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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: Mon Jul 23, 2012 7:26 pm Post subject: |
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So is there another action I could use that would do this with out it corrupting? Still fail understand how its the memory if the level is empty.
But im still learning many things. _________________ www.youtube.com/gamerrey23 |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Tue Jul 24, 2012 5:03 am Post subject: |
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Wait... The level is empty? Then your failure has to do with calling two guard ID#s (21 and 1) without actually having either guard. That shouldn't be a fatal crash, but...
You do have paths in the stage, right? That doesn't cause a crash, but might as well. Actors can't find targets in real time if there isn't a path network. Depending on how many try to do it at once is how bad the result will be. With just one and no obstacles, it can take over a minute before a new frame is rendered. It tries to do per-tile search via clipping while compensating for line-of-sight visibility.
There are some unnecessary labels in the code, but as I said before there's nothing wrong with your action script. It doesn't cause a problem when loaded into other test levels.
Otherwise, about memory, it doesn't matter what's in a stage, but the allocation values themselves. This is especially true for custom stages, because although the level data will (usually) load in, if it exceeds given values then all later allocations will not be placed where they should but into general buffer 6. That's pretty small as it is. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Tue Jul 24, 2012 9:06 am Post subject: |
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Yes my level has paths but you all seem to miss the real message. The action above I am using it. But I added more sub blocks to the action. Which consist of a 0200 if guard dies display text C3.
I knew from the start it was my changes that makes it crash but im woundering how to fix it. _________________ www.youtube.com/gamerrey23 |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Tue Jul 24, 2012 1:09 pm Post subject: |
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What you copied into the previous post works for both Sub and I. Since we don't know what changes you've made since then it isn't possible to say if there's an error now.
I was assuming that you were still trying to get the exact snippet above working, which should work, and would only not work in the case something else was going on.
For death-triggered text, I'd make a completely seperate action block (10xx variety) that simply tests their ID for death and displays the text then. That gets around any problems of ID invalidity for proximity tests and ensures you don't need to jump back from the generic action you linked to. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Tue Jul 24, 2012 1:43 pm Post subject: |
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I can try a seperate action block but im not to good at making actions so knowing me id come out so messed up haha. But ill see if the next time I go to my computer with the editor to post what I did. _________________ www.youtube.com/gamerrey23 |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Wed Jul 25, 2012 3:12 pm Post subject: |
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I replaced the bin I had of the level I had the action. I forgot the action was there and I got a new bin of the level. So it leaves me with this question.
Can that action be altered to make the action I want? _________________ www.youtube.com/gamerrey23 |
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