| Line 52: |
Line 52: |
| | | | |
| | | | |
| − | ===aa=== | + | [[Image:goldeneye_007_streets_spawning_guards.png]] |
| | + | |
| | + | BLUE is the guard who comes running towards Bond in the very beginning of the level, and RED is one of the guys by the tank. So if we kept these guards alive, no guards would ever spawn. So how come we see spawned guards on Agent? Well, the reason for it lies in BLUE's script. It's actually the same script used by both spawned guards and it basically says that if Bond is too far away from the guard, he should be eliminated (no fade, no death animation, he simply disappears). This elimination allows him to be respawned in a new location closer to Bond. This is the reason why you can never "outrun" the spawned guards. |
| | + | |
| | + | Now, let's say we killed both guards and the timers reached their values, where will the guards spawn? As you might know, Goldeneye's levels is divided into "[[Room|rooms]]", and where the guards will spawn depends on which room Bond is in. I made an image showing an overview of Streets and the different rooms, their room number and all spawn locations. |
| | + | |
| | + | [[Image:goldeneye_007_streets_spawning_guards_rooms.png|200px]] |
| | + | |
| | + | Below is a list of which room's spawn point RED and BLUE will use when Bond is in a certain room. |
| | + | |
| | + | {| class="wikitable" |
| | + | !Room Bond is in||style="color:red;"|RED spawn||style="color:blue;"|BLUE spawn |
| | + | |- |
| | + | |(everything before room #20)||#21||#22 |
| | + | |- |
| | + | |#20, #21, #22||#24||#25 |
| | + | |- |
| | + | |#23, #24, #||#29||#27 |
| | + | |- |
| | + | |#28, #29, #30||#32||#34 |
| | + | |- |
| | + | |#26, #27, #36||#37||#38 |
| | + | |- |
| | + | |#35, #34||#38||#40 |
| | + | |- |
| | + | |#31, #32, #33||#37||#39 |
| | + | |- |
| | + | |#37, #38, #39||#41||#43 |
| | + | |- |
| | + | |#40, #41||#43||#48 |
| | + | |- |
| | + | |#42, #43||#45||#49 |
| | + | |- |
| | + | |#47, #48, #49||#51||#53 |
| | + | |- |
| | + | |#44, #45, #46||#54||#52 |
| | + | |- |
| | + | |#50, #51, #52||#46||#48 |
| | + | |- |
| | + | |#53, #55||#45||#51 |
| | + | |} |
| | + | |
| | + | So if Bond is in room #37 when RED's timer reaches 5 seconds, RED will spawn at the red circle in room #41. I should also note that the purple circle in room #43 is purple because it is used by both guards. |
| | + | |
| | + | Remember what i said about the guards being eliminated when Bond is too far away? An interesting fact is that some (most) sets of rooms are so far away from their corresponding spawn points that they don't lie entirely within the guards radius of non-elimination. So it's possible for a guard to spawn and immediately be eliminated due to being too far away from Bond. This is useful for DLTK. |
| | + | |
| | + | Finally, when a guard spawns, his weapon and attributes are randomly set. Here's a list of the possibilities and their probabilities: |
| | + | |
| | + | {| class="wikitable" |
| | + | !Weapon||Health||Armor||Probability |
| | + | |- |
| | + | |KF7 Soviet||40||0||39.4% |
| | + | |- |
| | + | |KF7 Soviet||40||20||46.8% |
| | + | |- |
| | + | |Grenade Launcher||40||20||13.7% |
| | + | |} |
| | + | |
| | + | Each set of barricade guards have a 50/50 chance of being KF7s/Rockets or Rockets/KF7. <ref name="function explorer misc facts">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg455830#msg455830|title=the-elite Goldeneye facts topic post on miscellaneous function explorer facts|author=Icy|access-date=July 16, 2021}}</ref> |
| | | | |
| | === Valentin === | | === Valentin === |