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Issues with events after "Bond in sight" trigger

 
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Avast: Magical Biohazard
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 PostPosted: Tue Feb 06, 2018 10:43 am    Post subject: Issues with events after "Bond in sight" trigger Reply with quote Back to top

I have a guard which will do an animation (Natalya Hacking Left) and sound the alarm shortly after, if he notices anything odd (like a gunshot or another guard getting blasted in front of him) unless the player kills him first.

So far, all triggers leading to this event work, except for function 32 (Bond in sight). Upon that trigger, the guard simply loops the Hacking animation 7-9 times before finally sounding the alarm. Is this because of function 32, or have I messed up with the looping somwhere?

(For clarity, the guard won't run to a larm button, but will sound it from where he is standing)


The Action Block Itself:

0402:
AD Debug Comment = Static Inspector
-025E Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
3F02 If Heard Bond, Return Value Loop
4602 If Fired A Shot, Return Value Loop
3B02 If Guard Killed In Front Of Guard, Return Value Loop
3A02 If Bond Shoots Another Guard, Return Value Loop
3204 If Bond In Sight, Return Value Loop
015E Go To Beginning, Then Return Value Loop

-0204 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
3C02 If Guard Within Firing Range, Return Value Loop
0104 Go To Beginning, Then Return Value Loop

-0202 Resume If Return Value Loop Met
AE Reset Cycle Counter And Enable It
0A00AE000000460410 Animation (Animation: Natalya Hacking (Left))
0003 Return Value Loop

-0203 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
3E07 If Shot Current Guard, Return Value Loop
30FD08 Detect If Guard Killed, Return Value Loop If So (Guard
[whatever called it])
B400004600 If Cycle Counter > Value, Return Value Loop B4 (000046)
0103 Go To Beginning, Then Return Value Loop

-0207 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
30FD08 Detect If Guard Killed, Return Value Loop If So (Guard
[whatever called it])
2F06 When Guard Stops Moving, Return Value Loop
0107 Go To Beginning, Then Return Value Loop

-0206 Resume If Return Value Loop Met
0102 Go To Beginning, Then Return Value Loop

-0200 Resume If Return Value Loop Met
C30C12 Display Text Preset Top Screen - (the guy saw you, lel)
25 Sound Alarm
05FD0010 Jump To Function (Guard [whatever called it]) (JAL TO: 0010)
Draw Weapon and Attack

-0208 Resume If Return Value Loop Met
05FD0001 Jump To Function (Guard [whatever called it]) (JAL TO: 0001)
End Routine (Loop forever)

04 Terminator



Even if "Bond in sight" went straight to Value 2020, the problem would still persist.
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Lazlo52
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 PostPosted: Tue Feb 06, 2018 2:10 pm    Post subject: Reply with quote Back to top

Functions 32 and 3C can pass constantly because that's how they need to be, but it shouldn't matter as long as the return loop they're inside of is isolated. Clearly, the block is reaching Return Loop 5E, somehow. Assuming Loop 5E is the only place 5E is called, one of your return values in the block must be missing a link, causing it to go back to the very beginning. If you click "Check Syntax," does it say anything's missing a Return?


Unrelated, but if you're using function 32, you don't need 3C for this. Function 3C is an infinite range line of sight check, while 32 is the guard's field of vision.
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 PostPosted: Tue Feb 06, 2018 11:08 pm    Post subject: Reply with quote Back to top

Avast: Magical Biohazard wrote:
-0204 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
3C02 If Guard Within Firing Range, Return Value Loop
0104 Go To Beginning, Then Return Value Loop


I am not 100â„… sure, but you may want to change that last "0104" to "015E", to avoid possible looping. This way, in case the guard sees Bond, but is not within firing range, rather than keep checking until he is, it will go back to the start of the whole block.
 
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Avast: Magical Biohazard
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 PostPosted: Wed Feb 07, 2018 4:04 am    Post subject: Reply with quote Back to top

Lazlo52 wrote:
If you click "Check Syntax," does it say anything's missing a Return?


Nope. It says there are no errors.
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 PostPosted: Wed Feb 07, 2018 4:06 am    Post subject: Reply with quote Back to top

Wreck wrote:
I am not 100â„… sure, but you may want to change that last "0104" to "015E", to avoid possible looping. This way, in case the guard sees Bond, but is not within firing range, rather than keep checking until he is, it will go back to the start of the whole block.


Didn't work, unfortunately. Same thing happened.
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Lazlo52
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 PostPosted: Wed Feb 07, 2018 10:33 pm    Post subject: Reply with quote Back to top

Well, at this point, I would add a Display Text action to the very beginning of that block, before anything else. That way, if the issue is the block being reset, we'd know immediately that's what happened. Doing that, the text should only appear at the start of the stage.
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 PostPosted: Sun Feb 11, 2018 3:18 am    Post subject: Reply with quote Back to top

Lazlo52 wrote:
Well, at this point, I would add a Display Text action to the very beginning of that block, before anything else. That way, if the issue is the block being reset, we'd know immediately that's what happened. Doing that, the text should only appear at the start of the stage.


Sorry for the late response.

I found the culprit. After removing function 0207, and its activator - "If Guard Shot", the block functioned as it should. Otherwise it kept looping back to 0202 (using the "Show Timer" method, in style of your suggestion).

I've changed the Action Block accordingly. Previously, the purpose of the 2027 function was to hinder the guard from activating the alarm if shot (I believe I messed up with 2F06 - "When Guard Stops Moving" - as it seems to be an activator after said Guard has moved to a preset, instead of when ending an animation). Instead, I've increased the time it takes for the cycle counter to activate the alarm, which gets cancelled upon death. So far, this method has shown no issues.

I can post the current Action Block if requested for analysis.
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Lazlo52
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 PostPosted: Sun Feb 11, 2018 2:09 pm    Post subject: Reply with quote Back to top

I thought 2F applied to all sorts of things... I'll have to take a closer look into it when I get back to GE's actions.

But, I'm glad everything worked out.
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