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jim102
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Joined: 27 Nov 2010
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Location: Quebec City

 PostPosted: Mon Dec 06, 2010 5:04 pm    Post subject: Reply with quote Back to top

Quote:
You know, that's something I never even considered. It would definitely be a cool addition to a mission. I never tested, but if GE works the same way as PD you could even make the paths entirely different, without sharing a starting pad, by setting the guard's 2328 pad to a pad on the chosen path, before activating said path.


You mean you suggest to try out to find a way to replace the start solo point by setting a pad? I`m not enough skilled. I do not know what is a pad. A path is a way,a road that I guard take.
 
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Dragonsbrethren
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Joined: 23 Mar 2007
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 PostPosted: Tue Dec 07, 2010 8:01 am    Post subject: Reply with quote Back to top

Pads and presets are the same thing. Those blue/green/other colored cubes you see in the editor, along with the red ones that can been resized in every dimension. What I meant is you could create three different paths, that may be in entirely different parts of the map, and the guard would walk to whichever one your randomness picked and follow that path.
 
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CharAznable0
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Joined: 13 Jul 2010
Posts: 306

 PostPosted: Tue Dec 07, 2010 10:14 am    Post subject: Reply with quote Back to top

Ah i've tried this pad/preset stuff before and it worked fine even though I was quite confused, then when I found out about the action blocks on guards I was just so confused lol...I remember I assigned some random action block to an elvis entity on the villa solo level and he automatically walked from the starting point to some mysterious place, and he did not bother shooting the guards.
 
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zoinkity
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Joined: 24 Nov 2005
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 PostPosted: Tue Dec 07, 2010 10:23 am    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
I never tested...setting the guard's 2328 pad to a pad on the chosen path, before activating said path.


Works fine. Check out a great example of this: Boris's straying path in Bunker I. If memory serves, at each junction they randomize the turn and set the new path ID. Funky stuff.
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Wreck
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Joined: 14 Dec 2005
Posts: 7254
Location: Ontario, Canada

 PostPosted: Tue Dec 07, 2010 12:18 pm    Post subject: Reply with quote Back to top

Ah, so that's how that slughead winds up in different places? I remember looking at his main Action Block, thinking it was pretty long and complex.

Preset: This is the term we had originally come up with for GoldenEye. Any object, door, or character, starts out at a "preset" position. These can store coordinates, rotations, and even sizing information.

Pad: When we started getting into PD hacking, we realized that Rare used the term "pad" to refer to these blocks of positioning data.

They are one in the same, and I've actually begun to use "pad" for both games. It sounds more descriptive. Anything can be preset, after all.
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SubDrag
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 PostPosted: Tue Dec 07, 2010 2:05 pm    Post subject: Reply with quote Back to top

Ah that's pretty cool, I never even considered using 2328 in a path. I wonder if the visual editor explodes. We could probably use it in more places too.
 
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jim102
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Joined: 27 Nov 2010
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 PostPosted: Thu Dec 30, 2010 9:10 am    Post subject: Reply with quote Back to top

sure you have to open a level with his pads but I cannot put the black front on the floor with the green or blue arrows because it says: Can only rotate up vectors for pads size 0x3C or higher.

The green arrow: Can only rotate target vector for pads size 0x18,0x30,0x3C or 0x40.

After if I use convert pad sixe to 0x3C: Up vector pad bits must be cleared. Target vector pad bits must be cleared.

Maybe it is the start point who makes the level not load.

Clear up vector flags and clear target vector flags

OOOO I see it changes positions

It still hard to change

A skedar in mr.blonde revenge is very big. I am going to see if I can make the same new thing.

...

Y to preset bounds flag must be toggled and Allow scale to bounds in pad(what the f... allow scale it is)

I want it less bigger so I deleted the skedar and manipulate his pad...

His pad is in the air! The pads are so small guys so we need to make them a little bigger.

HEY COME HERE DO NOT GO AWAY! Laughing

DAMN, A big head

There are no bitflags for guards!
 
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