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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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Ami Agent


Joined: 24 Aug 2014 Posts: 87 Location: USA  |
Posted: Sun Jun 26, 2016 1:39 pm Post subject: Intro Cam |
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There is an issue. When we try to add a intro cam point the level does not load at all. What could that be? |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sun Jun 26, 2016 1:41 pm Post subject: |
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Yeah, there is no action block that would be causing this to freeze and no object. Without the intro cam point it loads perfectly. Could it be because the sky box has been altered? _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Jun 26, 2016 2:17 pm Post subject: |
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Is it a valid text digit and preset? Usually crashes are bad text digits. Of course, when running into crashes, keep ruling things out until you find the culprit. |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Mon Jun 27, 2016 12:27 pm Post subject: |
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No there is no text in the intro yet. Sky box is the original levels just different color. We already ruled out every object. We at first thought it was cause we had a preset on a preset but that's not the case. I know it won't load if bond is seen in the intro. The intro swirl is fine. _________________ www.youtube.com/gamerrey23 |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Mon Jun 27, 2016 4:23 pm Post subject: |
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No text at all? Perhaps you still need something. Maybe either add your location to the level text file, or use a blank one from an always loaded text bank (LtitleE comes to mind). Make sure the second text entry (used in GE for stating time in storyline) is whatever normal GE missions use when nothing shows on screen.
Trust me when I say, crashes are often caused by the smallest thing you don't think would cause it. |
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Ami Agent


Joined: 24 Aug 2014 Posts: 87 Location: USA  |
Posted: Tue Jun 28, 2016 1:52 pm Post subject: |
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I just tried what you said and it worked! Your so smart Rey is at work right now but when he reads it he'll have a smirk LOL.
Off topic question since he isn't around. If I'm trying to do if in room spawn guard with ID. Will that be 04XX or 10XX. Still grasping both.  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Tue Jun 28, 2016 7:09 pm Post subject: |
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Sounds like 10xx to check if close to preset then spawn a guard. The guard spawning itself command tells guard which 04xx he should use. 10xx are always executed whole 04xx are only when a subroutine or for guards and vehicles. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Wed Jun 29, 2016 3:09 pm Post subject: |
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Yeah, I think you use a 10XX block to detect player position, then in the spawn guard line, you set an action block for them to use. You would probably want a custom 04XX block, depending on what you want them to do. Like if they are stronger security guards, who automatically track the player down (alarm sort, like in GE missions). You could see what a Rare made mission does, to help give an idea of what settings to give them. Unless these spawned in persons are for a different use. |
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Ami Agent


Joined: 24 Aug 2014 Posts: 87 Location: USA  |
Posted: Sun Jul 03, 2016 10:47 am Post subject: Guard Spawn |
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So reading, 10XX is definite. While 04XX is a 50 50. Okay! I'm actually trying to create my own for this one. Slowly learning. Just hard to tell when you check for an error it says at line 5 or something. Then I try to fix and I get more errors. I had the action working fine. The guard spawned once without a weapon but I was just testing. After I went and made an action to the guard to have a weapon it no longer works. Plus there is no errors and I been trying to figure it out but with no results. |
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