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Lag when shooting guards.

 
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Camaro
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Joined: 10 Aug 2009
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Location: Indiana

 PostPosted: Sat Oct 10, 2009 7:29 pm    Post subject: Lag when shooting guards. Reply with quote Back to top

I created a very basic level and imported it to the editor and it runs fine except when I shoot a guard, which causes about a 2 second slowdown. However, when I shoot when no guards are on screen it does not lag. This doesn't happen with any original levels that I play, only custom levels. How do I fix this?
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bmw
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Sat Oct 10, 2009 7:59 pm    Post subject: Reply with quote Back to top

Sounds like you didn't create guard paths.

This must be done for any custom level. I'm not sure if there's a tutorial for this, you might want to check it out if there one.
 
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Camaro
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Joined: 10 Aug 2009
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Location: Indiana

 PostPosted: Sat Oct 10, 2009 8:10 pm    Post subject: Reply with quote Back to top

So adding guard paths, even if they aren't used by the guards, will fix this?
They just stand still the whole time, but do they still need a guard path?
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Entropy Soldier
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 PostPosted: Sat Oct 10, 2009 8:24 pm    Post subject: Reply with quote Back to top

actually, i think that's caused by improper ROM settings in the emu.

I think they're in the goldeneye vault faq if you need them
 
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bmw
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 PostPosted: Sat Oct 10, 2009 8:31 pm    Post subject: Reply with quote Back to top

Oops, I mis-spoke. I meant to say "sets" - you need a locale network created in your level. This involves using presets to create a "grid" in your level where guards can travel. Its not the easiest thing to do, its been so long since I had to do mine for my library mission that I don't recall how to do it.

I uploaded zoinkity's help page on this topic - http://www.battlefieldforever.com/hackers/help/Paths/Sets.htm

Entropy Soldier wrote:
actually, i think that's caused by improper ROM settings in the emu.

I think they're in the goldeneye vault faq if you need them


That can cause a slowdown as well, but without sets, a guard has no idea where he is within the level and thus no idea where Bond is relative to his position, and this can cause massive slowdown. I'm assuming of course, that he has some type of action assigned to the guards - if they're doing nothing more than standing there and not programmed to react in any way, then this may not require sets. But that would be pointless, obviously.
 
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Wreck
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Joined: 14 Dec 2005
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Location: Ontario, Canada

 PostPosted: Sat Oct 10, 2009 8:46 pm    Post subject: Reply with quote Back to top

I think one of the first times we started to dabble into this area was while I was working on a very old Mining Caves mission, using the multiplayer Caves map in solo. Guards would cause a dramatic slowdown (sometimes to an absolute crawl) whenever they needed to react in many different situations. Even simply using the basic "0002" guard action block would give these results. The game attempts to calculate what they should be doing, but without any path network around the level they don't know what to do or where to go. If you lose sight of them for long enough, they'll return to normal. Something as easy as even adding a single entry into the network can improve performance drastically. Check out the link, follow Zoinkity's instructions, and test... test... test. Wink
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Dragonsbrethren
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Joined: 23 Mar 2007
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 PostPosted: Sun Oct 11, 2009 12:29 am    Post subject: Reply with quote Back to top

Interesting, it turns out I never actually read Zoinkity's guide on the subject before. I learned how to do the path network properly by looking at the one in Facility.
 
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SubDrag
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 PostPosted: Sun Oct 11, 2009 3:43 am    Post subject: Reply with quote Back to top

There's also my tutorial on how to do it with the editor:
http://goldeneyevault.com/viewfile.php?id=32
 
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