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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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TAKA Michinoku9.1 007

Joined: 22 Jun 2008 Posts: 607 Location: Crossmaglen,South Armagh, Ireland  |
Posted: Fri Jan 09, 2009 11:21 am Post subject: Kaientai Archives started with 2 glitches |
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first is this door
everything looks normal apart from size which i will change
but when the door is closed
what would cause it to do that
ps notice the ammo who thinks i don't give enough ammo now
the second one is the guards at the start of the level who seem to not react properly to their command
Code: | 0401:
0200 Resume If Return Value Loop Met
AD2247756172647320696E206A61696C20726F6F6D22 = "Guards in jail room"
03 Leave The Routine, But When Return Continue From Spot
140021000001 Guard Targets Guard, Return Value Loop (Aim at Bond)
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
520016273802 Go Into Return Value Loop If Within Units Of Preset 52 (00162738)
3B02 If Guard Killed In Front Of Guard, Return Value Loop
300002 Detect If Guard Killed, Return Value Loop If So (Russian Soldier:Green)
300102 Detect If Guard Killed, Return Value Loop If So (Russian Soldier:Green)
300202 Detect If Guard Killed, Return Value Loop If So (Russian Soldier:Green)
3E02 If Shot Current Guard, Return Value Loop
560002 Go Into Return Value Loop If 16 Object # Collected (PP7 Special Issue)
560102 Go Into Return Value Loop If 16 Object # Collected (Small Box Bullets)
590402 Go Into Return Value Loop If Specified Weapon Is Out (04 PP7)
590502 Go Into Return Value Loop If Specified Weapon Is Out (05 PP7 (silenced))
590602 Go Into Return Value Loop If Specified Weapon Is Out (06 DD44)
590802 Go Into Return Value Loop If Specified Weapon Is Out (08 KF7)
591302 Go Into Return Value Loop If Specified Weapon Is Out (13 Golden Gun)
590E02 Go Into Return Value Loop If Specified Weapon Is Out (0E RC-P90)
591802 Go Into Return Value Loop If Specified Weapon Is Out (18 Grenade Launcher)
591202 Go Into Return Value Loop If Specified Weapon Is Out (12 Cougar Magnum)
591902 Go Into Return Value Loop If Specified Weapon Is Out (19 Rocket Launcher)
590902 Go Into Return Value Loop If Specified Weapon Is Out (09 ZMG)
590302 Go Into Return Value Loop If Specified Weapon Is Out (03 Throwing Knives)
590202 Go Into Return Value Loop If Specified Weapon Is Out (02 Hunting Knives)
590D02 Go Into Return Value Loop If Specified Weapon Is Out (0D AR33)
590A02 Go Into Return Value Loop If Specified Weapon Is Out (0A D5K)
591102 Go Into Return Value Loop If Specified Weapon Is Out (11 Sniper Rifle)
591502 Go Into Return Value Loop If Specified Weapon Is Out (15 Gold PP7)
591402 Go Into Return Value Loop If Specified Weapon Is Out (14 Silver PP7)
591B02 Go Into Return Value Loop If Specified Weapon Is Out (1B Timed Mines)
591602 Go Into Return Value Loop If Specified Weapon Is Out (16 Laser)
591D02 Go Into Return Value Loop If Specified Weapon Is Out (1D Remote Mines)
591C02 Go Into Return Value Loop If Specified Weapon Is Out (1C Proximity Mines)
591F02 Go Into Return Value Loop If Specified Weapon Is Out (1F Tazer)
590C02 Go Into Return Value Loop If Specified Weapon Is Out (0C Phantom)
591002 Go Into Return Value Loop If Specified Weapon Is Out (10 Autoshotgun)
0101 Go To Beginning, Then Return Value Loop
0202 Resume If Return Value Loop Met
05FD0002 JAL To Function (Guard [whatever called it]) (JAL TO: 0002)
04 Terminator |
they aim at bond but once one of my rules are broken they don't attack they just keep standing there aimed and ready to do NOTHING
I have a good mind to fire them from my EVIL Corporation  _________________ "We have always found the Irish a bit odd, They refuse to be English" Winston Churchill
"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams
http://www.youtube.com/watch?v=8V3AEgStKvE |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Jan 09, 2009 12:31 pm Post subject: |
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The first one must have the "area behind door not visible" flag set, change it to visible. It's odd that it would close the portal like that though, I thought being able to see through the windows into the room would keep it open.
I'm not sure what's wrong with your guard, you have plenty of triggers so even if one of those failed one of the others should make them work. |
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TAKA Michinoku9.1 007

Joined: 22 Jun 2008 Posts: 607 Location: Crossmaglen,South Armagh, Ireland  |
Posted: Fri Jan 09, 2009 2:24 pm Post subject: |
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i tried the guards again and when i slap a guard he and only that specific guard attacks you its really strange because i run around doing everything that should trigger them plus i have another trigger planned  _________________ "We have always found the Irish a bit odd, They refuse to be English" Winston Churchill
"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams
http://www.youtube.com/watch?v=8V3AEgStKvE |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jan 11, 2009 11:28 pm Post subject: |
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While I haven't checked it out in the editor, if that is only one portal covering the door and the windows, once the door is closed the entire portal closes, windows and all.
If you really wanted to get tricky with it, you could create 3 separate portals, though that would probably be pointless as it would cause virtually no noticeable difference in framerate. |
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TAKA Michinoku9.1 007

Joined: 22 Jun 2008 Posts: 607 Location: Crossmaglen,South Armagh, Ireland  |
Posted: Mon Jan 12, 2009 8:49 am Post subject: |
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Thank you bmw and Dragonsbrethren the door problem turned out to be the door size and made it smaller and it worked perfectly as for the guards at the start they now attack at the slightest ounce of disobedience
i had another problem with using cloning guards like they did in archives and bunker 2 original where if i guard heard you he would send a clone of himself without going himself it froze once but i put it down to the emulator because it does have some moments where it just does that.
i have a sort of hostage that will shock most of you but i was wondering if i used natalyas action block to make him follow you (the one she used when you rescue her in archives) would he run like a girl kind off a strange question i know i just don't want him running like that  _________________ "We have always found the Irish a bit odd, They refuse to be English" Winston Churchill
"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams
http://www.youtube.com/watch?v=8V3AEgStKvE |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Jan 12, 2009 9:43 am Post subject: |
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bmw wrote: | While I haven't checked it out in the editor, if that is only one portal covering the door and the windows, once the door is closed the entire portal closes, windows and all. |
Portals are tricky, I'd never have thought that you'd be able to seal off a room like that. I figured that as long as any part of the room was visible the portal would stay open.
I tried getting all of Complex's portals to close behind doors, but it was nearly impossible, either they would stay open (door too far back A), you could see the open door through the wall (door too far forward), or you'd just see the sky around parts of the door (door too far back B). Ironically, the doors I decided to make see-through were the ones I had the most success getting to close off. I came to the conclusion it was the result of how the rooms are connected, if you load up complex you'll notice that the majority of the interior rooms connect diagonally.
Eventually I just gave up, the framerate never took the hit I expected since I kept the number of objects low. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Jan 12, 2009 10:04 am Post subject: |
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Yeah, the way portals are closed off is if any part of your door, while closed, is touching any part of the portal, and behind door not visible tag is on, the entire portal closes. And if your door is not lined up PERFECTLY with the portal (ie, the edge of the door must be on the exact same plane as the portal), you will see black/sky in between the door and the portal whenever the door is closed.
So if your door is not exactly between 2 separate rooms, there is no way to close off a portal. I remember I had that problem in aztec - the vertical moving mainframe door is not right on the room boundary, so I had to leave that portal open. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Jan 12, 2009 10:14 am Post subject: |
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I wonder if there would be any way to automate creating a door on the room boundaries, that would certainly make it easier to get them positioned correctly. For the doors I did get to close off, I took advantage of the way the rooms are highlighted in yellow when selected in room positions mode. I placed my door, then used the keyboard controls to move them forward, selected the room, and kept doing so until I couldn't see any yellow around them. That usually stopped the visible sky problem, but more often than not the door was too far forward and could be seen through the walls (This is really only a problem with sliding doors, a swinging door would have worked fine). |
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TAKA Michinoku9.1 007

Joined: 22 Jun 2008 Posts: 607 Location: Crossmaglen,South Armagh, Ireland  |
Posted: Mon Jan 12, 2009 10:26 am Post subject: |
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would the fact that i made the glass tinted glass have helped in this situation plus the door was toggled "Area behind door not visible" and in order to see through it you have to be very close "Distance for see-thru" 00000050
i hope this was the reason because if i had to edit portals i would have been in quite a mess  _________________ "We have always found the Irish a bit odd, They refuse to be English" Winston Churchill
"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams
http://www.youtube.com/watch?v=8V3AEgStKvE |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Jan 12, 2009 10:32 am Post subject: |
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Having tinted glass should not be a problem - just make sure you have area behind door visible ON and area behind door not visible OFF and you should be ok. That is such a small room that closing off the portal behind the door is not necessary.
And yeah, modifying portals is a much more advanced technique than doing basic stuff. It requires the exporting of portals to a text file, modifying those values in that text file to be perfectly round numbers, re-importing, and then overwriting your background file (which is another monster in and of itself) |
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TAKA Michinoku9.1 007

Joined: 22 Jun 2008 Posts: 607 Location: Crossmaglen,South Armagh, Ireland  |
Posted: Mon Jan 12, 2009 10:36 am Post subject: |
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no i could probably do that clipping was easy enough unfortunately i cannot save projects so my knowledge cannot be put to full use there
i was planning to do a perfect dark mission and found out after around 3 hours of doing clipping i could not save projects 3 hours completely wasted i still have the clipping file though incase a solution comes along  _________________ "We have always found the Irish a bit odd, They refuse to be English" Winston Churchill
"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams
http://www.youtube.com/watch?v=8V3AEgStKvE |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Jan 12, 2009 10:51 am Post subject: |
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I've never used project mode myself, I still do things the old-school way because project mode was not yet an editor feature when I wrote my library mission.
To do things manually, you need to simply write the setup, clipping, and background each separately. It doesn't really matter in what order either.
I assume since you said you can't open projects that you're manually writing your setup file, so I won't explain how to do that, I'll just explain clipping and background.
To save your clipping file, while in clipping mode just right-click any tile and choose OUTPUT CLIPPING FILE. That's easy.
Then to write your clipping changes to the rom, Go to TOOLS----CONVERT ROM. Choose the drop-down list at the bottom - scroll about 3/4 the way down until you see a list of files that all start with TBG - select the one that goes with the level you're working on. Then click the button at the very bottom. First it will ask you for your clipping file - choose the file you saved earlier (it may very well be pre-filled in for you) - next choose your rom pre-clipping changes, then name a new rom for your post-clipping changes.
Writing and modifying bg is a bit trickier and involves more steps, I won't get into that here for now. |
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TAKA Michinoku9.1 007

Joined: 22 Jun 2008 Posts: 607 Location: Crossmaglen,South Armagh, Ireland  |
Posted: Mon Jan 12, 2009 11:21 am Post subject: |
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cool thanks bmw I can open projects just cannot save them and the advice on the clipping did not work for me it is not giving me the option to put the clipping file in just the setup file
anyway i have a huge problem in my level but am unsure which one of these blocks is causing it
Code: | 1003:
0200 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
55278D01 Go Into Return Value Loop If Entered Room with Preset (Preset: 278D)
0100 Go To Beginning, Then Return Value Loop
0201 Resume If Return Value Loop Met
302103 Detect If Guard Killed, Return Value Loop If So (Russian Soldier:Green)
0004 Return Value Loop
0203 Resume If Return Value Loop Met
302004 Detect If Guard Killed, Return Value Loop If So (Scientist #1 (Male))
0002 Return Value Loop
0202 Resume If Return Value Loop Met
9AE0000000 Set Objective Bits (If True: Objective #4) (E0000000)
9CE000000079 Check If Objective Value, Return Loop If So (If True: Objective #4) (E0000000)
0279 Resume If Return Value Loop Met
F180 If All Objectives Complete, Return Value Loop
0004 Return Value Loop
0280 Resume If Return Value Loop Met
EA Stop Game Time
008A Return Value Loop
028A Resume If Return Value Loop Met
D92000AA8B Guard ID Moved To Preset (Return Loop If Successful) (Scientist #1 (Male))
028B Resume If Return Value Loop Met
D9F800AB0F Guard ID Moved To Preset (Return Loop If Successful) (Bond [self])
020F Resume If Return Value Loop Met
AF Reset Cycle Counter
B1 Enable Cycle Counter
ED Hide First Person Display
D700 Disable Text (Variable) (Hide)
EC Disable Player Pickups
2300 Eliminate Guard ID 23 (00)
2301 Eliminate Guard ID 23 (01)
2302 Eliminate Guard ID 23 (02)
2303 Eliminate Guard ID 23 (03)
2304 Eliminate Guard ID 23 (04)
2305 Eliminate Guard ID 23 (05)
2306 Eliminate Guard ID 23 (06)
2307 Eliminate Guard ID 23 (07)
2308 Eliminate Guard ID 23 (08)
2309 Eliminate Guard ID 23 (09)
230A Eliminate Guard ID 23 (0A)
230B Eliminate Guard ID 23 (0B)
230C Eliminate Guard ID 23 (0C)
230D Eliminate Guard ID 23 (0D)
230E Eliminate Guard ID 23 (0E)
230F Eliminate Guard ID 23 (0F)
2310 Eliminate Guard ID 23 (10)
2311 Eliminate Guard ID 23 (11)
2312 Eliminate Guard ID 23 (12)
2313 Eliminate Guard ID 23 (13)
2314 Eliminate Guard ID 23 (14)
2315 Eliminate Guard ID 23 (15)
2316 Eliminate Guard ID 23 (16)
2317 Eliminate Guard ID 23 (17)
2318 Eliminate Guard ID 23 (18)
2319 Eliminate Guard ID 23 (19)
231A Eliminate Guard ID 23 (1A)
231B Eliminate Guard ID 23 (1B)
231C Eliminate Guard ID 23 (1C)
231D Eliminate Guard ID 23 (1D)
231E Eliminate Guard ID 23 (1E)
231F Eliminate Guard ID 23 (1F)
2321 Eliminate Guard ID 23 (21)
2322 Eliminate Guard ID 23 (22)
2323 Eliminate Guard ID 23 (23)
2324 Eliminate Guard ID 23 (24)
2325 Eliminate Guard ID 23 (25)
2326 Eliminate Guard ID 23 (26)
2327 Eliminate Guard ID 23 (27)
2328 Eliminate Guard ID 23 (28)
2329 Eliminate Guard ID 23 (29)
232A Eliminate Guard ID 23 (2A)
232B Eliminate Guard ID 23 (2B)
239F Eliminate Guard ID 23 (9F)
DA Fade Out From Cut-Scene
0244 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
DC8F Return Value Loop When Fade Complete
0144 Go To Beginning, Then Return Value Loop
028F Resume If Return Value Loop Met
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
D51600000000 Go To Camera Position D5 (1600000000)
DB Fade In From Black (Reset DA)
02AA Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
DC31 Return Value Loop When Fade Complete
01AA Go To Beginning, Then Return Value Loop
0231 Resume If Return Value Loop Met
0520040D JAL To Function (Scientist #1 (Male)) (JAL TO: 040D)
05F8040C JAL To Function (Bond [self]) (JAL TO: 040C)
0232 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
EB44 If Key Pressed, Return Value Loop
B40001A00D If Cycle Counter > Value, Return Value Loop B4 (0001A0)
0132 Go To Beginning, Then Return Value Loop
020D Resume If Return Value Loop Met
000E Return Value Loop
020E Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
EB44 If Key Pressed, Return Value Loop
B40002BE44 If Cycle Counter > Value, Return Value Loop B4 (0002BE)
010E Go To Beginning, Then Return Value Loop
0244 Resume If Return Value Loop Met
DA Fade Out From Cut-Scene
0245 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
DC04 Return Value Loop When Fade Complete
0145 Go To Beginning, Then Return Value Loop
0204 Resume If Return Value Loop Met
D2 Exit Level
05FD0001 JAL To Function (Guard [whatever called it]) (JAL TO: 0001)
04 Terminator |
Code: | 040C:
0200 Resume If Return Value Loop Met
AD22426F6E6420656E64207363656E6522 = "Bond end scene"
E0F805 Guard ID Draws Weapon # (Bond [self]) (05 PP7 (silenced))
1C00E3 Guard Jogs To Preset (Preset: 00E3)
0201 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
54F800E302 Go Into Return Value Loop If Guard Is At Preset (Bond [self])(P: 00E3)
0101 Go To Beginning, Then Return Value Loop
0202 Resume If Return Value Loop Met
14002800E403 Guard Targets Guard, Return Value Loop (Preset: 00E4)
0203 Resume If Return Value Loop Met
05FD0001 JAL To Function (Guard [whatever called it]) (JAL TO: 0001)
04 Terminator |
Code: | 040D:
0200 Resume If Return Value Loop Met
AD2274616B6120656E6422 = "taka end"
E02008 Guard ID Draws Weapon # (Scientist #1 (Male)) (08 KF7)
1C00E5 Guard Jogs To Preset (Preset: 00E5)
0201 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
542000E502 Go Into Return Value Loop If Guard Is At Preset (Scientist #1 (Male))(P: 00E5)
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
14002800E403 Guard Targets Guard, Return Value Loop (Preset: 00E4)
0102 Go To Beginning, Then Return Value Loop
0203 Resume If Return Value Loop Met
05FD0001 JAL To Function (Guard [whatever called it]) (JAL TO: 0001)
04 Terminator |
i think it is either them drawing the weapons that is freezing it or they are not fully moved to their presets before it moves on or the running bit because it went to the camera scene while showing the inside of the archives and not the outside and then it froze  _________________ "We have always found the Irish a bit odd, They refuse to be English" Winston Churchill
"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams
http://www.youtube.com/watch?v=8V3AEgStKvE |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Jan 12, 2009 12:07 pm Post subject: |
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Hmm, I see a few minor things, but I don't think any of these would cause a crash:
TAKA Michinoku9.1 wrote: |
Code: | 0002 Return Value Loop
0202 Resume If Return Value Loop Met |
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The 0002 action is redundant, since it will run directly into 0202 anyway if you leave that out.
TAKA Michinoku9.1 wrote: |
Code: | 9AE0000000 Set Objective Bits (If True: Objective #4) (E0000000)
9CE000000079 Check If Objective Value, Return Loop If So (If True: Objective #4) (E0000000)
0279 Resume If Return Value Loop Met |
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Same thing here. You set the bit, then check if it's set and go to 0279 if so, but it runs directly into 0279 regardless. You should probably loop it here if you're worried about it actually being set (you shouldn't need to though).
TAKA Michinoku9.1 wrote: |
Code: | AF Reset Cycle Counter
B1 Enable Cycle Counter |
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Action AE resets and enables the cycle counter in one action.
TAKA Michinoku9.1 wrote: |
Code: | 000E Return Value Loop
020E Resume If Return Value Loop Met |
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Another redundant return.
TAKA Michinoku9.1 wrote: | Code: | E02008 Guard ID Draws Weapon # (Scientist #1 (Male)) (08 KF7) |
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This could be your problem. Generally non-Bond guards have their weapons spawned.
TAKA Michinoku9.1 wrote: | i think it is either them drawing the weapons that is freezing it or they are not fully moved to their presets before it moves on or the running bit because it went to the camera scene while showing the inside of the archives and not the outside and then it froze  |
Moving them to the presets should be instantaneous, but you could loop it there and check if they're been moved before moving on. |
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TAKA Michinoku9.1 007

Joined: 22 Jun 2008 Posts: 607 Location: Crossmaglen,South Armagh, Ireland  |
Posted: Mon Jan 12, 2009 12:17 pm Post subject: |
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TAKA Michinoku9.1 wrote: | Code: | E02008 Guard ID Draws Weapon # (Scientist #1 (Male)) (08 KF7) |
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Dragonsbretheren wrote: | This could be your problem. Generally non-Bond guards have their weapons spawned. |
Ok i will change that and the other non needed sub blocks too
TAKA Michinoku9.1 wrote: | i think it is either them drawing the weapons that is freezing it or they are not fully moved to their presets before it moves on or the running bit because it went to the camera scene while showing the inside of the archives and not the outside and then it froze  |
Dragonsbretheren wrote: | Moving them to the presets should be instantaneous, but you could loop it there and check if they're been moved before moving on. |
you know before it faded to black i saw the "unknown guard" in front of me standing in position so that probably is not the problem like you said guard that are not bond need spawns ok got it.
but what about the camera not showing the outside of the archives just showing throught the windows to the inside  _________________ "We have always found the Irish a bit odd, They refuse to be English" Winston Churchill
"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams
http://www.youtube.com/watch?v=8V3AEgStKvE |
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