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Jonaeru
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 PostPosted: Fri Sep 13, 2013 7:55 am    Post subject: New discovery Reply with quote Back to top

I found new actions. Very Happy

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
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 PostPosted: Fri Sep 13, 2013 8:25 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Fri Sep 13, 2013 9:32 am    Post subject: Reply with quote Back to top

No, sir. Smile

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
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 PostPosted: Fri Sep 13, 2013 12:34 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Fri Sep 13, 2013 2:10 pm    Post subject: Reply with quote Back to top

Oops, I forgot to move that to object editor window too. Everything should be up to date now.
 
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Jonaeru
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 PostPosted: Fri Sep 13, 2013 8:32 pm    Post subject: Reply with quote Back to top

thanks. Very Happy

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
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 PostPosted: Fri Sep 13, 2013 10:05 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Sat Sep 14, 2013 1:19 am    Post subject: Reply with quote Back to top

e.g. Pelagic II - Guard #001B ID: 5E
Action Block #1010 on line 120
Action Block #413 on line 8

I see! Smile
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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 PostPosted: Sat Sep 14, 2013 7:55 am    Post subject: Reply with quote Back to top

I *think* everythings up to date now
 
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Jonaeru
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 PostPosted: Sat Sep 14, 2013 8:43 am    Post subject: Reply with quote Back to top

I confirmed that.
Thank you! Very Happy
 
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Jonaeru
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 PostPosted: Sat Sep 14, 2013 8:34 pm    Post subject: Reply with quote Back to top

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. Smile

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. Very Happy
 
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 PostPosted: Sun Sep 15, 2013 8:08 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Mon Sep 16, 2013 12:08 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Mon Sep 16, 2013 4:11 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Tue Sep 17, 2013 4:33 am    Post subject: Reply with quote Back to top

G5 Building
Action Block #1003 on line 4

Defence
Action Block #1007 on line 3


Thank you.
 
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