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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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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Thu Sep 02, 2010 12:46 pm Post subject: |
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And no one here can't just replace the knife image...? _________________
Rare wrote: | Perfect Dark Forever. |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Sep 02, 2010 1:48 pm Post subject: |
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Replacing the knife would be way to hard to do acceptable67. _________________ There totally nothing to read here. |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Thu Sep 02, 2010 3:21 pm Post subject: |
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ok _________________
Rare wrote: | Perfect Dark Forever. |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Fri Sep 03, 2010 7:27 am Post subject: |
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and if you replace the knife image, all of the knifes in the game would be Oddjob's hat so it's not a good idea at all acceptable |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Fri Sep 03, 2010 11:14 pm Post subject: |
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OK
Here is my gamesharkey take on this :
this is how the code i abandoned works.
in this case its knives to UFOs.
using a button activator code while holding R press A and choose the
combat knife from the weapons wheel
(actually the code was supposed to be analogue direction + A = turns knives in to UFo's/HAts) but the positions on the weapons wheel for the knives is not the same or just they are not there.....
the knives would still be knives because no button press = combat knives
the code is kind of long and it was supposed to do all this:
Turn the knives in to hats/x object only when holding R+A -
the BUllet count = 1
the damage was modified to the one of the mauler at 90% charge shot
it still had the poison effect because of "loss of blood dizziness"
When not holding no button
Default knife object
default knife damage value
default knife "bullet count"
the cool thing - once the "mod" weapon is loaded even when all the default knife values are re-loaded when no button is pressed your current mod values remain for use
Like other codes of this nature - not good for multiplayer....
(well good because everyone throws hats) but very messy.
It would be a nice code to use tho - When Wreck eventually replaces the
"play as Elvis option" with the "Play as Oddjob" option on the cheats menu....
and that is if no other better way to get it done is possible.
Last edited by oldyz on Fri Sep 03, 2010 11:30 pm; edited 1 time in total |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Sep 03, 2010 11:23 pm Post subject: |
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You could replace the Throwing Knife image, but like BGS pointed out, all of the knives would then become hats. You'd need to copy the knife weapon data to another ID, then make the necessary changes. Switch the prop to the bowler hat image, increase the damage to full power, and also change the name and description. I don't think it'd be that hard to pull off, really. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Fri Sep 03, 2010 11:43 pm Post subject: |
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^^
yes i was thinking about that since there is about 4 gadgets in the game that can be turned into weapons
(target locator for the pillars- the hacking thing you throw in the first level etc)
But then what if those IDs are needed later for other Goldeneye weapons? or gadgets? of course maybe later on the rom thing can be expanded or in some way more weapon id can be created...... |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Sat Sep 04, 2010 5:39 am Post subject: |
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Yeah, I was going to say, copy the image over, and make a new weapon. Then make it the hat. _________________
Rare wrote: | Perfect Dark Forever. |
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