BADDY 2

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BADDY_2
Media:BADDY_2.zip
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
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