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Respawning Guards

 
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CutTheMonitors!
Agent
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Joined: 17 Jan 2023
Posts: 3

 PostPosted: Tue Jan 17, 2023 12:19 pm    Post subject: Respawning Guards Reply with quote Back to top

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! Very Happy

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. Very Happy
 
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HackBond
007
007


Joined: 14 May 2009
Posts: 1321
Location: Scotland

 PostPosted: Thu Jan 19, 2023 4:31 am    Post subject: Reply with quote Back to top

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



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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CutTheMonitors!
Agent
Agent


Joined: 17 Jan 2023
Posts: 3

 PostPosted: Sat Jan 21, 2023 1:42 pm    Post subject: Reply with quote Back to top

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. Embarassed

Here's what I came up with:





Thanks again! Smile
 
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HackBond
007
007


Joined: 14 May 2009
Posts: 1321
Location: Scotland

 PostPosted: Sun Jan 22, 2023 4:38 am    Post subject: Reply with quote Back to top

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.
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Wreck
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Joined: 14 Dec 2005
Posts: 7197
Location: Ontario, Canada

 PostPosted: Sun Jan 22, 2023 5:07 pm    Post subject: Reply with quote Back to top

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
007


Joined: 14 May 2009
Posts: 1321
Location: Scotland

 PostPosted: Wed Jan 25, 2023 6:12 am    Post subject: Reply with quote Back to top

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.
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