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Difference between revisions of "Guards"
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Jump to navigationJump to search (Corrected facts & removed irrelevant nonsense including everything under scientists. Again Types of guards should cite the scripts but needs a complete rewrite. Chaser stuff cut because this is basically just the one guard on streets. "Semi-chaser" is a term noone uses and I think tried to be a catch-all for a few things including blue hat guards on a levels i.e. caverns who take 10 second breaks.) |
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=== Guards (General) === | === Guards (General) === | ||
− | * | + | * Guards who dual-wield any weapon can never pull grenades. <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> |
− | + | * Guards have a 1 in 128 chance to do an idle animation per frame.<ref name=":0">https://ryandwyer.gitlab.io/gepd-function-explorer/ge-global-0003.html</ref> | |
− | * Guards have a 1 in | + | * For idle animations, guards have a 5 / 256 chance (~1.95%) to sneeze.<ref name=":0" /> |
− | * For idle animations, guards have a 5 / 256 chance (~1.95%) to sneeze | ||
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* Targeting guards that do a sharp angle change can become frozen, but it is unclear why. This only occurs on NTSC-U, and not PAL or NTSC-J. They must lose health to become unfrozen, but can later become re-frozen. All dual-wielding Moonraker guards and [[Frozen Baron Glitch|third Baron]] can also become similarly frozen with a rolling animation under more unknown specifics, but this can occur on all versions. <ref name="function explorer misc facts" /> | * Targeting guards that do a sharp angle change can become frozen, but it is unclear why. This only occurs on NTSC-U, and not PAL or NTSC-J. They must lose health to become unfrozen, but can later become re-frozen. All dual-wielding Moonraker guards and [[Frozen Baron Glitch|third Baron]] can also become similarly frozen with a rolling animation under more unknown specifics, but this can occur on all versions. <ref name="function explorer misc facts" /> | ||
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== Types of Guards == | == Types of Guards == | ||
− | === 0002 Guard === | + | === [https://ryandwyer.gitlab.io/gepd-function-explorer/ge-global-0002.html 0002 Guard] === |
− | + | The most common guard. Stays idle, runs to you/fires at you when he sees/hears you. Afterwards continues chasing your former positions until seeing you again or 10s passes, if the latter, becomes idle again. | |
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− | Stays idle, runs to you/fires at you when he sees/hears you. Afterwards continues chasing your former positions until seeing you again or 10s passes, if the latter, becomes idle again. | ||
=== Patrolling Guard === | === Patrolling Guard === | ||
− | Normal guard but will initially be moving along a path | + | Normal guard but will initially be moving along a path |
=== Targeting Guard === | === Targeting Guard === | ||
− | Aims at you and updates their angle continuously. | + | Aims at you and updates their angle continuously. |
=== Cloner Guard === | === Cloner Guard === | ||
− | Normal guard, but capable of cloning if you haven't looked at him yet. They clone themselves and send off the clone instead, while staying in place and being otherwise idle. <ref name="guard ai types" /> | + | Normal guard, but capable of cloning if you haven't looked at him yet. They clone themselves and send off the clone instead, while staying in place and being otherwise idle. <ref name="guard ai types">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg456102#msg456102|title=the-elite forum Goldeneye facts post on guard AI|author=Icy|access-date=July 16, 2021}}</ref> |
=== Spawn Guard === | === Spawn Guard === | ||
− | Guards who spawn after an event | + | Guards who spawn after an event. |
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== References == | == References == |
Revision as of 02:37, 17 July 2021
This is a description of NPC guards within GoldenEye 007
Facts
Guards (General)
- Guards who dual-wield any weapon can never pull grenades. [1]
- Guards have a 1 in 128 chance to do an idle animation per frame.[2]
- For idle animations, guards have a 5 / 256 chance (~1.95%) to sneeze.[2]
- Targeting guards that do a sharp angle change can become frozen, but it is unclear why. This only occurs on NTSC-U, and not PAL or NTSC-J. They must lose health to become unfrozen, but can later become re-frozen. All dual-wielding Moonraker guards and third Baron can also become similarly frozen with a rolling animation under more unknown specifics, but this can occur on all versions. [1]
Types of Guards
0002 Guard
The most common guard. Stays idle, runs to you/fires at you when he sees/hears you. Afterwards continues chasing your former positions until seeing you again or 10s passes, if the latter, becomes idle again.
Patrolling Guard
Normal guard but will initially be moving along a path
Targeting Guard
Aims at you and updates their angle continuously.
Cloner Guard
Normal guard, but capable of cloning if you haven't looked at him yet. They clone themselves and send off the clone instead, while staying in place and being otherwise idle. [3]
Spawn Guard
Guards who spawn after an event.
References
- ↑ 1.0 1.1 Icy. "the-elite Goldeneye facts topic post on miscellaneous function explorer facts". Retrieved July 16, 2021.
- ↑ 2.0 2.1 https://ryandwyer.gitlab.io/gepd-function-explorer/ge-global-0003.html
- ↑ Icy. "the-elite forum Goldeneye facts post on guard AI". Retrieved July 16, 2021.