkey swing (drop down) | 22 |
| 16 | Monkey swng small move | 21 |
| 17 | Stop rotating knife | 9 |
| 18 | Standing | 0 |
| 19 | Sword idle -> stand | 0 |
| 20 | Grap gun & aim | 10 |
| 21 | Put gun back | 11 |
| 22 | Grap sword | 12 |
| 23 | Put sword back | 13 |
| 24 | Jump + roll + duck (part 1) | 23 |
| 25 | Jump + roll + duck (part 2) | 23 |
| 26 | Jump + roll + duck (part 3) | 23 |
| 27 | Jump + roll + duck (part 4) | 23 |
| 28 | Jump + roll + duck (part 5) | 23 |
| 29 | Ducked | 26 |
| 30 | Ducked -> Stand | 28 |
| 31 | Stand -> Walk | 1 |
| 32 | Walk | 1 |
| 33 | Walk -> Run | 2 |
| 34 | Stand & start aim | 31 |
| 35 | Stand & aim | 31 |
| 36 | Stand & fire | 14 |
| 37 | Stand & disaim | 0 |
| 38 | Attack sword 1 | 15 |
| 39 | Ducked & picking up ammo | 27 |
| 40 | Stand -> Ducked | 25 |
| 41 | Attack sword 2 | 16 |
| 42 | End attack sword 3 | 17 |
| 43 | End attack sword 2 | 0 |
| 44 | Attack sword 3 | 17 |
| 45 | Die 1 | 32 |
| 46 | Walk & attack sword | 29 |
| 47 | Small jump (part 1) | 24 |
| 48 | Small jump (part 2) | 24 |
| 49 | Small jump (part 3) | 24 |
| 50 | Small jump (part 4) | 24 |
| 51 | Run -> Walk | 1 |
| 52 | stand & UNKNOWN (something with knife) | 6 |
| 53 | Static stand | 0 |
| 54 | Walk -> Stand | 1 |
| 55 | Start jump | 33 |
| 56 | Jump | 33 |
| 57 | Jumping (waiting for land) | 34 |
| 58 | Land | 33 |
| 59 | Start falling | 35 |
| 60 | Falling | 36 |
| 61 | Falling death | 37 |
| 62 | Climb block (4 clicks) | 39 |
| 63 | Climb block (3 clicks) | 40 |
| 64 | Climb block (2 clicks) | 41 |
| 65 | Jump off block (4 clicks) | 42 |
| 66 | Jump off block (2 clicks) | 43 |
| 67 | Jump forward | 38 |
| 68 | Protect face (when firing flash gernade) | 44 |
| 69 | Stop protect face | 0 |
| 70 | Dead (static) | 32 |

