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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Wed Nov 05, 2008 2:16 pm Post subject: |
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ive got a guard to get up there no problem. |
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GunStarX Agent

Joined: 12 Nov 2008 Posts: 6 Location: Boston  |
Posted: Wed Nov 12, 2008 6:45 pm Post subject: |
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Well, It is easy to get guards to come up on the towers in Dam, they seem to just walk into the ladder and fly up it.
But for Surface, the guards just wade around at the bottom of the tower..
I think Rare probably had it in mind, but scrapped the idea and left the presets behind by accident, or if activated through Action Blocks could probably work.
You never really know... _________________ - What Would Gordon Freeman Do? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Jan 27, 2009 1:17 pm Post subject: |
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Dragonsbrethren wrote: | SubDrag wrote: | You can use action blocks (see sniper block on goldeneyevault) to get them to shoot from up high, I think. |
I remember trying this (and failing) in Silo, but I was a total newbie with action blocks at the time and it's possible I screwed something up somewhere. Now that I think about it, when I was trying to make my own ally blocks instead of copying Rare's I managed to make a guard that would shoot at other guards through any obstacle, so it could be done. Let me do a quick setup.
Edit: Okay, this is strange. I made a sniper that checks 50 units around himself, if Bond's in that range he's supposed to aim at and shoot Bond. The problem is, it doesn't work, and it's not the block's fault. If I change the guard to shoot to another guard, it works perfectly fine. Is there anything special you need to do to shoot Bond other than using $F8 as the guard ID? |
Bringing this up again, while playing Silo a few nights ago I noticed the Ourumov will shoot at Bond continuously, even when he's out of sight. I looked at his block, and it turns out actions 14 and 15 actually cause the guard to fire if XX2X isn't set (it's in the actions' descriptions, but I never realized how it worked before). Using that finding I whipped up this quick sniper:
Code: | 0401:
AD736E69706572 = sniper
93FF Set Character Accuracy 93 (FF)
0200 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
08 Briefly Aim At Bond But Do Not Fire
3C01 If Guard Within Firing Range, Return Value Loop
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
2F02 When Guard Stops Moving, Return Value Loop
0101 Go To Beginning, Then Return Value Loop
0202 Resume If Return Value Loop Met
33 Seed Random Byte
358003 If Seeded Byte > Value, Go Into Return Value Loop (80)
140001000004 Guard Targets Guard, Return Value Loop (Aim at Bond)
0203 Resume If Return Value Loop Met
150001000004 Guard Kneels, Return Value Loop (Aim at Bond)
0204 Resume If Return Value Loop Met
0101 Go To Beginning, Then Return Value Loop
04 Terminator |
Now he'll aim and shoot once he sees Bond, but the bullets are clipped by an invisible wall as soon as they get to the railing. It's frustrating, because as I said above you could easily have him hit another guard over the railing with no problem. That said, you could make an interesting sniper in Jungle for example. Stick them up in the tower and change the target to shoot to Natalya, it would make taking them out a high priority even if they aren't a direct threat to Bond. |
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