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SubDrag
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 PostPosted: Tue Sep 17, 2013 4:54 pm    Post subject: Reply with quote Back to top

That is really weird. I did some testing and confirmed what you found. It's so weird, FD seems to impact player 2, but no other values seemed to make it other than player 1. Also it seems to only impact some actions. In G5 building it sets 01B3FD, but both players can still put on the door decoder. But it may explain why some levels only player 1 can do it, like defection opening cassandra's door.
 
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Jonaeru
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 PostPosted: Wed Sep 18, 2013 10:27 am    Post subject: Reply with quote Back to top

Thank you for the report and updating.
That is interesting!
 
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Jonaeru
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 PostPosted: Thu Sep 19, 2013 5:46 am    Post subject: Reply with quote Back to top

There were three impacts "Cannot be Controlled by Counter-op" of guard bitflag.
1. Counter-op cannot be controlled him.
2. Counter-op cannot kill him.
3. Ally (infected guards by Phychosis Gun, Velvet) doesn't attack him.

Both flags of "Can" and "Cannot" off
1. Counter-op cannot be controlled him.
2. Counter-op can kill him.
3. Ally attacks him
 
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SubDrag
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 PostPosted: Thu Sep 19, 2013 6:28 am    Post subject: Reply with quote Back to top

Interesting, are there any instances of use by Rare? Maybe for critical guards you need to interact with to beat mission.
 
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PaRaDoX
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 PostPosted: Thu Sep 19, 2013 8:27 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Interesting, are there any instances of use by Rare? Maybe for critical guards you need to interact with to beat mission.


I've seen such bitflag a few months ago while screwing around in the Editor, I didn't think much of it since it's seems highly likely that they are used for such guards that you mentioned. An obvious example would be Trent or guards that are needed for cutscenes(Obvious, I know).
Can't quite remember which specific guard I saw it on though.
 
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Jonaeru
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 PostPosted: Sat Sep 21, 2013 6:00 am    Post subject: Reply with quote Back to top

There are guards that both flags of "Can" and "Cannot" off.
Counter-op cannot be controlled him but can kill him, and allies attack him.


e.g.
- Rescue - Guard #01C
He has Disguise in shower room.
- Skedar ruins - Guard #01B
Mini Skedar
- Maian SOS - Guard #000
He operates the terminal medlab Maian(Player) respawn.
 
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Jonaeru
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 PostPosted: Fri Sep 27, 2013 10:53 pm    Post subject: Reply with quote Back to top

1. ID 01 Door: 4th bitflag area
- 00100000: Automatic door
e.g. Escape - Door #02D

2. Objective bit (fixed value?)
- 00002000: CamSpy destroyed
e.g. G5 Building - Objective #3, Investigation - Objective #1

3. <005B> Go into Return Value Loop, if Stepped in Room" in Action Blocks
005B.GGxxRRRRrr
If xx is "02", go into return value loop when CamSpy stepped on Preset(RRRR)?

e.g. G5 Building - Action Block #1014 on line 3
005B 00 02 0094 06
There is no room of 0094.
 
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SubDrag
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 PostPosted: Sun Sep 29, 2013 7:35 pm    Post subject: Reply with quote Back to top

Added automatic door. I think you're right on the other two, but I can't recreate it in a new level.

The camspy bitflag there definitely is not set via actions (at least traditional way), but setting objective true, to that value, in a new setup, with a camspy, and shooting it, it won't succeed in objective. Perhaps another action sets it up or fails it?

Also, the stepped on the 02 must mean using pad like you said, but I also can't recreate it working with a camspy oddly. No doubt the 02 means pad though which I added to editor.
 
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Jonaeru
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 PostPosted: Tue Oct 01, 2013 4:01 am    Post subject: Reply with quote Back to top

Thank you for updating!

I could not recreate it, too. That's so weird.
 
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