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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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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Jan 16, 2009 2:32 pm Post subject: Object bitflag discoveries |
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I think we may have had a topic for these before, but I couldn't find it if we did. Anyway, here are some bitflags that are currently marked as Unknown in the editor:
00100000 00000000: Cannot Collect Object
00400000 00000000: Immobile Weapon
00000000 08000000: One-Way Lock (Front)
00000000 10000000: One-Way Lock (Back)
00000000 80000000: Massive Explosion
The last one is interesting, it's used in Silo's ending cutscene. You'd think the explosion would have been triggered by a plastique, but it's actually an invisible grenade that you can't collect, set to look like a circuit board, with that bitflag set on it.
Silo also uses 00400000 00000000 on that grenade, but I can't figure out what that one does, it doesn't seem to have any effect.
[edit]
Figured it out, added it to the list.
Last edited by Dragonsbrethren on Tue Jan 27, 2009 1:53 pm; edited 1 time in total |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Fri Jan 16, 2009 2:49 pm Post subject: |
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I was browsing through all the bitflags, and I couldn't find it, but isn't there one that toggles explosiveness? (ie, making a fuel drum not-explosive)? |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Fri Jan 16, 2009 6:56 pm Post subject: |
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bmw wrote: | I was browsing through all the bitflags, and I couldn't find it, but isn't there one that toggles explosiveness? (ie, making a fuel drum not-explosive)? |
I don't think so. I know there's something in the 21990 mods that can change what explosion each object has. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sat Jan 17, 2009 4:01 am Post subject: |
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With the "Massive Explosion" bitflag, can that be added to any object, so long as it features an explosion during its' destruction? I'm curious to know how much bigger the size is in comparison to a regular grenade. Think you could get some pictures for us?
I know I've come across one of those "One-Way Lock" doors before. Was it in Facility? I can't remember. It has to be used somewhere, unless it was something I did when editing a setup once. _________________
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 17, 2009 5:33 pm Post subject: |
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Wreck wrote: | With the "Massive Explosion" bitflag, can that be added to any object, so long as it features an explosion during its' destruction? I'm curious to know how much bigger the size is in comparison to a regular grenade. Think you could get some pictures for us? |
It only seems to work on explosive 08 weapon objects, but it doesn't matter what image you give them. I tried setting it on a number of 03 standard objects, including hand grenades, and it won't work with those. I didn't try it on any other object types yet.
A normal timed mine:
A timed mine with the massive explosion bit set:
I believe it's the same size explosion that a plastique triggers, except it grows and dissipates over time like a normal explosion.
Wreck wrote: | I know I've come across one of those "One-Way Lock" doors before. Was it in Facility? I can't remember. It has to be used somewhere, unless it was something I did when editing a setup once. |
I'm pretty sure there are a lot of them, I'd imagine any door you can open without a key (the remote security doors, plus maybe some that guards can open for you), would have these set. I used them in a few places in Complex because a guard would let you in, and you could easily get trapped behind a normal locked door. I also used them in Grid and Silo, I just kept forgetting to mention that 00000000 10000000 locked the back of the door so it could be added to the editor (the one that locks the front is already noted in the editor). |
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Sun Jan 18, 2009 2:19 am Post subject: |
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That big explosion (same as in PD, when you blow up the UFO in Maian SOS or skedar ship in Crash Site), do it make bigger damage? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Jan 18, 2009 2:45 am Post subject: |
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It seems to do the same damage as a normal explosion, except its size means you take more damage from it. A normal explosion will push you back and you only take one or two hits from it, this pushes you back and you're still inside of it taking damage. It's not so bad if you only get caught on the edge of it. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sun Jan 18, 2009 7:55 am Post subject: |
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That is one massive explosion, alright. What's cool about it, is that it will die off, unlike the Plastique. This could definitely be used in certain applications. Especially if you want a huge bang, without it sticking around forever.
Right, now that I think about it, it was the Facility. When working on the Facility Backzone update in Hex Edit, I could only get the remote controlled doors to open from one-way. I had to change their bitflags to correct it. _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Jan 18, 2009 9:20 am Post subject: |
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That's really cool! Here's the current list:
CString CVisualEditor::objectBitflag1Names[32] =
{
"00000001 Fall to Ground",
"00000002 In Air Rotated 90 Deg Upside-Down",
"00000004 In Air Upside-Down",
"00000008 In Air",
"00000010 Scale to Preset Bounds",
"00000020 X to Preset Bounds",
"00000040 Y to Preset Bounds",
"00000080 Z to Preset Bounds",
"00000100 Force Collisions",
"00000200 Align Glass to Preset",
"00000400 -Unknown-",
"00000800 Free Standing Glass",
"00001000 Absolute Position",
"00002000 Weapon Not Dropped",
"00004000 *Assigned to Actor",
"00008000 *Embedded Object",
"00010000 -Unknown-",
"00020000 Invincible",
"00040000 Allow Pickup (chr_type)",
"00080000 -Unknown-",
"00100000 Cannot Collect Object",
"00200000 Silo DAT",
"00400000 -Unknown-",
"00800000 -Unknown-",
"01000000 *Embedded Object",
"02000000 Cannot Activate Door",
"04000000 -Unknown-",
"08000000 Open Away from Player",
"10000000 Area Behind Door Invisible/Monitor Fixed",
"20000000 Open Backwards/Special Function",
"40000000 Area Behind Door Visible/Dropped guns no ammo",
"80000000 *Right-Handed Gun/Open By Default"
};
CString CVisualEditor::objectBitflag2Names[32] =
{
"00000001 Activate Drone Gun",
"00000002 Lightweight",
"00000004 -Unknown-",
"00000008 Don't Load in Multiplayer",
"00000010 Don't Load on Agent Mode",
"00000020 Don't Load on Secret Agent Mode",
"00000040 Don't Load on 00 Agent Mode",
"00000080 Don't Load on 007 Mode",
"00000100 Immobile",
"00000200 Mines",
"00000400 -Unknown-",
"00000800 -Unknown-",
"00001000 -Unknown-",
"00002000 Remove When Destroyed",
"00004000 Immune to Gunfire",
"00008000 Can Shoot Through Object",
"00010000 Always Visible (in front)",
"00020000 -Unknown-",
"00040000 -Unknown-",
"00080000 Invisible Except to Rockets",
"00100000 Bulletproof Glass",
"00200000 Immune to Explosions",
"00400000 Don't load on 2P",
"00800000 Don't load on 3P",
"01000000 Don't load on 4P",
"02000000 Rockets/Mines/Grenades Pass Through",
"04000000 -Unknown-",
"08000000 One-Way Lock (Front)",
"10000000 One-Way Lock (Back)",
"20000000 Character AI Cannot Operate",
"40000000 Deactivate Special Feature",
"80000000 Massive Explosion"
}; |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Jan 27, 2009 1:52 pm Post subject: |
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00400000 00000000: Immobile Weapon
The standard immobile flag doesn't work on weapons for whatever reason, this is needed instead. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Tue Jan 27, 2009 8:40 pm Post subject: |
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Have you checked to see what object types react to each of the Immobile flags? Would 04 Key, 07 Ammo Clip, and 14 Ammo Crate use your newly identified bitflag, or are they okay with the original? _________________
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