View Full Version : The TRNG Questions Thread for the TREP User
GodOfLight
23-01-09, 23:52
I had an idea of making a thread for this, and it is slightly different from the General TRNG questions thread that we have so I hope it will be useful for people :o
I myself am a passionate user of TREP and right now have a lot ofthings in my levels that are dependent on TREP. Whenever I look at the TRNG features, i never understand half the descriptions because it's written in such advanced coding terminology that it just goes over my head.
So, I wanted this to be a thread where people like me (TREP users) who are interested in *maybe* switching over to TRNG can post their questions and concerns and give examples of features they are using in TREP and want to know if/how it's possible to do these things in TRNG. :o
I am simply making this thread so that it can be a place for some of these features to maybe be explained clearly... because a lot of the explanations given in the TRNG info pages are rather complex to decipher and understand :o
stranger1992
23-01-09, 23:55
:tmb: What would you like to know to kick off?
GodOfLight
23-01-09, 23:57
Hi Dan :wve:
First few questions:
- In TREP we can set it up so that we can combine as many puzzle items as we want to make new puzzle items, and even weapons, medipacks, crowbar, ammunition etc. Is this same feature possible in TRNG?
- Does TRNG have the classic flickering-burning-smoking flare effect from tr2/3 that was added into TREP a while ago?
- Can Lara WALK through teeth spikes in TRNG the way she can in TREP and in games 1-3 ?
more to follow, i'm sure :o
Lara's Backpack
24-01-09, 00:02
This is copied and pasted from the reference tab:
Syntax: PuzzleCombo= NumberOfPuzzle, NumberOfPart,NameInInventory, TopBorder,DistanceFromCam,Orient_X, Orient_Y, Orient_Z, RotationFlag
To use in [Level] section
Set data for puzzle combo object you'll use in current level.
Note: combo is a Combined Object, it's format from two or more parts.
Before using it (putting it in hole item) the different parts will have been pasted togheter.
Arguments:
1 - Index of Object ("1")
This number is the same of "puzzle done" object name in wad file.
For example if current combo puzzle owns to puzzle item 4, in this field there will be the number "4"
Also for other command (pickup, key ect) values same rule, for example:
Puzzle Item 3 will have "3" in this field.
Key 5 will have "5" in this field. ect.
2 - Index of part of the object ("1")
For example if this combo item has 3 parts, there will in script.txt three PuzzleCombo statement.
In first PuzzleCombo the index of part will be "1", in second "2" and in third "3"
3 - Name of object ("Sun Disk")
This name will be showed in inventory when player picked up this item
If you change the name in script.txt file you must perform the SAME change in english.txt.
About other language.txt file is not necessary have same name, but script.txt and english.txt names must have always the same names.
Following six numbers are hexadecimal values to set view of object in inventory
$0000,$0180,$0000,$0000,$0000,$0002
To explain better we'll name them:
A Number, B Number, C Number, D Number, E Number and F Number
4 - A Number ($0000)
Position (in pixel) from top border of screen.
Remark: not always the origin of object is its top-left visible point. The origin depends by position of object in 3d structure. For this reason, it's useful sometimes to increase or decrease this A number to have the object at same height of other inventory objects.
You can insert also negative numbers, but you must type it in hexadecimal format. For example to set -10 (10 pixels over the top border) you should type the number $FFF6
5 - B Number ($0180)
Distance from (virtual) cam
This argument is useful to increase or reduce the size of object in inventory.
If you increase the distance the object will become more little
If you decrease the distance the object will become more big.
This value is in game units (1 square = 512 units)
For example if you set the value $0200 (512 in decimal) you'll have the view of object like if you watch it in game while it is at one square of distance.
If you set $0000 in this field the object will be huge because it will be in front of cam and it will cover the whole screen.
Usually you'll use value enclosed in range: $0200 - $0500
6 - C Number ("$0000")
This argument set the orientation of cam on X axis.
It's complicated to explain but if you try to change this value you'll understand what I mean.
The values for this argument could be go from $0000 to $FFFF but usually will be used only four values:
$0000 = North (top view)
$4000 = East (right view)
$8000 = South (bottom view)
$C000 = West (left view)
7 - D Number ("$0000")
Same meaning of C Number but it regards the Y axis.
8 - E Number ("$0000")
Same meaning of C and D numbers but this regards Z Axis.
9 - F Number ("$0002")
Bit mask to enabled/disable special functions.
$0002 = Enable the rotation of object
$0008 = I'm not sure, pherpas it forces rotation center of object at center of its bounding box.
What I understand from this is that yes you can make several things combine, but Im not sure how you would go about making this totally combined object a weapon or medipack.
stranger1992
24-01-09, 00:09
:wve: Hi Stefan!
- In TREP we can set it up so that we can combine as many puzzle items as we want to make new puzzle items, and even weapons, medipacks, crowbar, ammunition etc. Is this same feature possible in TRNG?
Its a no. You cannot combine items (from any slot ie: pickup1+pistol_ammo_item ect) with one another. Unfortunately.
- Does TRNG have the classic flickering-burning-smoking flare effect from tr2/3 that was added into TREP a while ago?
No :(
- Can Lara WALK through teeth spikes in TRNG the way she can in TREP and in games 1-3 ?
yes.
Thatīs simply the description of the old script entries for puzzle/pickup items.
@GodofLight
1- yes in the sense, that you have flipeffects for removing/adding inventory items. Thereby you can simulate the combining of items to a new one. So stranger is wrong with his limited view on the issue.
2-no
3-yes, via Enemy-script command
I also want add, that if you only ask in this way, you get a very limited view on the TRNG. Better explore it freely!
Lara's Backpack
24-01-09, 00:30
Thatīs simply the description of the old script entries for puzzle/pickup items.
@GodofLight
1- yes in the sense, that you have flipeffects for removing/adding inventory items. Thereby you can simulate the combining of items to a new one. So stranger is wrong with his limited view on the issue.
I also want add, that if you only ask in this way, you get a very limited view on the TRNG. Better explore it freely!
On this subject, could the "Assignslot" command help at all, I know at the moment its for the boat and enemy jeep, but could you change this so that the completed, combined object was assigned the "medipack" or "shotgun" slot?
Nope! Assignslot is only for adding object slots from other TR games.
Lara's Backpack
24-01-09, 00:41
Nope! Assignslot is only for adding object slots from other TR games.
Oh well, just a thought.
Hateshinai
24-01-09, 12:32
Thatīs simply the description of the old script entries for puzzle/pickup items.
@GodofLight
1- yes in the sense, that you have flipeffects for removing/adding inventory items. Thereby you can simulate the combining of items to a new one. So stranger is wrong with his limited view on the issue.
2-no
3-yes, via Enemy-script command
I also want add, that if you only ask in this way, you get a very limited view on the TRNG. Better explore it freely!
I'd say :
Not yet
:p
Yes, itīs better to say it this way!:D
GodOfLight
24-01-09, 15:49
Thank you guys, this really helps :D i am getting tempted to switch over more and more.
But I am trying to understand this... i can, through scripting, have two puzzle items combine that then remove themselves from my inventory and trigger a shotgun to appear in their place? :confused:
LaraCablara
24-01-09, 15:57
I have a question :).
Is it possible to have it both rain and snow in the same room?
Is it possible to have both distance fog and volumetrix fx at the same time...and how?
I have a question :).
Is it possible to have it both rain and snow in the same room?
Is it possible to have both distance fog and volumetrix fx at the same time...and how?
1. Yes.
2. I think so but I'm not sure. Distance fog is enabled by the script and you can just add all the fog bulbs you want and I think it works fine. ;)
@GodofLight
Combine two (or more) items to make one means, you remove the two items from the inventory and add the combined one via flipeffect triggers, which are available.
A working solution could be like this: If the player has the two items you can print a text on screen via a so called global trigger, which says: Press C to combine the two items to combine them. If the player presses C, another global trigger is called, which contains all the necessary flipeffects for the combination. You could also add a print text flipeffect showing on screen: the message "Items combined. Look in the inventory" or so.
Working directly with the items in the inventory menu is already requested, but the solution above works too.
@LaraCablara
2. A strict no. Canīt be and wonīt be possible at the same time, but you can flip between the two via flipeffect triggers in game.
GodOfLight
24-01-09, 23:06
@GodofLight
Combine two (or more) items to make one means, you remove the two items from the inventory and add the combined one via flipeffect triggers, which are available.
A working solution could be like this: If the player has the two items you can print a text on screen via a so called global trigger, which says: Press C to combine the two items to combine them. If the player presses C, another global trigger is called, which contains all the necessary flipeffects for the combination. You could also add a print text flipeffect showing on screen: the message "Items combined. Look in the inventory" or so.
Working directly with the items in the inventory menu is already requested, but the solution above works too.
ah i see... that isn't really what i want. oh well. in trep it all clicks together in the inventory itself.
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