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-   -   The Kill-All-Triggers in TR4 (http://www.tombraiderforums.com/showthread.php?t=219285)

xtimz 28-01-18 23:22

The Kill-All-Triggers in TR4
 
It's similar to the Kill-All-Triggers in TR3.
It's called Effect(46) in FexInspect.
It appears twice in Catacombs. One is when pick up a shotgun wide-shot ammo, the other is when pick up a shotgun normal ammo.
https://www.youtube.com/watch?v=QOl6AcFflVM

It can kill skeletons in this level, whether or not their head were shot already.
It cannot kill wraith, or skeletons in other levels.

CheshireBitch 29-01-18 09:35

That's crazy !! But why did they put that trigger ?

xtimz 29-01-18 14:45

Quote:

Originally Posted by CheshireBitch (Post 7817045)
That's crazy !! But why did they put that trigger ?

I think because there are too many skeletons (26) in this level. If every skeleton is alive, the game engine will have problem. There are many hidden limits inside the game engine. Sometimes, custom levels will break these limits, which cause strange problems.

aidanmalone 29-01-18 14:52

I can imagine most players to pick up those shotgun shells as soon as they see them, seeing as in the area you enter will spawn 3 more. They would probably need to clear out the previous ones before spawning those 3 in order to save on limits as previously stated.

The same happens where there are too many flame emitters in a level too, the edges of the screen have little flickers of flame sprites and such.

CheshireBitch 29-01-18 17:17

So if we let all of the ennemies alive and don't pick up the ammo, the game will crash ?

The Great Chi 29-01-18 20:21

Quote:

Originally Posted by CheshireBitch (Post 7817113)
So if we let all of the enemies alive and don't pick up the ammo, the game will crash ?

Quote:

Originally Posted by xtimz (Post 7817089)
I think because there are too many skeletons (26) in this level. If every skeleton is alive, the game engine will have problem. There are many hidden limits inside the game engine. Sometimes, custom levels will break these limits, which cause strange problems.

Xtimz is correct with regard to there can be too many skeletons in the one area left 'alive'.

For TR1, TR2 and TR3 the game engine limit for enemies on screen is 'five baddies plus Lara*'. Once you go over that some of the meshes start dissapearing and reappearing as the game engine struggles and you can get parts of baddies winking in and out of existence when Lara moves around the scene, 360 degrees.

For normal TR4 custom games it should be the same (5 baddies + Lara), though with new generation TR4 custom games using modern computers and video cards, I have seen a few TR4 custom levels with a few more baddies in one area, so could be (6 baddies + Lara) or even (7 baddies + Lara). But most designers stick to the (5 baddies + Lara) rule, to avoid visual problems.

The normal way of limiting baddies is to put them into zones, so they cannot cross into other areas and create an army of baddies in the one area, LOL!

Hence Lara can outrun baddies by running fast into the next zone, and the baddies just lose interest :D

* You may ask how we know its five baddies being the limit.
Well by experimenting with a custom game, we can trigger as many baddies we want in the one area, and we found five was the limit, be it in one room or an interconnected series of rooms in the one zone, where we can see them all.


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