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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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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Thu Feb 19, 2015 11:38 am Post subject: Safe |
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Not sure why but Before I even open the safe door, I pick up whats inside. It's like I'm a ghost. I push the item in the safe a little further back and I can't even grab it at all. I thought of putting it in the air against the wall but, I go through the safe and don't pick up the item. What's with this safe! I mean is there something I'm doing wrong? _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Thu Feb 19, 2015 12:10 pm Post subject: |
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Did you use insert special objects and insert safe. |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Thu Feb 19, 2015 12:28 pm Post subject: |
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Yes and I even copied a safe from another GE level and it still does it. _________________ www.youtube.com/gamerrey23 |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Thu Feb 19, 2015 12:55 pm Post subject: |
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In GE safes are a type of container object, like how you can embed items in crates and other normal objects. As soon as the door is opened the item inside becomes "available", just like how the item becomes available when a normal object is destroyed.
Long story short, being able to collect things instantly is not a bug but a feature.
If you want to make the item uncollectable until the door is completely open you should be able to set the item so it isn't collectable at all, then use an action block that checks if the door is in it's "fully open" state. When it is, set the "collectable" flag for the item. If it isn't, set the flag to "uncollectable". The code will look rather similar to the code for changing the monitor images for blast doors in Facility.
Not certain, but you may need to test if the object has been collected as well, then exit the loop if it is. Somewhat unsure what would happen if you try to set the flags on a collected object (probably nothing). _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Ami Agent


Joined: 24 Aug 2014 Posts: 87 Location: USA  |
Posted: Fri Feb 20, 2015 12:48 pm Post subject: |
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zoinkity wrote: | In GE safes are a type of container object, like how you can embed items in crates and other normal objects. As soon as the door is opened the item inside becomes "available", just like how the item becomes available when a normal object is destroyed.
Long story short, being able to collect things instantly is not a bug but a feature.
If you want to make the item uncollectable until the door is completely open you should be able to set the item so it isn't collectable at all, then use an action block that checks if the door is in it's "fully open" state. When it is, set the "collectable" flag for the item. If it isn't, set the flag to "uncollectable". The code will look rather similar to the code for changing the monitor images for blast doors in Facility.
Not certain, but you may need to test if the object has been collected as well, then exit the loop if it is. Somewhat unsure what would happen if you try to set the flags on a collected object (probably nothing). |
It is a feature but, that should not happen since there is something in the way. Or, as the editor says, collision. I tried putting a safe once before and took it out cause of the same thing happening to, Rey. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Fri Feb 20, 2015 12:58 pm Post subject: |
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That's the inherent problem with collecting items using proximity. Doing sight or even model collision against the object is a much more expensive operation than proximity. The only other option here is recoding the way all collections work.
What you're trying to do is basically the same thing done with the Golden Gun collect in Egyptian. The only really good solution is to make it an action. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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