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MCM's Effect on Silo Timers

 
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goldengreg007
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 PostPosted: Wed Jul 04, 2012 7:32 pm    Post subject: MCM's Effect on Silo Timers Reply with quote Back to top

The other day, I was doing something on my computer while my game was idling through the various demos that play after the title screens. I happened to look up and see one of the Silo ones - the one where the player throws a plastique in one of the labs. Then it hit me - no timer started after the plastique landed. There hadn't been a timer going before the plastique was thrown either, though I figured that could have been that they were playing on Agent.

So I decided to play around with it a little bit. I hooked the game into my GS, turned on the MCM, and tried each of the different start points (each of the "record" entries, obviously depending on level setups) on each level, including the standard one (normal spot, normal weapons, just no level intro cinema).

What I found was interesting. On Silo, you don't ever get a single timer, regardless of difficulty or after you've thrown a plastique. On any other level though, every timer functions just as it does normally. I verified this on Dam, Surface 2, Bunker 2, Statue, Streets, Train, Cradle, and Aztec.

Does anyone know why this is? Do the intro cinemas on Silo have to play in order for the timers to function? If it's due to something else, then is it possible to get the timers to not function when playing the level normally?
 
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SubDrag
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 PostPosted: Wed Jul 04, 2012 7:55 pm    Post subject: Reply with quote Back to top

That is interesting. I took a look at actions. It looks like you need to be in the intro swirl to start the timer. Otherwise it just loops. I guess it was to not show it in the cut-scene perhaps. The MCM skips the intro cutscene?
 
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goldengreg007
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 PostPosted: Wed Jul 04, 2012 8:03 pm    Post subject: Reply with quote Back to top

Yeah, if I start a level with any of the "record" commands from the MCM, I don't get any intro cutscenes.

So the timer that starts after placing a plastique is dependent on the intro swirl to have taken place as well..possibly due to the looping?
 
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 PostPosted: Wed Jul 04, 2012 8:16 pm    Post subject: Reply with quote Back to top

It triggers once you hit the intro swirl, otherwise it loops. So I guess you never hit it since MCM records (which I guess makes sense skips intro since not in the demos). Note Zoinkity has a patch which makes recording actually work. Never thought before it would skip intro but makes sense.
 
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goldengreg007
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 PostPosted: Wed Jul 04, 2012 8:24 pm    Post subject: Reply with quote Back to top

Yeah I've used his patch before, it's pretty nifty!

My aim here was more to find a way to disable the Silo timers without the use of MCM (or anything involving GS), to make it possible to complete this level on DLTK (007 mode max stats), but it seems that isn't going to happen, at least the way I'm going with it. Thanks for checking into the action blocks though.

I was assuming that the Streets timer was started the same way, but interestingly enough, you get the timer there even when the level is started via MCM.
 
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 PostPosted: Wed Jul 04, 2012 8:29 pm    Post subject: Reply with quote Back to top

You're right. In Streets it starts instead after cycle timer hits 0x258, no check for intro swirl.
 
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