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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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								| CutTheMonitors! Agent
 
  
 
 Joined: 17 Jan 2023
 Posts: 3
 
 
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											|  Posted: Tue Jan 17, 2023 12:19 pm    Post subject: Respawning Guards |    |  
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											| Hello everyone! 
 Long time SE user here - big fan!
 
 I'm just wondering is there a way to get standard guards to respawn after they've been killed?
 
 My thinking is that having extra guards swarming into a level would spice things up nicely!
   
 I did a bit of action block tweaking with the Frigate hostages and got them to respawn - but only once.
 
 
 Also, one last query in the same area.
 
 How can I get a group of guards to spawn and head straight for Bond at the beginning of a level?
 Similar to the pests who chase you around Surface 2, Depot or Statue.
 
 Many thanks.
 M.
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								| HackBond 007
 
  
  
 Joined: 14 May 2009
 Posts: 1381
 Location: Scotland
 
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											|  Posted: Thu Jan 19, 2023 4:31 am    Post subject: |    |  
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											| You should set the ID for the guard you want to respawn in the 04 block, as well as their gun and hat in the block too. Then you should create a 10 block to check if that Guard ID doesn't exist in the level anymore, start a cycle counter for how ever many frames/seconds you want, and then spawn a guard at a preset then throw the block back up to the top label. 
 For example
 
 04 block
 
  	  | Code: |  	  | Set Guard ID
 Label 00
 Spawn Gun
 Label 01
 Spawn Hat
 Label 02
 Guard Logic
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 10 block
 
 
  	  | Code: |  	  | Label00 Is guard ID not existing?
 Is guard ID dead/dying?
 Goto First 00
 
 Label01
 Start Cycle Counter
 
 Label02
 Is Cycle Counter Greater than 10 seconds?
 Goto First 02
 
 Label03
 Spawn Guard At Preset with 04 Block
 Goto First 00
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 _________________
 Also known as Spyster or Nyxem
 [Youtube]
 
 [Decoy] Antenna | Control | Silo | Escape
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								| CutTheMonitors! Agent
 
  
 
 Joined: 17 Jan 2023
 Posts: 3
 
 
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											|  Posted: Sat Jan 21, 2023 1:42 pm    Post subject: |    |  
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											| Thanks for the reply, HackBond! 
 I've tried putting these to work firstly on a barebones level with one guard present and then on Frigate. Neither worked and both levels refused to boot.
   
 Here's what I came up with:
 
 
   
   
 
 Thanks again!
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								| HackBond 007
 
  
  
 Joined: 14 May 2009
 Posts: 1381
 Location: Scotland
 
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											|  Posted: Sun Jan 22, 2023 4:38 am    Post subject: |    |  
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											| You are missing 03 sleep functions in anything that loops to check something (else the game will crash cause you've locked up execution) but apart from that it looks fine. Your spawn guard action will also hit the end of block, which will restart execution at the top and hit the 00 at the top anyway, so thats fine too. _________________
 Also known as Spyster or Nyxem
 [Youtube]
 
 [Decoy] Antenna | Control | Silo | Escape
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								| Wreck Administrator
 
  
  
 Joined: 14 Dec 2005
 Posts: 7266
 Location: Ontario, Canada
 
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											|  Posted: Sun Jan 22, 2023 5:07 pm    Post subject: |    |  
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											| Many of your goto labels are not filled in (just 00). They need to match where they are going to. |  |  
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								| HackBond 007
 
  
  
 Joined: 14 May 2009
 Posts: 1381
 Location: Scotland
 
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											|  Posted: Wed Jan 25, 2023 6:12 am    Post subject: |    |  
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											|  	  | Wreck wrote: |  	  | Many of your goto labels are not filled in (just 00). They need to match where they are going to. | 
 
 EDIT I rewrote this
 
 Yeah your label IDs for the jumps don't match what is below. You need the colours/IDs to match to what they are going to below.
 _________________
 Also known as Spyster or Nyxem
 [Youtube]
 
 [Decoy] Antenna | Control | Silo | Escape
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