Lock bits are binary numbers that when selected, are used to lock doors when creating missions using the GoldenEye Setup Editor. Each bit acts as a different lock. Doors have a total of 32 possible lock bits. An example using locks is shown below. Keycard A has lock bit 10000000 and Door A has lock bit 10000000, this is a full lock, so when the player picks up Keycard A, Door A will unlock. You can also combine locks so more than one key is needed. If Door B has a lock 10000008, they will need Keycard A that unlocks 10000000 and Keycard B set to unlock 00000008.
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| - Lock bits are binary numbers that when selected, are used to lock doors when creating missions using the GoldenEye Setup Editor. Each bit acts as a different lock. Doors have a total of 32 possible lock bits. An example using locks is shown below. Keycard A has lock bit 10000000 and Door A has lock bit 10000000, this is a full lock, so when the player picks up Keycard A, Door A will unlock. You can also combine locks so more than one key is needed. If Door B has a lock 10000008, they will need Keycard A that unlocks 10000000 and Keycard B set to unlock 00000008.
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| - Lock bits are binary numbers that when selected, are used to lock doors when creating missions using the GoldenEye Setup Editor. Each bit acts as a different lock. Doors have a total of 32 possible lock bits. An example using locks is shown below. Keycard A has lock bit 10000000 and Door A has lock bit 10000000, this is a full lock, so when the player picks up Keycard A, Door A will unlock. You can also combine locks so more than one key is needed. If Door B has a lock 10000008, they will need Keycard A that unlocks 10000000 and Keycard B set to unlock 00000008. You can also make a master keycard that opens any locked door by settings its lock bits to FFFFFFFF. Action blocks only allow you to change a maximum of 8 bits. Only these can be toggled: Keys have all 32 bits available, so there are times when only a key can be made to open a door.
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