Guards
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.
Alarm guards
Look around when alerted by a noise, a nearby shot or a hit on a guard that they can see. They then run to their assigned alarm and activate it on arrival, before becoming a normal guard and chasing bond (once). If they see Bond directly then they run to the alarm without looking around.
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.