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  • Crtical hits.

    Are there any codes out there to increase critical hits in any of the older RE games or is this just not possible?

    All I've read is head shots are random. Is there a parameter that can be altered to increase the occurrence of this event?

  • #2
    I'm not aware of any such codes.

    Theoretically it could be done. But where's the hero who could actually be bothered to do the tedious task of reverse engineering the game engine to find the weapon behaviours? Anyway, if you want 100% headshots all the time, why not just use the magnum? Hex editing that into your inventory is easy.

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    • #3
      RE3 has the shotgun glitch, don't need codes for that.
      Beanovsky Durst - "They are not pervs. They are japanese."

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      • #4
        Originally posted by Dracarys View Post
        RE3 has the shotgun glitch, don't need codes for that.
        Wait! What!

        I didn't know this. After some quick vids, I'm unsure how to do this. How is it done?

        I would still love to do a run on any of the games with only the handgun and increased chance or 100% critical hits.

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        • #5
          I don´t see the point, it´s easier to just hex-edit/code breaker/gameshark a Magnum into your inventory and that would be the same as having a 100% critical handgun, not to mention that the games themselves provide a way to have infinite ammo without any external modifications. Don´t know if it´d work with Claire though, as I´m not sure she can hold a Magnum in RE2.
          Last edited by Lanzagranadas; 02-18-2014, 11:43 PM.
          The Resident Evil 3D Animation Showcase

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          • #6
            Originally posted by Darklighterx View Post
            Wait! What!

            I didn't know this. After some quick vids, I'm unsure how to do this. How is it done?
            When got the shotgun and aim it normally, Tap up so Jill starts to aim it upwards and immediately fire. You critical hit/blow off a zombies head no matter the distance. Works in Mercenaries too.
            Beanovsky Durst - "They are not pervs. They are japanese."

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            • #7
              Originally posted by Lanzagranadas View Post
              I don´t see the point, it´s easier to just hex-edit/code breaker/gameshark a Magnum into your inventory and that would be the same as having a 100% critical handgun, not to mention that the games themselves provide a way to have infinite ammo without any external modifications. Don´t know if it´d work with Claire though, as I´m not sure she can hold a Magnum in RE2.
              Just wanted to inject new life into a beaten horse. Even having the occurrence at 50% would be great.The "magnum" does not handle the same.

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              • #8
                Well, the closest you can get from that without any modification is the STI Eagle 6.0 from RE3, it has a good critical ratio. Otherwise, I never heard about any edits for this.
                The Resident Evil 3D Animation Showcase

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                • #9
                  Originally posted by Lanzagranadas View Post
                  I don´t see the point, it´s easier to just hex-edit/code breaker/gameshark a Magnum into your inventory and that would be the same as having a 100% critical handgun, not to mention that the games themselves provide a way to have infinite ammo without any external modifications. Don´t know if it´d work with Claire though, as I´m not sure she can hold a Magnum in RE2.
                  On PC this can be done, it's an easy trick. Were they .PLD-files that have the weapon animations? Regardless, do a full install of the game data to a hard drive. Then find the folder where the PLD-files are. Rename Leon's magnum animations PLD file so that it points to Claire, then give the magnum to Claire with a trainer/hex editor. Claire can now equip and fire the magnum.
                  Last edited by Northman; 02-24-2014, 01:34 PM.

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