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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Fri Sep 13, 2013 7:55 am Post subject: New discovery |
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I found new actions.
1. ID 0007 of Action Block
Guard goes to Joannna.
e.g. Guards that appears when alarm activated.
2. 3rd bitflag area of ID 01 Door
0x4: broken door
e.g. Skedar Ruins - Door #003 #004
3. 2nd bitflag area of ID 09 Character
0x20000: Guard waits until he shoots first |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Sep 13, 2013 8:25 am Post subject: |
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Cool stuff! I'll add. The 0x20000: Guard waits until he shoots first, does that mean he won't shoot unless Joanna shoots first? |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Fri Sep 13, 2013 9:32 am Post subject: |
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No, sir.
If the guard is away from Joannna
1. If he heard gunfire, he aims to Joanna on the spot.
You can see it when you fire Farsight XR-20 near him.
2. If he detected Joannna (even where cloak), he fires a gun. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Sep 13, 2013 12:34 pm Post subject: |
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Is this the one?
00000000 00000000 00000004 - Door malfunctions
I had that listed somewhere else on the forum. Surprised it wasn't already in the Editor. Maybe just in Visual, not in the Object Editor menu? _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Sep 13, 2013 2:10 pm Post subject: |
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Oops, I forgot to move that to object editor window too. Everything should be up to date now. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Fri Sep 13, 2013 8:32 pm Post subject: |
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thanks.
ID 0007 Alarm Activated Guard
This is a little different.
Guards always goes to Joannna even if alarm is not activated or he don't detected her.
Reacts to Gunfire
This is also a little different.
The guard fire without moving from the spot.
Sorry, my report is wrong. Correct is "Guard does not move from the spot"
Quote: | Is this the one?
00000000 00000000 00000004 - Door malfunctions
I had that listed somewhere else on the forum. Surprised it wasn't already in the Editor. Maybe just in Visual, not in the Object Editor menu? |
I see!
I also found others.
There are not items in Edit Objects menu, but there are they in contextual menu of Visual Editor.
1st bitflag area
- 00004000: *Assigned to Actor
- 00008000: *Embedded Object
- 01000000: *Embedded Object
- 04000000: AI sees Through Door
2nd bitflag area
- 00000004: Interaction Text Not Shown for Doors
- 00000800: Don't activate if clipping gap Bond/Object
3rd bitflag area
- 00000001: Can be pushed
- 00000002: Low friction, push infinitely, allow carrying
- 00001000: Show Shield Effect
There are not items in contextual menu of Visual Editor, but there are they in Edit Objects menu.
1st bitflag area
- 00001000: Absolute Position
- 02000000: Cannot Activate Door
2nd bitflag area
- 00100000: Bulletproof Glass
4th bitflag area
- 00040000: Doors Move Past Frame
- 00080000: Fliped and Mirrored Door
- 04000000: Damage on Touch
Change Object Type
- 30 Elevator Lift
Last edited by Jonaeru on Sat Sep 14, 2013 8:38 am; edited 2 times in total |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Sep 13, 2013 10:05 pm Post subject: |
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Thanks for the missing stuff on the dialog/visual editor, I'll fix that up tomorrow morning!
I'm still a little confused on the 0007:
Quote: | Guards always goes to Joannna even if alarm is not activated or he don't detected her. |
I put a guard at 0002, 0006 and 0007 side by side and can't find any difference. Is he supposed to run at me? Can you find me a sample ingame too, thanks. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Sat Sep 14, 2013 1:19 am Post subject: |
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e.g. Pelagic II - Guard #001B ID: 5E
Action Block #1010 on line 120
Action Block #413 on line 8
I see!
You have to turn off some bitflags of the guard.
2nd bitflag area
- 00000004: ??? (aim to Joanna from the spot from the beginning because of 0007)
- 00020000: Guard does not move from the spot (aim to Joanna from the beginning because of 0007) |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Sep 14, 2013 7:55 am Post subject: |
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I *think* everythings up to date now |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Sat Sep 14, 2013 8:43 am Post subject: |
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I confirmed that.
Thank you! |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Sat Sep 14, 2013 8:34 pm Post subject: |
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Quote: | 2nd bitflag area
- 00000004: ??? (aim to Joanna from the spot from the beginning because of 0007)
- 00020000: Guard does not move from the spot (aim to Joanna from the beginning because of 0007) |
Difference between 0x20000 and 0x4 was found.
2nd bitflag area of ID 09 Character
- 00000004: Guard Stays in Place (always, cannnot entice away)
- 00020000: Guard Stays in Place (can entice away by a sound of a gunshot)
except sound of Farsight XR-20. If he heard it, he aims to Joanna from the spot.
[EDIT]
sorry, He moved freely after fire first, so "Guard Stays in Place" may be different.
[EDIT]
This is cause of I used a cloaking device. No problem. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Sep 15, 2013 8:08 am Post subject: |
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That is nice to be able to not let him move. The one weird thing, our default inserted editor guard has both flags on, I guess he can be enticed if both on? |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Mon Sep 16, 2013 12:08 am Post subject: |
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Thank you.
Guard set Action Block ID: 0006
0200 80020000 00008080 8004: cannnot be enticed
0200 80020004 00008080 8004: cannnot be enticed
0200 80028204 00008080 8004: cannnot be enticed
0000 00020004 00000000 0000: cannnot be enticed
I don't know pattern to be enticed.
new Action Block
<01B3> Activate Player 2 (co-operative)?
Code: | 01B3FD (Guard [whatever called it])
006A1AF2 Give guard 16-object (Player 1 and Player 2) (Keycard) |
Player 2 has KeyCard.
Code: | 006A1AF2 Give guard 16-object (Player 1 and Player 2) (Keycard) |
Player 2 doesn't have KeyCard.
Code: | 01B3FD (Guard [whatever called it])
0063F20802 Go into Return Value Loop if Tagged 16-Object activated (Player 1 and Player 2) (BETA GoldenEye Terminal) |
Player 2 can activate it.
[EDIT]
1. 2nd bitflag area of objects
- 00000001: Counter-operative cannot destroy
2. 2nd bitflag area of guards
- 00010000: attack targets other than Joanna (infected guards by Phychosis Gun etc...) |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Sep 16, 2013 4:11 pm Post subject: |
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It looks like 01B3GG where GG = guard id. FD means whoever's running block. Do you know what level it was used on? I think you're on to something, but I'm still a little confused on how works.
Will add bitflags, interesting. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Tue Sep 17, 2013 4:33 am Post subject: |
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G5 Building
Action Block #1003 on line 4
Defence
Action Block #1007 on line 3
Thank you. |
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