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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: Mon Apr 19, 2010 4:43 am Post subject: CI Guards in institute |
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Since I'm just learning the basic functions of the editor, I decided to make a mini project with my favorite guards, the CI Soldiers. I added basic action blocks for them to move to a pad. Please, if you have one, give me the action block for the guards to just randomly move, much like a path.
After a request, I added several more pictures.
Description of IMG: Guards in hanger
Description of IMG: Guards walking up and down the ramp
Description of IMG: Guards walking up and down the ramp once again
Description of IMG: Guard boarding elevator
Description of IMG: Guard walking out of room
Description of IMG: All guards in the institute have been replaced by CI soliders. Not a GREAT transformation, might change them back. [Edit, they have been changed back]
Description of IMG: Two guards, guard a door. [One of the guards needs some rotating ]
Description of IMG: A guard downstairs, after a faulty Pad, I had to put him somewhere.
_________________
Rare wrote: | Perfect Dark Forever. |
Last edited by acceptable67 on Sun Apr 17, 2011 11:24 am; edited 8 times in total |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Apr 19, 2010 5:02 am Post subject: |
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Making them move randomly is actually harder than making them walk to a set pad or on a path. Basically you need to seed a random value, test it against a large number of possibilities, set their 2328 pad based on those, have them walk to 2328, then seed again, etc. I'd suggest doing it in two action blocks. One would seed and set the pad, then JAL to the other. The other would just handle making them move to the pad. If you want them to just keep moving, you could have the first one use the second as a subroutine, the second could then return and another value would be seeded. I did something similar as a test for civilians in GF64.
Speaking of the 2328 pad, I found a cool undocumented (to my knowledge) feature about it when I was making the solo Skedar setup work. A guard with an action to activate a path who isn't on that path usually won't do anything (I think it crashes the game, actually). If you set the 2328 pad in their object data to one of the path nodes though, they'll walk to that pad and then start walking on their path. This has some cool potential for a mission: you could have something like guards in a meeting room, who would then walk out and start patrolling their paths after a set time. |
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acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Mon Apr 19, 2010 5:07 am Post subject: |
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Hmm cool _________________
Rare wrote: | Perfect Dark Forever. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Apr 19, 2010 5:08 am Post subject: |
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It looked pretty neat, AC67.
Too bad you lost the files for it. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Mon Apr 19, 2010 5:09 am Post subject: |
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Yeah wreck. I wen't to edit chicago, and when I saved the status for Chicago, it was gone =[ _________________
Rare wrote: | Perfect Dark Forever. |
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acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Wed Apr 21, 2010 1:10 pm Post subject: |
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I found the files for it again. <3 _________________
Rare wrote: | Perfect Dark Forever. |
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PaRaDoX 007
Joined: 17 Oct 2009 Posts: 713 Location: Grid |
Posted: Thu Apr 22, 2010 11:56 am Post subject: |
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really nice idea.I did something like this once just for the fun of it.I added a guard to see what would happen, the just "behave" normaly.Put more pics man |
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acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Thu Apr 22, 2010 4:00 pm Post subject: |
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BGS wrote: | really nice idea.I did something like this once just for the fun of it.I added a guard to see what would happen, the just "behave" normaly.Put more pics man |
Aight, Aight. Let me get on my other computer. Glad you guys are interested.
Edit: New pics are posted. _________________
Rare wrote: | Perfect Dark Forever. |
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HackBond 007
Joined: 14 May 2009 Posts: 1325 Location: Scotland |
Posted: Fri Apr 23, 2010 8:29 am Post subject: |
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Cool, atleast we'll see the guys in the institute for once. (again) _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Apr 23, 2010 8:40 am Post subject: |
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It would be cool to remake Retaking the Institute. |
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acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Fri Apr 23, 2010 12:45 pm Post subject: |
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Yeah. Speaking of Retaking the institute. I was trying to make more guards like the CI guards in that level to shoot at enemies. But their action blocks are set on 0. I should probably try copying the guard. _________________
Rare wrote: | Perfect Dark Forever. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Apr 24, 2010 7:52 am Post subject: |
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Looking pretty cool, AC67.
I would suggest changing the technician's back to their normal clothing, though. It'll feel more appropriate having them that way. Makes the CI Soldiers seem more important, like they're there to protect not only the institute itself, but also the brilliant minds who work there. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Sat Apr 24, 2010 7:53 am Post subject: |
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Thanks. I agree. I didn't want EVERYONE like that. I have no clue why I did that in the first place. Probably just thought it was fun to mess around with them. _________________
Rare wrote: | Perfect Dark Forever. |
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