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Explode into Existence Glitch / Elevator Glitch
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ZAV1010
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 PostPosted: Fri Aug 23, 2013 12:25 am    Post subject: Explode into Existence Glitch / Elevator Glitch Reply with quote Back to top

Do you guys know about the glitch involving the elevator on the Mr. Blonde's Revenge stage? It seems like an enemy has a spawn point in the elevator, but remains hidden until either an explosive knocks them out of their hiding due to death or there might be some other event later in the stage. The video link is below in case you don't know which glitch I am referring to. It is kind of hard to describe the glitch. Basically, blow up the elevator and an enemy will get flung out of the explosion.


http://www.youtube.com/watch?v=CNWZAnUpmc4
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SubDrag
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 PostPosted: Fri Aug 23, 2013 5:21 am    Post subject: Reply with quote Back to top

Heh that one's common knowledge, I think most people use that trick to beat it easily.
 
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Rey
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 PostPosted: Fri Aug 23, 2013 10:05 am    Post subject: Reply with quote Back to top

I would not call it a glitch.
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ZAV1010
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 PostPosted: Fri Aug 23, 2013 10:41 am    Post subject: Reply with quote Back to top

Rey wrote:
I would not call it a glitch.


I think glitch would be appropriate. I don't think the programmers intended for people to be able to kill enemies that have not "spawned" yet. I looked up some speed runs after seeing SubDrags post and it looks like it was turned into an exploit for the Perfect and Special Agent missions.
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Rey
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 PostPosted: Fri Aug 23, 2013 10:59 am    Post subject: Reply with quote Back to top

I said "I",you can call whatever you want.
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 PostPosted: Fri Aug 23, 2013 11:18 am    Post subject: Reply with quote Back to top

I'mnnot certain if that was intentional by rare or not. It'd be interesting to find out.
 
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Dragonsbrethren
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 PostPosted: Fri Aug 23, 2013 2:39 pm    Post subject: Reply with quote Back to top

I always thought it was weird that PD's spawners had this issue and GE's didn't. Guessing they went with the invisible route due to how unreliable GE's spawns can be (as anyone who's tried using them in custom missions has likely learned), but why they didn't make them invincible until spawned is a bit strange.
 
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 PostPosted: Fri Aug 23, 2013 2:51 pm    Post subject: Reply with quote Back to top

The invisible routes quite a bit better for setup making, so that you can visualize the guards in your level. The actions like you said, are unreliable, and also have to just kind of remember where you have them. I suppose that's more of a setup editor problem, hehe, maybe I can make a ghostly figure at the presets of spawned guards, to help that.
 
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Dragonsbrethren
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 PostPosted: Fri Aug 23, 2013 3:05 pm    Post subject: Reply with quote Back to top

Nah visualization isn't the issue (although that translucent option would be a cool one), it's just that GE decides, seemingly at random, to not actually spawn guards sometimes.
 
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PaRaDoX
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 PostPosted: Fri Aug 23, 2013 4:13 pm    Post subject: Reply with quote Back to top

Rey wrote:
I said "I",you can call whatever you want.

Off topic, but you always seem to be on the offensive side whenever you post.
On topic: While this is not new, it's still interesting and I agree with ZAV on the part that you weren't meant to do that, to me it classifies under a "glitch".
 
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mistamontiel
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 PostPosted: Fri Aug 23, 2013 4:37 pm    Post subject: Reply with quote Back to top

Offtopic.. you chose to be offended then it's only your prob

Ontopic.. PD rocks ass
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PaRaDoX
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 PostPosted: Fri Aug 23, 2013 5:50 pm    Post subject: Reply with quote Back to top

I wasn't offended, I'm just noticing stuff.
 
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ZAV1010
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 PostPosted: Sat Aug 24, 2013 10:46 am    Post subject: Reply with quote Back to top

@ PaRaDoX:

Thanks for making and posting that compilation video.
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 PostPosted: Sat Aug 24, 2013 11:31 am    Post subject: Reply with quote Back to top

ZAV1010 wrote:
@ PaRaDoX:

Thanks for making and posting that compilation video.


No problem. Gave me something to do and was rather fun.
 
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zoinkity
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 PostPosted: Sun Aug 25, 2013 10:48 am    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
Nah visualization isn't the issue (although that translucent option would be a cool one), it's just that GE decides, seemingly at random, to not actually spawn guards sometimes.


Hardcoded spawns reserve ID numbers. Dynamically spawned guys don't usually, although there are exceptions. If there isn't enough memory to create another actor instance or an ID isn't available, they don't load. This is one reason why most of those action blocks check for a return off the spawners.

I'd honestly say they forgot explosions kill invisible objects. Otherwise, invisible objects are bulletproof and there wouldn't be a problem. Ideally, writing an action (or rewriting the current one) to "make an actor killable" would unset both flags at once.
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