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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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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sat Jun 02, 2012 2:59 pm Post subject: Alarm/Camera |
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How after a curtain amount of time like the original GE can i put a camera to see you and activate an alarm.Also,i saw in bunker 1,that the guard in the start that runs to the alarm wasent an action block.It was a 07 block.When i tried it didnt work.How if a guard hears or see's you will he activate the alarm? _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jun 02, 2012 3:18 pm Post subject: |
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I think just put a camera object and center on preset. Details are in object editor. That alarm triggering mustered be action block driven. I can look if you can't find it. |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sat Jun 02, 2012 5:06 pm Post subject: |
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Ok its good,Now while alarm rings how would i make spawning guards that keep coming after death.The Guard that i set to trigger alarm if heard you and see you.He just stands there.Well before he acted like a normal guard. _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jun 02, 2012 5:14 pm Post subject: |
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I assume Rare's is something like,
If Bond in range, run towards alarm.
When guard stopped (at preset), do animation for moving arm and trigger alarm.
Then
action can do a guard spawn, there's a tutorial on that in the action block tutorial. |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sat Jun 02, 2012 6:52 pm Post subject: |
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SubDrag wrote: | I assume Rare's is something like,
If Bond in range, run towards alarm.
When guard stopped (at preset), do animation for moving arm and trigger alarm.
Then
action can do a guard spawn, there's a tutorial on that in the action block tutorial. | No there is not one for guard triggers alarm.But the spawning i can do,but i don't know how to get it unlimited. _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jun 02, 2012 7:19 pm Post subject: |
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Do the cycle counter, then when it hits, spawn guard, then 01XX to loop back, restart counter and continue. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1731
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Posted: Sun Jun 03, 2012 12:55 pm Post subject: |
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Bunker I works differently than most stages.
The preset for the alarm is sometimes set as a special kind of preset. Preset 2328 is a special value that can be set for a specific guard, saving a preset for later. In Bunker I, the guards have these set to the presets for the alarms. Action blocks use the 2328 value instead of the actual preset, mostly to make it easier to recycle code. You'll also see them on Boris' path, so that way the same code can be used regardless what step in the path you're at.
That said, you don't need to do it that way. Just have the character run over to the alarm, then activate it. One of the easier ways is to just use command 24, which makes the actor activate the object at a given preset. The long-winded way would be to detect activity, when something occurs walk/jog/run to preset, then when you arive activate object at preset. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sun Jun 03, 2012 1:37 pm Post subject: |
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I tried the guards spawning unlimited and its not working.As for the alarm Guard.Closed i got was the second the level starts he activates it.Which what im trying to get is If heard bond,or see bond then activate alarm then jail to 02. _________________ www.youtube.com/gamerrey23 |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Wed Jun 06, 2012 4:23 pm Post subject: |
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Ok i got the alarm guards they spawn and are perfect.The level is becoming a pain in the ass hahah.But i still cant get guards to flip an alarm. _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jun 06, 2012 4:36 pm Post subject: |
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Good! I think all that is is after guard stops, you have him do animation and trigger alarm via actions. |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Wed Jun 06, 2012 5:15 pm Post subject: |
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Yeah,but when it comes to the action he does not it execute it.Im not sure how many alarms there is going to be but,for all,they cant be as FD?
With different presets that indicate the alarm...
What i mean is would it each be individual action blocks? _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jun 06, 2012 8:08 pm Post subject: |
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You could use 2328 preset, which is the dynamically assigned preset for each guard. You can set the 2328 preset in the object editor for each guard, then in action block use 2328. |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
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