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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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RCJHKU Agent

Joined: 23 May 2015 Posts: 11
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Posted: Wed Feb 05, 2020 12:41 pm Post subject: Modifying death animations |
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Hey everyone,
Is there a way to modify all guard death animations on a level to a single animation? Ex: All of them flying backwards when hit. Does this apply to all enemies, including Trevelyan, Xenia, and Baron Samedi?
Thanks! |
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CrashOveride Secret Agent


Joined: 24 Oct 2016 Posts: 339
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Posted: Wed Feb 05, 2020 12:49 pm Post subject: Re: Modifying death animations |
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RCJHKU wrote: | Hey everyone,
Is there a way to modify all guard death animations on a level to a single animation? Ex: All of them flying backwards when hit. Does this apply to all enemies, including Trevelyan, Xenia, and Baron Samedi?
Thanks! |
iirc no, ASM hacking can probably achieve this, but death animations are always random unless you fake the death like in WW2 City's dogs _________________ Playing old, low poly games since 2003 |
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connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
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Posted: Wed Feb 05, 2020 1:55 pm Post subject: |
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Easiest way to do that would be by action blocks. It would be possible, you’ll just have to make sure the block does the right checks.
I would set up a guard with x amount of health, then do a check to see if guard was shot or if health dipped below a certain amount. You can then force the animation to play, and then at the end of the animation I would have it fade the guard away. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Wed Feb 05, 2020 2:57 pm Post subject: |
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You could maybe replace all death animations with the one you want using the Animation Editor part of the GoldenEye Editor. It would affect all deaths throughout the game, including multiplayer. That's one option.
For specific characters, you could rig up a 10XX action block to detect if guard ID killed, to jump to a 04XX block that forces them to use a specific animation. If they don't fade away, you can set that after guard stops moving. Really, you could do it for everybody. |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 336 Location: N.J.  |
Posted: Wed Feb 05, 2020 6:15 pm Post subject: |
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Ultimately, my vote goes to either the Animation Editor to get everything or Action Blocks to preserve the players'. But, l do know that Perfect Dark has GameShark codes that can modify the players' death animations. Theoretically, a similar list of values can exist for the individual guard areas you can kill them from, in GoldenEye even. My worry for that is if it'd be a static address, if it exists plainly in RAM at all. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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