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Objective: Photograph Character...

 
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Wreck
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 PostPosted: Thu Oct 18, 2007 1:43 pm    Post subject: Objective: Photograph Character... Reply with quote Back to top

I've been trying to come up with a way to make photographing a character an objective. Since there are no Action Blocks that touch on the camera, you can't do it through them. All you're left with is your tagged object and an entry in the objectives list. So, what can we do?

From a handful of tests done today, I was able to find two different ways of properly achieving this effect. Both are very similar, yet different enough to seperate them. Here's how they work...

First off, we need to make a character. In the Visual Editor, right-click where you want them roughly to be placed and Insert 00 Object. Once the blue preset can be seen, right-click on it and choose Insert Guard. From the window, select a model. (If they already exist, discard this.)

Method A: Hat'll Do It
Assign your character a hat. I recommend doing these next few steps in the Edit Objects window, just to keep a pace. Inside of this menu, choose to add a 11 Hat object. Under the Preset list, set Attached to Guard. You can pick which hat you want them to wear in the list next to this one. Now, in the second list on the right hand side of the window, you must choose the character who will be wearing it. After this is done, simply click on the Weapon Not Dropped flag located inside of the box at the bottom.

Now that your hat is complete and set to the correct person, choose to add a 16 Tag Object. The object referenced should be Type 11, and the entry number of the hat in question.

With all of this done, there's only one thing left to do. Enter the Edit Objectives menu, and add an objective. The Sub Component you'll need to add is type 1E - Photograph Object. Once this is set, you can choose the tagged object from the list on the right. Go through it and select the hat. Mission accomplished.

What does this do? This causes your special character to wear a hat that will not fall off of their head. Since their hat is the object you must photograph, it basically makes him / her your target. Snapping a picture of them completes your objective, so long as their full head is in the shot. The cool part is, if they die before you get a picture, the objective is failed. Why? Because the hat disappears with them, never to be seen again. But if you kill them afterwards, there's no problem. A way around this could be done via Action Blocks.

Method B: It's In Your Hands
Basically, we're following the same idea. But instead of using a hat, we use another object that they hold. Following the same instructions written above for adding in a character, we go right into the Edit Objects menu. Once inside, we add a new 08 Weapon object. Under the Preset list, set it to be Attached to Guard. The image model is really up to you, but the C6 Briefcase makes the most sense in this situation. In the second list on the right hand side, pick the character who will be holding this object. The third list determines what the object pick-up is. If you're using a briefcase, try 2B Briefcase. Just go with anything other than a working weapon or gadget (as in a Rifle or Mine), and you can rename it later. In the optionable flag box on the bottom of the window, click on Weapon Not Dropped. Whether this is in the person's right or left hand is your decision, so you can play around with that part when you're ready.

You'll need to add a 16 Tagged Object entry after that. The object referenced would be a type 08 Weapon. In the list below that, set the item you want to be photographed.

The final thing to do is setup the objective. In the Edit Objectives menu, add a new objective. From the Sub Components list, select 1E - Photograph Object. In the list of Type 16 Objects on the right, set it to your briefcase, or whatever it is that they're carrying. All done.

What does this do? This causes your special character to carry an object that they cannot lose. Because the object is what you're to photograph, this pretty much makes the person your target. Perhaps you won't necessarily need a great headshot, like with a hat, but it still gets the job done. Get a picture of what they're holding, and objective complete. As with the hat method, if the character is to die prior to being photographed, you'll fail. Same idea behind it. The only real difference maker between the two, is that this one doesn't require the person to be wearing a hat. Again, since they can be killed after the objective is accomplished, I'm sure an Action Block can be arranged that would take care of that. If the person is important enough to be photographed, I'm sure that they aren't to be neutralized.

If this has been figured out before, I apologize for wasting time. If any other methods exist, please let me know of them. Feel free to post your test results and findings in this thread. The more ways to do this, the better.
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 PostPosted: Thu Oct 18, 2007 3:38 pm    Post subject: Reply with quote Back to top

That's really clever stuff. I never thought about being able to photograph a guard, but those are smart ways to do it. Can you make a hat not pop off a guard? Also, have you tried turning on the invisible flag? I'm not sure if that lets you still photograph. Worth testing.
 
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 PostPosted: Thu Oct 18, 2007 4:25 pm    Post subject: Reply with quote Back to top

That's really cool, I never would've thought of it.
 
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 PostPosted: Thu Oct 18, 2007 6:25 pm    Post subject: Reply with quote Back to top

My first idea was to actually put an invisible hat on a character. But I needed to make sure that the invisible flag wouldn't cause any problems with registering the photographed object. What I did was set the flag on the Bunker i main video screen to see how it'd react. It was successful. The next step was to change the tag over to the commandant's cap. That also worked properly. Unfortunately, the invisible flag doesn't seem to effect objects that are attached to characters. I tried a few different hats, but none of them would vanish. I also tried changing the size value to zero, though that didn't do anything, either. However, I didn't try any other size than that, so it may still be worth checking. Since the GoldenEditor only allows the hat models to be selected from the list, I'm unable to check other props. I could do it manually, though. Maybe I will sometime.

By setting the Weapon Not Dropped flag on the hat, it won't fall off. Shooting it only seemed to make them die. That flag must be on, otherwise you could cheat the objective. If you were to shoot off the cap, kill the character, then take a photo of the hat model, you'd complete the task. The goal is to get a picture of the person, not the headgear. That would pose a problem. But with the flag, all is well. We'd just need to devise an Action Block that would force the objective to be a failure if the character wearing the hat is killed. Maybe you could give that a look, Sub? It would make for a great new objective.
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 PostPosted: Thu Oct 18, 2007 6:34 pm    Post subject: Reply with quote Back to top

That sounds simple enough, just detect if guard killed, I think its in the 30s. Then you would set some objective bits, and photograph objective would also contain a If False for those bits.

Does invisible work on guns attached or prob like hats? I didn't know invis failed on it.
 
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 PostPosted: Thu Oct 18, 2007 6:40 pm    Post subject: Reply with quote Back to top

I honestly can't remember if I tried the invisible flag on a 08 Weapon object. It's very likely that I did, probably with the 0C6 Briefcase. If it didn't work on a hat, I'm doubting that it'd work on a weapon. Still, it's certainly worth a few minutes of checking.

That's what I was thinking, as far as the objective part went. Following the photographing component, you'd need a conditional false to detect the bits that are set by an Action Block once the person is considered dead. It sounds like you've got a pretty good idea of what to do, so I don't think it'd take long to figure out.

Oh, I should also mention that I tried tagging a 04 Key item that was attached to the guard and snapping a picture of it. It wouldn't work. Not sure if I had the invisible flag on or not, though. Might not make a difference. The object most likely has to be on the outside of the body, not hidden inside.
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 PostPosted: Fri Oct 19, 2007 4:06 pm    Post subject: Reply with quote Back to top

Brilliant ideas, both work.
http://www.goldeneyevault.com/subdrag/getest/objectivephotographguardrunway.bin

That uses the hat and the left-handed object. Sadly, I've been trying a bunch of bitflags and can't get it invisible. The briefcase crashes if invisible, and the hat just refuses to go invisible. If you "don't load on agent", for example, you auto-fail the objective since the 16 object doesn't exist.

Awesome idea! We may yet be able to make a transparent to objects photograph guard, but these do work well.

Key thing doesn't work. Looks like object must actually be there.
 
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 PostPosted: Tue Oct 23, 2007 9:41 pm    Post subject: Reply with quote Back to top

It's nice to see that your active again; i'll be posting updates of my level soon. I finally learned how to work with blender, so it will be a snap putting all the textures on, I have everything planned out and finally some time to do it.
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 PostPosted: Sun Dec 14, 2008 6:52 am    Post subject: Reply with quote Back to top

I hate bringing this thread back up, but would it be possible to have those two Action Blocks for the photograph headgear and photograph held item added to the Vault? I know they were on there at one time, but it may have just been a file link on the News page. Perhaps if they're added to the Action Blocks section, we'll see one of them used in a custom mission. Smile

Maybe DB could even look them over and create new Action Blocks, such as he did with his recent additions to the Vault. I see that the old binary file link Sub had up no longer works, so they may need to be remade from scratch. Think you could spare a little time to make those two up?
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 PostPosted: Sun Dec 14, 2008 12:42 pm    Post subject: Reply with quote Back to top

I can probably have the action blocks for you later on tonight (I'd do them now, since they're simple enough, but I'm about to head out for a few hours).
 
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 PostPosted: Sun Dec 14, 2008 2:02 pm    Post subject: Reply with quote Back to top

This is a great idea, and obviously something that could've been in the original game. If I move on to make a mission, this would be one objective to really consider.
 
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Dragonsbrethren
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 PostPosted: Sun Dec 14, 2008 2:23 pm    Post subject: Reply with quote Back to top

Yeah, this is a good one. I've wanted to make use of it, but I don't want to shoehorn it into a mission where it doesn't fit. It would be great for a casino mission based on the film, if anyone ever makes one of those.

Wreck, here's the block, it'll work for both:

http://dragonsbrethren.slickproductions.org/files/goldeneye/checkguarddeath.zip

Really simple, just have 00000001 set as condition false and photographing the hat/gun for condition true. If you kill the guard at any point during the mission, the objective will be failed. This could really be expanded on, like having it fail if the guard sees you (so you have to peak around a corner to take the photo), having them run off if they hear gunfire, etc.
 
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 PostPosted: Sun Dec 14, 2008 2:45 pm    Post subject: Reply with quote Back to top

Posted, thanks. The checking hat wouldn't need action blocks, so not sure how to present it. Sample setup is only way.
 
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Wreck
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 PostPosted: Mon Dec 15, 2008 7:33 am    Post subject: Reply with quote Back to top

Alright, thanks a lot, DB. And also, thanks to Sub for adding it to the Vault. I'll have to give it a try once I have access to everything I require. Smile
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