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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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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jan 21, 2007 10:44 am Post subject: Security cameras and detection |
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Does anybody know exactly how the security cameras work?
I've figured out that the centered-on preset affect exactly which way the camera is pointed. But that's about it.
How does detection work? What does the "detection" value modify? And does the preset which the camera is centered on have any effect on detection?
I'm asking this because I'm having problems in my library with cameras upstairs being set off while in a few select spots downstairs. I've even closed off visible portals for experimentation purposes and the camera is still being set off even through the closed portals.
Any ideas? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sun Jan 21, 2007 10:56 am Post subject: |
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I never played much with the GoldenEye surveillence cameras, but I did spend some time with the ones in Perfect Dark. Though the data may not be in identical places for the object block, it may give you an idea or two.
0x0: Size and Type (00C0 Hex) & (Camera Type)
0x4: Image Model and Pad Position (0AF Security Camera) & (0136)
0x8: Flags
0xC: Flags
0x4C: Health
0x58: ?
0x5C: Pad Focused On
0xA8: Horizontal Pan
0xB4: Rotation Speed
0xBC: Detection Range
For the Detection Range, I believe it works in yards. The value for that specific camera was "02BC" in Hex, which comes out as "700" in Decimal. Every "100" in Decimal is equal to one yard. A single yard is approximately three feet in length. So, the range on the camera is around twentyone feet from the lens. I don't know what the viewable area is, but I'd imagine it being coned shape. You'd just have to experiment a little more to determine how far it can see from left to right.
Edit: After looking at the cameras in GoldenEye, it appears as though they are quite different between games. I'm taking some time to figure these ones out. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Jan 21, 2007 11:42 am Post subject: |
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I have never made a security camera with the editor, so it possible there is something messed up or missing. Though I think current levels are ok. Here's our object description from the editor:
06 surveillance camera
0018 only
(autoguns can be exchanged for these, but they probably won't look right)
0x80 std + some funny stuff
00: 01 00 00 06 00 18 27 38 00 00 00 02 00 00 00 00
10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
70: 00 00 00 00 03 E8 00 00 00 00 00 00 00 00 00 00
80: 00 00 00 57 00 00 00 00 00 00 00 00 00 00 00 00
90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 15 55
D0: FF FF EA AB 00 00 00 00 00 00 00 00 00 00 00 F2
E0: 00 00 00 00 00 00 00 00 FF FF FF 9C
0x82 2byte preset used to *center* camera. This is the default middle position. all rotation data is applied to this angle.
*note: below seem like typical rotation values. user might have ot fiddle with it a bit...
0xCC 2byte how far camera can rotate upward. positive value (N/A)
0xCE 2byte how far camera can rotate left from preset. positive value.
0xD0 2byte how far camera can rotate downward. negative value. (N/A)
0xD2 2byte how far right it can rotate. negative value.
0xDE 2byte speed. how fast the camera turns
0xE8 2byte detection arc up/down from current position
0xEA 2byte detection arc left/right from current position
This sets up the line of sight. When bond is in the detection arc for five seconds, it triggers the alarm. Set this high enough and the camera can look in teh opposite direction but still see you.
FFFF,FF9C are the default values
note: for free rotation left/right, set both to 0000
note: vertical rotation should be set to default. Camera can't move this way.
defaults should be 0000xxxxFFFFxxxx |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jan 21, 2007 12:16 pm Post subject: |
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So it looks like actual distance can't be modified - only "line of sight" fields.
I might be able to tweak the arc up/down to fix this problem. Or, I could always just move the camera to another location.
But what exactly defines "line of sight"? In other words, what can the camera "see through"? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Jan 26, 2007 8:22 am Post subject: |
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You could read the help file. I spent 3 hours or so on those bloody cameras and their placement. Cameras don't use the arc up-down values, and this is noted in the help file - although using GS codes after-the-fact probably will force it.
Line of sight is just that. Cameras shouldn't be able to see through tall objects or room models. You need to stay within line of sight for somewhere between 5-10 seconds to trigger the alarm. Also, note that the camera does not need to "look" at you to see you, as in modern games. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Jan 26, 2007 9:49 am Post subject: |
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*keeps forgetting objects are now supported in the editor*.
That's great work there Zoinkity, the 256 thing is key as well. Tries to make editor support it (wink). |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Fri Jan 26, 2007 10:17 am Post subject: re: help |
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I read through the help file, and it does give me a better understanding of how cameras work.
BUT, I still can't for the life of me figure out why this camera is detecting me in the basement. Normally, there would be an open line-of-sight between this camera and the basement through the grate, but I have the opening blocked off with a "fake" wall (actually, a door-type, a non-opening door). And the alarm is still being set off.
I have circled the fake wall. The bottom screenshot is where I am still setting off the alarm.
[/img]
I can enlarge the wall slightly, I suppose its possible that if its not perfectly sized that there still might be even the smallest of gaps between the door and the walls. |
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loofadawg Agent

Joined: 15 Jun 2018 Posts: 138
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Posted: Thu Jun 04, 2020 5:40 am Post subject: |
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Did you ever figure this out? In my map Bond is on the third floor but the camera is on the first floor.
https://youtu.be/rzh9eH7yDM0
Currently I am doing this as a fix:
https://youtu.be/jg3ZtiTAbwM
CrzChris4 says he disables and enables depending on Bond's location so I will try that next. I was looking for a bitflag or something to do that but couldn't find it.
Both Oofjay and CrzChris4 said to use the disable drone. Wish me luck !
Update:
Sort of have it working. But the way the map is setup it still detects Bond, but at least he is a lot closer. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Thu Jun 04, 2020 5:27 pm Post subject: |
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The fix I used on multiple levels in the compilation pack (such as Library and Grid) where a camera can spot the player through a floor / ceiling, is to test Bond's elevation. That way it will be inactive if you're above or beneath the area where it should see you. There are other tricks, such as room you're in, and it depends on the situation.
One small detail to remember, is that if the camera pans, when you deactivate it, it will stop moving. Once reactivated, it moves again. You may be able to see this occur, so keep an eye out. Worse comes to worst and it looks odd, you can set the camera not to pan, but only if that still scans your area well enough.
Flag 10000000 00000000 should be it. It also works on drone guns. |
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loofadawg Agent

Joined: 15 Jun 2018 Posts: 138
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Posted: Fri Jun 05, 2020 4:46 am Post subject: |
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I have 3 rooms from which you can see the camera plus the room itself. My solution is to only have the camera active when you are in those rooms. The room with the camera is a special case because of the stairs. I use the sub action to check the distance to Bond.
I have not used the elevation sub action before. I will check that out. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Jun 05, 2020 2:57 pm Post subject: |
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It's useful, under the circumstances that a camera sees you through floors. It also can keep your action block a bit more simple, with less room checks. Again, it really is situational. |
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