The NGLE Manual
Baddy OCBs
Pour d'autres codes OCB, voir le chapitre OCB du manuel
NGLE - Liste des codes OCB

This tutorial is not credited as much of
the information is from unknown sources
Baddy 1
(Ensure the meshwap is in your wad)
1 Rolls to the right when
triggered.
2 Jumps to the left when
triggered.
3 Crouches when triggered.
4 Climbs up 4 clicks when
triggered (make sure he's 4 clicks below the block you want
him to climb).
10 - Unlimited uzi ammo.
101-104 Slides to the left
while crouching when triggered (eg. train level just
doesnt work in trainmode).
1004 Climbs up 4 clicks when
triggered (seems the above OCBs may be combined with the
multiple baddies setup).
1000 N x 1000 Is activated
once the baddie with the previous thousand is dead and needs
no trigger (have tested up to 20.000). Must be placed in
room 2 of a level.
Note: Baddies will pick up small medipaks in the same room
they are triggered before going after Lara even if she
shoots at them first. They can also jump 1 or 2 block gaps.
Baddy_2
(Ensure the meshwap is in your wad)
1 Jumps to the right when
triggered.
2 Rolls to the left when
triggered.
3 Crouches when triggered.
4 Climbs up 4 clicks when
triggered.
10 Draws uzi when triggered.
11 Jumps to the right when
triggered and draws uzi.
12 Rolls to the left when
triggered and draws uzi.
13 Crouches when triggered
and draws uzi.
14 Climbs up 4 clicks when
triggered and draws uzi.
101-104 Slides to the left
while crouching when triggered. The setup requires the enemy
jeep from Desert Railroad and an AI_X1
nullmesh with the same OCB as the jeep and the baddy. It
works only in trainmode. When triggered, the baddy will ride
the roof of the enemy jeep parallel to the railtracks, until
they reach the AI_X1 nullmesh. The baddy will then jump off
in the direction hes placed in the map, while the jeep will
fall back.
Dog
1 - Lies down until triggered.
Horsemen and Horses
Click here
Little Beetle
1000 - beetles come from the floor.
2000 - beetles from the ceiling.
4000 - beetles release slowly followed by a gush.
You can have up to 128 beetles and these are also determined
by the OCB number. For example, if you want 100 beetles to
come from the floor slowly and then gush out, put (100 +
1000 + 4000) = 5100 in the OCB. To get rid of the beetles
use a flipeffect 31.
Mummy
-60 Stands still with arms crossed over chest until
triggered.
2 Lays on the ground until triggered and only gets up as
Lara approaches.
Note: Mummies will only go up or down 1 click floors.
Scorpion
1 Plays the attack Troops
animation. If the TROOPS is used with it, it will kill him
and then turn to attack the next enemy. If not, Lara will
suddenly die, when the SCORPION delivers its deadly sting to
the not present victim. (See Troops)
Skeleton
1 - Jumps out of ground to right.
2 - Jumps out of ground to left.
3 - Lies visible on the ground until triggered.
Note: You can use AI Guard with the skellie.
Sphinx
0 Rests on the floor until Lara
gets close to it (about a block) or shoots at it.
1 Works with two AI_FOLLOW
nullmeshes. One placed at the same block as the SPHINX and
one, where it is supposed to go first. When triggered, it
will get on its hooves right away and move to the desired
spot.
Troops
1 Plays the
attacked-by-SCORPION-animation. (See Scorpion)
Wraiths
Click here
AI Nullmesh Objects
- How to make baddies act in certain ways.
If baddies aren't given a special behavior they just go
after Lara as soon as they are triggered. To give a baddy a
special behavior you need to place an AI object on the
square with the baddy whose behavior you are modifying. Not
all baddies are programmed to work with all the AI
available; a little experimenting is required. The following
is a rough guide only:
AI_GUARD - Makes the baddy move his head about, looking left
and right, with a 180 degree field of view. Drop an
AI_MODIFY on the block as well, to make the baddy look
straight ahead only. Baddies begin attacking once Lara
shoots at them, or in some cases, when she comes into their
view and gets within one block of them.
AI_AMBUSH - Makes the baddy run to a designated square by
dropping an ambush object on his square and another on the
square where you want him to go.
AI_PATROL1 & 2 - To make a baddy run a patrol between two
points, drop an AI_PATROL1 object on his square, drop
another AI_PATROL1 object somewhere else on the map, and
finally an AI_PATROL2 in another location. The baddy will go
from the (second) AI_PATROL1 to the AI_PATROL2 and back
again. Conditions for chasing Lara are the same as the Guard
behavior.
AI_MODIFY - Drop an AI_MODIFY on the block with the
AI_GUARD, to make the baddy look straight ahead.
AI_FOLLOW - Baddies with this behavior are probably
'goodies'. To make a baddy wait for Lara to follow him to a
specified point on the map, drop an AI_FOLLOW object on its
block, and drop another AI_FOLLOW on the map where you want
the baddy to go. Use this to get 'baddies' to show Lara a
switch or a secret room. If Lara attacks the baddy, he will
immediately forget about the follow behavior and attack her
instead (except with the Guide in "Tomb of Seth", Lara can't
kill him and he will not attack her).
AI_X1 - AI_X2 - Drop one of these on the SAS Guard baddy
square to make him fire grenades (if you drop an AI_X1 on a
different Baddy, and he is triggered first, the AI_X2 baddy
will not fire grenades).
NOTE: If you put a HEAVY trigger under an AMBUSH or PATROL
AI point, the baddy will trigger it when he gets there.
General rules
Baddies can never pass over an illegal
slope.
Box zones (splitter boxes) are placed where
you want to prevent baddies from going. These squares appear
gray once assigned. Flying enemies cannot be stopped this
way. They are extremely useful behind closed doors, as they
prevent baddies trying to get through the closed door to get
at Lara, which can look a bit strange. However, once doors
open, baddies can pass over the grey box which makes for
realistic gameplay.
You can place a pick-up item (ammo, weapons, medi-packs) on
the same square as a baddy, and the pick-up will be left on
the same square where it dies. However, this method cannot
be used with some enemies, so experiment may be needed.
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