ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


Safe

 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
Rey
007
007


Joined: 07 Feb 2012
Posts: 785
Location: US

 PostPosted: Thu Feb 19, 2015 11:38 am    Post subject: Safe Reply with quote Back to top

Not sure why but Before I even open the safe door, I pick up whats inside. It's like I'm a ghost. I push the item in the safe a little further back and I can't even grab it at all. I thought of putting it in the air against the wall but, I go through the safe and don't pick up the item. What's with this safe! I mean is there something I'm doing wrong?
_________________
www.youtube.com/gamerrey23
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6177

 PostPosted: Thu Feb 19, 2015 12:10 pm    Post subject: Reply with quote Back to top

Did you use insert special objects and insert safe.
 
View user's profile Send private message
Rey
007
007


Joined: 07 Feb 2012
Posts: 785
Location: US

 PostPosted: Thu Feb 19, 2015 12:28 pm    Post subject: Reply with quote Back to top

Yes and I even copied a safe from another GE level and it still does it.
_________________
www.youtube.com/gamerrey23
 
View user's profile Send private message
zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1730

 PostPosted: Thu Feb 19, 2015 12:55 pm    Post subject: Reply with quote Back to top

In GE safes are a type of container object, like how you can embed items in crates and other normal objects. As soon as the door is opened the item inside becomes "available", just like how the item becomes available when a normal object is destroyed.

Long story short, being able to collect things instantly is not a bug but a feature.

If you want to make the item uncollectable until the door is completely open you should be able to set the item so it isn't collectable at all, then use an action block that checks if the door is in it's "fully open" state. When it is, set the "collectable" flag for the item. If it isn't, set the flag to "uncollectable". The code will look rather similar to the code for changing the monitor images for blast doors in Facility.

Not certain, but you may need to test if the object has been collected as well, then exit the loop if it is. Somewhat unsure what would happen if you try to set the flags on a collected object (probably nothing).
_________________
(\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
 
View user's profile Send private message Send e-mail
Ami
Agent
Agent


Joined: 24 Aug 2014
Posts: 87
Location: USA

 PostPosted: Fri Feb 20, 2015 12:48 pm    Post subject: Reply with quote Back to top

zoinkity wrote:
In GE safes are a type of container object, like how you can embed items in crates and other normal objects. As soon as the door is opened the item inside becomes "available", just like how the item becomes available when a normal object is destroyed.

Long story short, being able to collect things instantly is not a bug but a feature.

If you want to make the item uncollectable until the door is completely open you should be able to set the item so it isn't collectable at all, then use an action block that checks if the door is in it's "fully open" state. When it is, set the "collectable" flag for the item. If it isn't, set the flag to "uncollectable". The code will look rather similar to the code for changing the monitor images for blast doors in Facility.

Not certain, but you may need to test if the object has been collected as well, then exit the loop if it is. Somewhat unsure what would happen if you try to set the flags on a collected object (probably nothing).

It is a feature but, that should not happen since there is something in the way. Or, as the editor says, collision. I tried putting a safe once before and took it out cause of the same thing happening to, Rey.
 
View user's profile Send private message
zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1730

 PostPosted: Fri Feb 20, 2015 12:58 pm    Post subject: Reply with quote Back to top

That's the inherent problem with collecting items using proximity. Doing sight or even model collision against the object is a much more expensive operation than proximity. The only other option here is recoding the way all collections work.

What you're trying to do is basically the same thing done with the Golden Gun collect in Egyptian. The only really good solution is to make it an action.
_________________
(\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
 
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]