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== Facts == | == Facts == | ||
+ | |||
+ | === 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> | ||
+ | * Guards who dual-wield any weapon can never pull grenades. <ref name="function explorer misc facts" /> | ||
+ | * Guards have a 1 in 256 chance to do an idle animation per frame. <ref name="function explorer misc facts" /> | ||
+ | * 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" /> | ||
+ | * 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" /> | ||
+ | * Alarm guards must be within 10 units of the alarm to activate them. <ref name="function explorer misc facts" /> | ||
+ | * Guards who are able to clone will always do so if they can. <ref name="function explorer misc facts" /> | ||
+ | * 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" /> | ||
+ | |||
+ | === Scientists === | ||
+ | * 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" /> | ||
+ | * 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" /> | ||
+ | * 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 == |
Revision as of 09:38, 16 July 2021
This is a description of NPC guards within GoldenEye 007
Facts
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). [1]
- Guards who dual-wield any weapon can never pull grenades. [1]
- Guards have a 1 in 256 chance to do an idle animation per frame. [1]
- 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). [1]
- 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. [1]
- Alarm guards must be within 10 units of the alarm to activate them. [1]
- Guards who are able to clone will always do so if they can. [1]
- Most guards in the game have 40 health. [1]
- 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]
Scientists
- 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. [1]
- 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 [1]
- Angry scientists' AI are exactly like normal guards. Auto-aim works on them. [1]
Types of Guards
0002 Guard
0002 type.