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Clean scientist and alarm blocks ready for import

 
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Dragonsbrethren
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 PostPosted: Mon Nov 10, 2008 6:09 pm    Post subject: Clean scientist and alarm blocks ready for import Reply with quote Back to top

I cleaned up Rare's scientist blocks from Facility (removed some redundant actions, reordered some blocks to use fewer actions, used clearer loop numbering). These will work in any stage, provided the blocks needed are free:

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

Some notes:
  • These currently need to be imported to 0407-040B and 1000.
  • Assign 0407 to your scientists.
  • Three presets in 040B need to be changed, they're marked with a comment, all three should use the same preset. This is where the scientist will flee to and fade away.
  • There are two -Remove for civilian- comments, these are right before an action that will cause the scientist to pull out a DD44 or throw a grenade. Remove the action under these comments if you want civilians, unless you don't mind them packing heat.
  • You'll need to add guard ID's to 1000 for your scientists, decide on how many can be killed, and set the failure bits.
  • I haven't tested these extensively yet, so let me know if you encounter any problems.

For SubDrag: Action 42 doesn't highlight like all of the other return value loop actions do.


Last edited by Dragonsbrethren on Tue Nov 11, 2008 12:02 am; edited 1 time in total
 
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SubDrag
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 PostPosted: Mon Nov 10, 2008 7:20 pm    Post subject: Reply with quote Back to top

Ah very useful! Thanks a lot for this. With the ally block added to editor, you should be able to easily add scientists and allies together thanks to DB's blocks.

I'm guessing 42 does work, just black Wink Colors changed in beta exe, will be moved to real version next iteration.
 
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Dragonsbrethren
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 PostPosted: Mon Nov 10, 2008 11:56 pm    Post subject: Reply with quote Back to top

Here are the alarm blocks from Bunker 1:

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

These were interesting, they handled spawning them differently than I expected. Which armor the guard gets and whether they have one or two guns is random, plus if the time is under 2 minutes only weakly-armored guards with KF7's will spawn. These also had a ton of redundant loops, I cleaned them up a lot.

Notes:
  • These currently need to be imported to 040C-040F and 1001.
  • The guard ID's in 040C-040E will need to be changed to ones available in your mission.
  • 1001 plays the stage's X track, this probably won't be appropriate for some stages, it can be removed if you need to.
  • Make sure the ID's checked in 1001 match the ones you gave your guards.
  • The presets the guards are spawned in 1001 at should be changed. The original uses the same preset for all three guards but it'll work fine if you assign them to different presets.
  • You can also change which guards spawn in 1001.
  • The probability of the armor value and weapon(s) given to each guard are in 040F
  • Like the scientist blocks, let me know if you have any problems with these.

F3 also isn't highlighted.
 
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SubDrag
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 PostPosted: Tue Nov 11, 2008 5:24 pm    Post subject: Reply with quote Back to top

That's really interesting. I never knew that. Guess Rare figured if you were speed running they'd give you a shot at leaving alive. That's quite cool.

I added both to vault, and hope people get use out of it. I for one, am glad you did it so it's really easy to add these. I wonder if they'll appear in Grid mission Razz
 
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 PostPosted: Tue Nov 11, 2008 5:25 pm    Post subject: Reply with quote Back to top

You sure ED wasn't the one that was black, not F3? Cause F3 seemed ok. I fixed ED anyways.
 
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Dragonsbrethren
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 PostPosted: Wed Nov 12, 2008 1:48 am    Post subject: Reply with quote Back to top

F3 is black in my copy of the editor, September 27th beta:



SubDrag wrote:
That's really interesting. I never knew that. Guess Rare figured if you were speed running they'd give you a shot at leaving alive. That's quite cool.

I don't know, I think I'd rather take my chances with the medium armored guard with DD44's or the heavily armored guy with Klobbs.

SubDrag wrote:
I added both to vault, and hope people get use out of it. I for one, am glad you did it so it's really easy to add these. I wonder if they'll appear in Grid mission Razz

Are you going to add an option to insert and relink these to each other to the editor, like you did for the ally blocks? Right now I've only cleaned up blocks that I plan on using, so yeah, you'll see these in the Grid, with some tiny modifications. I'll probably clean up some others in the future. I'll have to see if I copied my Dam mission files from the old computer or not, I know I had clean versions of the linked door opener lights that were surprisingly complicated to get working.

One thing I forgot to mention, the alarm actions originally had another 04XX block for hunting down Bond. I replaced this with a JAL to subroutine 0008 that returns to 0002. This works similarly except for the fact that the guards in my block will eventually stop looking for Bond, the originals were unrelenting. I hadn't realized this when I did the blocks or I probably would've cleaned up that one too, but I actually like this behavior, especially for Grid (guards seem to have a hard time making their way up/down stairs in that map, this stops them from running around like idiots after a while).
 
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 PostPosted: Wed Nov 12, 2008 5:46 am    Post subject: Reply with quote Back to top

Yeah I would like to add them to auto-add in the action block area. Probably won't be for a couple weeks, but I'll try and add it. It shouldn't be too hard, same approach as before, I already paved the street.

Ohhh, you mean F3 the action block, not the go to. That needs to be fixed. Done.
 
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 PostPosted: Fri Nov 14, 2008 7:18 pm    Post subject: Reply with quote Back to top

(Something about which stages the blocks will work in)
 
Dragonsbrethren
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 PostPosted: Fri Nov 14, 2008 8:11 pm    Post subject: Reply with quote Back to top

They should work fine in any stage. The only problem will be if the block numbers I used aren't free, you'll have to fix up all of the 05 links between blocks (which isn't too hard with these) and the blocks the spawned guards use.

Thinking about it, maybe I should make these blocks use a really high number (say, starting at 04A0/10A0) in the future, so they can be imported to any stage, even Rare's, without needing to do any relinking.
 
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Dragonsbrethren
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 PostPosted: Mon Nov 17, 2008 10:24 pm    Post subject: Reply with quote Back to top

I almost forgot to post this one, it's an ambush block from Facility:

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

There is only one block to import and only one preset to change. The preset should be near your guard you want to ambush; the action checks if you've entered the room with that preset and makes any guard with this action run to Bond's position. You'll want to make sure the $06 actions are updated to return to whatever block you import this to.

This block works best for areas where guards should be able to see you, such as large open windows, but can't. I originally wasn't going to even bother looking at this one, but when I did I liked how the guards react differently based on how they're alerted, so I cleaned it up so I could use it in the Grid in place of my original ambush block.
 
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SubDrag
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 PostPosted: Tue Nov 18, 2008 3:46 pm    Post subject: Reply with quote Back to top

Okes, added this one too, thanks. When I find some free time I'll add these to the editor similar to how I added ally guards.
 
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