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Old 07-09-17, 21:00   #25
AkyV
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Joined: Dec 2011
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Quote:
Originally Posted by LGG_PRODUCTION View Post
I discovered a thing:
If you put an object without animations (raising blocks, pushables, statics) in JEAN_IVES slot, it becomes an object that can be pushed with the motorbike

p.s. You must use TRNG, because in TRNG the vehicles can't cross the objects.

These are my old experiences about funny collisions:


Quote:
Since motorbike and jeep has a developed collision in TRNG, they will be able to perform some actions you usually don’t count on.
For example, there is an open water tunnel you need to cross with the bike. But there is no ramp for that. That's why Lara needs to find the motorboat and drive it to the proper position, next to the bank. Now she'll get on the bike and use the surface of the boat as a ramp to make the bike jump to the other bank of the tunnel. – I.e. the top of other objects will work automatically as a floor square for bike/jeep. (You need some slope that raises the bike/jeep to the level of the boat surface. And be careful with the room geometry, because the collision box of the boat next to the bank sometimes "impales" the floor of that slope, in which the bike/jeep will be stuck.)
Quote:
If a trigger is placed on a floor square exactly below the closed trapdoor, then you may think the trapdoor is in the zone of that trigger, so that trigger should work as well if the activator (Lara or else) is on/over the trapdoor. But it is not true: closed trapdoors now work as solid squares, as upper borders for the “from floor to ceiling” trigger zones for the triggers below the trapdoor. – So the top of the closed trapdoor can work like a floor square for another “from floor to ceiling” trigger zone.
That is why, if you want an activator to activate a trigger when he/she/it is on/over the closed trapdoor, then, first of all, select the square exactly over the trapdoor, in the upper room. (You can’t select a floor square there, because the floor is a part of the portal now, so you can select the square only in Plan View Grid or on the ceiling in Editor Window.) – After that, set the trigger on the selected square.
For example, if that trigger is a PAD for that trapdoor, then the trapdoor will open exactly when Lara steps on it.
When the trapdoor is open, then the trigger zone of the PAD is invalid, and the zone of the trigger below the trapdoor is valid even over the trapdoor.
Quote:
An interesting and funny event - I suppose it works since the new colliding system of motorbike made for TRNG 1.2.2.6.:
The inactive Mummy (OCB2) or Skeleton (OCB 3) is lying on the floor. Lara riding the motorbike hits him. Now the creature "jumps/stands up", remaining inactive. - Hit him again and again now with the bike to push him away.
If you activate him now, the creature will fall back, as if Lara hit him with a shotgun bullet. (Or falls/jumps a bit differently, according to the direction of the last hit.) Then he'll get up and start chasing Lara.
(But it doesn't work with the jeep or with the inactive DOG lying on the floor, with OCB1.)
EDIT:
Some more.

Quote:
Platform collisions with activation/deactivation:

You can use any other triggers (TRIGGER, ANTITRIGGER, PAD, ANTIPAD, HEAVY, HEAVYANTITRIGGER, COMBAT) instead of DUMMY, if you want.
The difference: the non-DUMMY triggers will also perform their “usual” effects – so this is their “aggregated” purpose:

- TRIGGER: the platform is solid and activated if Lara gets in the trigger zone,
- ANTITRIGGER: the platform is solid and deactivated if Lara gets in the trigger zone,
- PAD: the platform is solid and activated if Lara touches the floor square OR the platform surface,
- ANTIPAD: the platform is solid and deactivated if Lara touches the floor square OR the platform surface,
- HEAVY: the platform is solid and activated if the non-Lara activator gets in the trigger zone,
- HEAVYANTITRIGGER: the platform is solid and deactivated if the non-Lara activator gets in the trigger zone,
- COMBAT: the platform is solid and activated if Lara gets in the trigger zone, having weapons in the hand.

Examples:

- Some kinds of platforms don’t do anything if activated (see eg. BRIDGE_FLAT’s), so in their cases it doesn’t matter if you use DUMMY or other triggers for the collision, under them.
- A TWOBLOCK_PLATFORM (having some number in its OCB window) will rise a bit if activated.
So, in its case, it matters if you want a DUMMY or other trigger below the platform: DUMMY will only make it solid, other triggers will even activate it.

Platform collisions with trigger overlaps:

You can use trigger overlaps with platforms, as usual. So eg. if a PAD under the platform to activate the platform/make it solid and a TRIGGER to activate a door are overlapped with each other, that will cause the platform and the door both will be activated and the platform will be solid if Lara is standing on the platform.
But you must be careful if you want to use condition (SWITCH, KEY, PICKUP, CONDITION) triggers in the overlap:

- SWITCH, KEY or PICKUP triggers are useable.
For example, place a pickable object on a floor square under the platform, then raise it to the platform level as if it were placed on the platform. There is a TRIGGER OBJECT for the platform and a PICKUP for the pickable object under the platform. So the platform will be activated by a PICKUP trigger if Lara picks up that object from the platform surface.
- CONDITION triggers usually don’t seem useful – because they will control not only that TRIGGER that activates the platform, but they also control the collision. (So, if the condition is not true, then Lara will fall through the platform.)

Note:
SWITCH, KEY or PICKUP triggers are usually 1×1 square sized, on the square where that switch, key hole, pickup object is placed. But this time, if that TRIGGER under the platform is more than 1×1 square sized (because the platform is bigger than 1×1 square) then the condition trigger must be big enough to be overlapped with the whole TRIGGER.

Last edited by AkyV; 07-09-17 at 21:10.
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