Changes

2,084 bytes removed ,  02:37, 17 July 2021
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) ===
* General guards have an 11 / 256 (~4.3%) chance to perform a grenade pulling animation, but if the guard is unable to pull grenades, or their individual grenade RNG check fails (different chance for different guards), they will do something else (I think). <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>
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* 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 who dual-wield any weapon can never pull grenades. <ref name="function explorer misc facts" />
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* 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 256 chance to do an idle animation per frame. <ref name="function explorer misc facts" />
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* 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. The other 5 idle animations have a 50 in 256 chance (one with a 51 in 256 chance). <ref name="function explorer misc facts" />
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* When a guard hears a shot (and is loaded?) they have a 50% chance of firing back (or at least performing a firing animation), and a 50% chance of looking around first. <ref name="function explorer misc facts" />
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* Alarm guards must be within 10 units of the alarm to activate them. <ref name="function explorer misc facts" />
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* Guards who are able to clone will always do so if they can. <ref name="function explorer misc facts" />
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* Most guards in the game have 40 health. <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" />
 
* 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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=== Scientists ===
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* Scientists have 4 "hacking animations". 3 of them have a 60 in 256 chance to occur, while the 4th has a 76 in 256 chance to occur. <ref name="function explorer misc facts" />
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* Scientists become angry after getting shot twice, regardless of their health. Because of this, the only way to get angry scientists on Agent is by 2x limb shots with Klobb <ref name="function explorer misc facts" />
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* Angry scientists' AI are exactly like normal guards. Auto-aim works on them.  <ref name="function explorer misc facts" />
      
== Types of Guards ==
 
== Types of Guards ==
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=== 0002 Guard ===
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=== [https://ryandwyer.gitlab.io/gepd-function-explorer/ge-global-0002.html 0002 Guard] ===
0002 type.
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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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=== Normal Guard ===
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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. <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>
      
=== Patrolling Guard ===
 
=== Patrolling Guard ===
Normal guard but will initially be moving along a path. <ref name="guard ai types" />
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Normal guard but will initially be moving along a path
    
=== Targeting Guard ===
 
=== Targeting Guard ===
Aims at you and updates their angle continuously. Most are not loose and can't run around. <ref name="guard ai types" />
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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" />
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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. <ref name="guard ai types" />
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Guards who spawn after an event.
 
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=== Chaser Guard ===
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Normal guard who does not have the 10s chasing time limit, and will chase you infinitely. Some of these guards initially begin chasing, while others are initially idle. <ref name="guard ai types" />
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=== Semi-Chaser Guard ===
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Chaser guards who will seemingly get lost after they reach the previous position before chasing again. <ref name="guard ai types" /> They still chase infinitely, but are often checking your distance relative to them, performing RNG checks, jogging to your previous locations, and have very complicated, messy AI.
      
== References ==
 
== References ==
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