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[FINISHED] Janus Silo, North Korea
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Kode-Z
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 PostPosted: Wed Mar 26, 2008 2:51 pm    Post subject: Reply with quote Back to top

Those glass tubes remind me of the research labs in Perfect Dark's Investigation mission!
 
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GERage
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 PostPosted: Wed Mar 26, 2008 6:23 pm    Post subject: Reply with quote Back to top

It's great that you guys like the tubes! Very Happy

That idea to copy the Caverns Intro Swirl is excellent, DB. At least now I know I'm not the only one who sucks at making Intro Swirls! Laughing

I've corrected the issue of the briefcase floating above its tube.

I'm posting another screeny. This one is a pic of the area that's not accessible from the start. You need a keycard to get into this room, which is where you reprogram the missiles.


Edit:
OK, now I'm starting to have another question. I'm wondering if I should make the hostage scientist invincible. If I do, it will keep his Action Block simple. What do you think: should he be invincible or not?
 
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Dragonsbrethren
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 PostPosted: Wed Mar 26, 2008 7:06 pm    Post subject: Reply with quote Back to top

Ooh, that's nice. Smile

I don't think you should make the hostage invincible, that removes any challenge that could come from having to save him.
 
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GERage
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 PostPosted: Wed Mar 26, 2008 7:26 pm    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
Ooh, that's nice.

I don't think you should make the hostage invincible, that removes any challenge that could come from having to save him.

Good enough. Then I'll have to change his Action Block, including checks to see if you killed him, etc.
If I want it to be an objective with any challenge at all, I'll have to keep the scientist in the 'battlefield', since he currently runs directly to the elevator and disappears.

Oh, and I might add some more objects to the fuel room in the screenshot, since there are barely any objects in there. The objects in the screeny are pretty much all that's there atm.

Edit:
I couldn't help it, I made the hostage situation into an objective!
 
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GERage
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 PostPosted: Thu Mar 27, 2008 9:37 am    Post subject: Reply with quote Back to top

Now I have a defined idea of what to do with the scientist!

After Trev frees the scientist, Trev orders him to stand by the elevator. This makes it so the hostage can get killed by explosives when you're battling Trev. So once you kill Trev, the scientist unlocks the double cell doors for you, and then waits by the elevator. Later, a pair of guards spawn to take the scientist hostage and you save him again. He'll also be part of the end cutscene.

I'll also have to spawn some guards in other situations. Obviously if you're seen by a camera, and probably when you're backtracking through the Silo to complete your other objectives.
 
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GERage
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 PostPosted: Thu Mar 27, 2008 5:07 pm    Post subject: Reply with quote Back to top

Sorry for posting so much.

Right now I'm having an Action Block problem with the scientist. If you shoot him when he's held hostage, Trev starts shooting him, but the scientist can't die, unless you shoot him again or shoot near him. During that time, you can hear the scientist getting hurt (the male screams). It's like he's invincible without the bitflag!
 
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 PostPosted: Thu Mar 27, 2008 5:16 pm    Post subject: Reply with quote Back to top

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Dragonsbrethren
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 PostPosted: Thu Mar 27, 2008 5:23 pm    Post subject: Reply with quote Back to top

Edited posts aren't marked as new from the index. Wink

GERage wrote:
Sorry for posting so much.

Right now I'm having an Action Block problem with the scientist. If you shoot him when he's held hostage, Trev starts shooting him, but the scientist can't die, unless you shoot him again or shoot near him. During that time, you can hear the scientist getting hurt (the male screams). It's like he's invincible without the bitflag!

I had this exact same problem and I don't remember exactly what fixed it. Here's my terrorist block from Silo, compare it to yours, see if I did anything differently:

Code:
040C:
AD746572726F72697374 = terrorist
51001000 Set Closest Guard Within Units As Guard ID FC, Then Return Value Loop If Successful 51 (0010)
0200 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
14002400FC01 Guard Targets Guard, Return Value Loop  (Writable Actor ID Value)
0100 Go To Beginning, Then Return Value Loop
0201 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
30FC08 Detect If Guard Killed, Return Value Loop If So  (Writable Actor ID Value)
4602 If Fired A Shot, Return Value Loop
3C02 If Guard Within Firing Range, Return Value Loop
3202 If Bond In Sight, Return Value Loop
3706 If Alarm Activated, Return Value Loop
0101 Go To Beginning, Then Return Value Loop
0202 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
B1 Enable Cycle Counter
700203 Go Into Return Value Loop Difficulty <Value> Value, Return Value Loop B4 (000078)
0102 Go To Beginning, Then Return Value Loop
0203 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
700104 Go Into Return Value Loop Difficulty <Value> Value, Return Value Loop B4 (000096)
0103 Go To Beginning, Then Return Value Loop
0204 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
B40000B405 If Cycle Counter > Value, Return Value Loop B4 (0000B4)
0104 Go To Beginning, Then Return Value Loop
0205 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
790008 Go To Return Value Loop, If Guard Shot > Amount 79 (00)
16000400FD06 Standing Guard Targets Guard, Return Value Loop  (Guard [whatever called it])
0105 Go To Beginning, Then Return Value Loop
0206 Resume If Return Value Loop Met
30FC08 Detect If Guard Killed, Return Value Loop If So  (Writable Actor ID Value)
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
19FDFC08 Guard ID1 Shoots Guard ID2 In Style  (Guard [whatever called it]) (Writable Actor ID Value)
30FC07 Detect If Guard Killed, Return Value Loop If So  (Writable Actor ID Value)
0106 Go To Beginning, Then Return Value Loop
0207 Resume If Return Value Loop Met
C38817 Display Text Preset  - *
060002 Set Return Subroutine From JAL  (JAL TO: 0002)
05FD0008 JAL To Function  (Guard [whatever called it]) (JAL TO: 0008)
0208 Resume If Return Value Loop Met
060002 Set Return Subroutine From JAL  (JAL TO: 0002)
05FD0008 JAL To Function  (Guard [whatever called it]) (JAL TO: 0008)
04 Terminator


I think the fix had something to do with the guard targets guard actions but as I said I don't remember anymore.
 
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 PostPosted: Thu Mar 27, 2008 5:27 pm    Post subject: Reply with quote Back to top

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Dragonsbrethren
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 PostPosted: Thu Mar 27, 2008 5:30 pm    Post subject: Reply with quote Back to top

Sure it's necessary, if he didn't make a new post we never would've seen the question unless we happened to click into the thread again. You're making a big deal about nothing.
 
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 PostPosted: Thu Mar 27, 2008 5:32 pm    Post subject: Reply with quote Back to top

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GERage
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 PostPosted: Thu Mar 27, 2008 5:59 pm    Post subject: Reply with quote Back to top

Anyway, I'll post part of the Action Block which Trev uses to shoot the hostage (FD is Trev, 4B is the Scientist):

Code:
0205 Resume If Return Loop Met
  6703 Close Dbl. Cell Doors
  9A00000080 Set Objective Bits (These cause scientist to be a hostage)
  8F0700 Set Trev's Health
  304B08 Return If Scientist Killed
  140024004B07 Trev Targets Scientist, Return
0207 Resume If Return Loop Met
  03 Iterate
  304B08 Return If Scientist Killed
  9C000010008 If 00000100 Set, Return
  9C00002000f If 00000200 Set, Return (set after shooting at/near scientist)
  0107 Go Back to 0207
020F Resume If Return Loop Met
  C38839 Display Text
  160004004B10 Trev shoots Scientist, Return
0210 Resume If Return Loop Met
  03 Iterate
  304B08 Return If Scientist Killed
  19FD4B00 Trev shoots Scientist in Style 00
  0110 Go back to 0210
0208 Resume If Return Loop Met
  ............


Now we can compare them.

In mine I believe the 19FD4B00 is the problem.

Edit:
I do see a difference between the 19 actions in our Blocks. Yours, DB, has 08 at the end, mine has 00. I know your block works because I played your Silo mission, so I'll try changing it to 08 and do another test play. I'll edit again when I get my results.

Edit 2:
YES!!! That fixed it!
It makes me wonder what all the other values do when you put them in that action....

Now, to other stuff.

I've changed some minor things with the guards. A few guards who had the Action Block 0005 now have 0002, and I gave the Respawn bitflag to a couple of them. I've also made some paths longer.

The next things I've yet to do would be to redesign the Intro Swirl, make another Action Block for the hostage scientist, and place more objects in areas that need it.

I'll do one last fix for today, correcting Trev's typing animation, because he types on air.

Finally, I'll let you guys know when I'm editing my posts from now on.


Last edited by GERage on Thu Mar 27, 2008 7:15 pm; edited 1 time in total
 
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Dragonsbrethren
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 PostPosted: Thu Mar 27, 2008 7:03 pm    Post subject: Reply with quote Back to top

That byte determines how the guard is shot, 08 is a body shot I believe. I think that is the problem, I recall having a lot of trouble getting everything to work right with that.
 
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GERage
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 PostPosted: Fri Mar 28, 2008 11:03 am    Post subject: Reply with quote Back to top

I'm having another problem, in that same room. It's somewhat hard to describe, so bear with me.

Sometimes, when I go near or inside that room, the portals don't work and I can see the Silo's blue abyss. Soon after that, the game crashes. I don't know how to correct it.

To eliminate a possible contributor to this glitch, the framerate is good in that area.
 
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GERage
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 PostPosted: Fri Mar 28, 2008 2:04 pm    Post subject: Reply with quote Back to top

Update!

That strange problem I had, I somehow fixed it...I don't know how, though. It had something to do with Action Blocks.

I copied the Caverns Intro Swirl into the mission, which I'll edit later.

I also got 2 more Action Blocks that the hostage uses, one's a conversation and where he unlocks the doors, the second's in progress, where he'll be held hostage by 2 guards at once!

Oh, I forgot about the briefing! However, I don't really like it. I'd like suggestions on how to improve it.




 
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