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Problem with saving levels to ROM and proximity mines

 
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Sb27441
Agent
Agent


Joined: 09 Apr 2009
Posts: 2

 PostPosted: Thu Apr 09, 2009 5:55 pm    Post subject: Problem with saving levels to ROM and proximity mines Reply with quote Back to top

I've had the Goldeneye Setup Editor for several weeks now and have been impressed with it.

I've edited both the Facility and the Dam, but when I try to convert to the ROM, I can only save one level. The other is overwritten to default. If I save the custom Facility, the Dam is back to default settings, and if I try to save the custom Dam, the Facility is overwritten to default settings.

What is the proper way to write more than one level to a ROM?

Second, is there any way I can place active proximity mines in a level that will explode when the player approaches them? Placing proximity mines from the object editor will result in them appearing as objects to be picked up.

Thanks.
 
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Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Thu Apr 09, 2009 6:15 pm    Post subject: Reply with quote Back to top

1-
Use the convert ROM feature (not the quick convert ROM) and select the files UsetuparkZ and Usetupdamz (i think i got those right) use ctrl to select more than one. If you want to include custom text, also select Ldam and Lark, custom briefings are Ubriefdam and Ubriefark.

2-
i think you'll need to use action blocks for that one.
first, right click and select "add 16 object" on each proximity mine.
something like:
00
LeaveAndReturn
if bond within -20- proximity of object-proximity mine return value loop to 01
go to beginning and return value loop to 00
01
if 16 object not destroyed-proximity mine return value loop to 02
go to beginning and return value loop to 00
02
16 object explodes - proximity mine

and if you had multiple, you would do:
00
LeaveAndReturn
if bond within - 20 -proximity of object-proximity mine 01 return value loop to 01
if bond within - 20 -proximity of object-proximity mine 02 return value loop to 02
if bond within - 20 -proximity of object-proximity mine 03 return value loop to 03
go to beginning and return value loop to 00
01
if 16 object not destroyed-proximity mine 01return value loop to 04
go to beginning and return value loop to 00
02
if 16 object not destroyed-proximity mine 02return value loop to 05
go to beginning and return value loop to 00
03
if 16 object not destroyed-proximity mine 03return value loop to 06
go to beginning and return value loop to 00
04
16 object explodes - proximity mine 01
05
16 object explodes - proximity mine 02
06
16 object explodes - proximity mine 03

hope that helps (there may be a better way than the action blocks, but if there is, i don't know of it :/
 
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Sb27441
Agent
Agent


Joined: 09 Apr 2009
Posts: 2

 PostPosted: Thu Apr 09, 2009 6:30 pm    Post subject: Reply with quote Back to top

OK, thanks. It still needs quite a bit of work, but I seem to have progressed beyond the problem.
 
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zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1729

 PostPosted: Sat Apr 18, 2009 6:19 am    Post subject: Reply with quote Back to top

You can also set the timer on them within the setup file, but you have to use a hex editor to do so. That occurs at +0x82, and the value is 2 bytes. The count is in milliseconds, so 0x00B4 (180) would be 3 seconds. To always be activated, you could just set the value to 1.
Ownership will default to player 1. If you need to set that as well, go to 0x64 and set one of these values:
Code:
00000000   player 1
00020000   player 2
00040000   player 3
00060000   player 4


This is covered in the documentation:
Objects and Attributes\weapons\explosive weapon timers.txt
_________________
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(O.o) ze
(> <) Hoppentruppen!
 
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SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6171

 PostPosted: Sat Apr 18, 2009 6:54 am    Post subject: Reply with quote Back to top

Wait, can this be supported in the editor?
 
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