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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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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sat Nov 24, 2007 11:15 am Post subject: Is there a way of activating the Gas Keyring? |
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Out of interest, is there any way of activating the gas keyring? It would be great to include in one of my Solo missions. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Nov 24, 2007 12:12 pm Post subject: |
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How do you want it to work? Do you want it to act as a normal weapon? That's probably not possible but you should be able to give it some effect using action blocks. I'm not sure if it's a usable gadget or not though, I had that problem trying to use the briefcase as the fingerprint scanner in my Silo mission, I had to switch it to the bomb defuser. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sat Nov 24, 2007 9:38 pm Post subject: |
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If I remember correctly, only 2 or 3 gadgets responded to the "if gadget activated", not including the gas keyring. I know bomb defuser worked, that's the only one I remember. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sun Nov 25, 2007 1:00 pm Post subject: |
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Yep, only a few work. The full list is in the editor under whatever page the 'if gadget activated' is on.
One possible workaround is to test if the item is drawn or test if you are firing it. The first definately works if you don't mind automating the response, and the second is a maybe. You'll just have to try stuff out.
Oh, you could probably do something like this, embedded in a guard action control block:
-if player within range of guard
--if weapon drawn
--make guard drop (hand him a death animation, but don't use kill commands)
--loop until a certain time elapses or whatnot
If you have the keyring out and anyone comes within range they automatically drop. However, that requires making your own guard action blocks and never, ever leaving them.
As for making something fire bullets, you can set all of that in the weapon statistics block. Even weird stuff like the flag can do it. Weapons fire at a certain point in their animation, and there's something like 25 of those. There's a list somewhere. You can also make any weapon use ammunition, including the camera. What's interesting is that the camera has its own ammo counter but doesn't use it. Guess they decided to be nice... _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Nov 25, 2007 5:32 pm Post subject: |
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zoinkity wrote: | What's interesting is that the camera has its own ammo counter but doesn't use it. Guess they decided to be nice... |
That would've actually been pretty cool, have a limited amount of film. Off topic but the fact that you couldn't complete the photograph objectives while using the camera's zoom always bothered me. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Nov 25, 2007 5:54 pm Post subject: |
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Wait since when does the camera have a zoom?
Whoa! You learn something every day...this thing does have a zoom...ah, just for spying it seems. |
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