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Old 09-04-12, 20:48   #3981
Joey79100
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It is a hardcoded effect so I think no.
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Old 12-04-12, 13:16   #3982
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Hooray! Another problem!

Using the tutorial here: http://skribblerz.com/tuts/ngle/ngle...tomisation.htm

I customised the flares for my game so that they could be red instead of green, this works, except the flicker before the flare is lit and when it dies out is still green, I put the flat light effect on too, to try and get rid of the flickering, but this didn't help.

Also I put sparks onto the flares, but I don't think that's relevant.

Why is this?

Thanks.
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Old 12-04-12, 13:36   #3983
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If my memory serves me correct that is a bug which is there for some reason. I remember that somebody else was talking the same matter ages ago.
So I think that you can't get rid of the green flickering for now.
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Old 12-04-12, 16:16   #3984
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^
Correct.
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Old 13-04-12, 10:36   #3985
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how do you enable sound underwater (like underwater harpoon gun,teeth spike under water,etc) in TRNG?flagging the sound to water in wadmerger doesnt solve it
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Old 13-04-12, 13:47   #3986
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I'm trying to make audio play after I killed 4 enemies in my level, so i tried this:
Quote:
TriggerGroup= 1, $9000, 230, $E, $9000, 210, $E, $9000, 212, $E, $9000, 215, $E
TriggerGroup= 2, $2000, 193, $65
Globaltrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
It didn't work so I tried this:
Quote:
TriggerGroup= 1, $9000, 230, $E, $9000+TGROUP_AND, 210, $E, $9000+TGROUP_AND, 212, $E, $9000+TGROUP_AND, 215, $E
TriggerGroup= 2, $2000, 193, $65
Globaltrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
It didn't work as well, help please? D:
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Old 13-04-12, 15:26   #3987
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Quote:
Originally Posted by bagas View Post
how do you enable sound underwater (like underwater harpoon gun,teeth spike under water,etc) in TRNG?flagging the sound to water in wadmerger doesnt solve it
I don't think this is solved in TRNG. Or can be solved for that matter, as far as I know anyway.

Hmmm... something with the condition that Lara is underwater AND the objects that should have the sound is activated, then play sound?
Hmmm... that could very well result in hearing the sound all over the level when both conditions are met, instead of hearing it only near the object.

Hmmm... perhaps variables can help, but nothing comes to mind right now.
I'm still not very familiar with the variables.



Quote:
Originally Posted by klona View Post
I'm trying to make audio play after I killed 4 enemies in my level, so i tried this:

It didn't work so I tried this:


It didn't work as well, help please? D:
It would help if you would also post which triggers you have exported.
Those numbers don't mean much and it would take us some time to find the triggers they belong to.

Btw, as for triggering something when an enemie or more enemies are dead, Paolone included this in his TRC objects tutorial where he activates something when two hydra's are killed.
Have you checked that tutorial project?
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Old 13-04-12, 16:06   #3988
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Quote:
Originally Posted by Titak View Post
I don't think this is solved in TRNG. Or can be solved for that matter, as far as I know anyway.

Hmmm... something with the condition that Lara is underwater AND the objects that should have the sound is activated, then play sound?
Hmmm... that could very well result in hearing the sound all over the level when both conditions are met, instead of hearing it only near the object.

Hmmm... perhaps variables can help, but nothing comes to mind right now.
I'm still not very familiar with the variables.
okay then,Thanks for your help
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Old 14-04-12, 09:14   #3989
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Quote:
Originally Posted by Titak View Post
I don't think this is solved in TRNG. Or can be solved for that matter, as far as I know anyway.

Hmmm... something with the condition that Lara is underwater AND the objects that should have the sound is activated, then play sound?
Hmmm... that could very well result in hearing the sound all over the level when both conditions are met, instead of hearing it only near the object.

Hmmm... perhaps variables can help, but nothing comes to mind right now.
I'm still not very familiar with the variables.



It would help if you would also post which triggers you have exported.
Those numbers don't mean much and it would take us some time to find the triggers they belong to.

Btw, as for triggering something when an enemie or more enemies are dead, Paolone included this in his TRC objects tutorial where he activates something when two hydra's are killed.
Have you checked that tutorial project?
The Export Triggers:
Hydras:
Quote:
; Exporting: CONDITION(14:62) for OBJECT(230)
; <#> : HYDRA ID 230 in sector (9,7) of Room13
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 230, $E
Quote:
; Exporting: CONDITION(14:62) for OBJECT(210)
; <#> : HYDRA ID 210 in sector (9,6) of Room13
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 210, $E
Quote:
; Exporting: CONDITION(14:62) for OBJECT(215)
; <#> : HYDRA ID 215 in sector (9,4) of Room13
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 215, $E
Quote:
; Exporting: CONDITION(14:62) for OBJECT(212)
; <#> : HYDRA ID 212 in sector (9,5) of Room13
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 212, $E
Audio:
Quote:
; Exporting: TRIGGER(101:0) for FLIPEFFECT(193)
; <#> : Sound. (CD) Play <&>CD Track on (E)channel with final restore of old track
; <&> : AUDIO\101
; (E) : Channel 1 (Background track)
; Values to add in script command: $2000, 193, $65
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Last edited by klona; 14-04-12 at 09:15.
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Old 14-04-12, 10:46   #3990
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If a GlobalTrigger is true then that GlobalTrigger wants to be activated in each frame of the game. So if all of those four hydras are dead then the game wants to start playing ID101 track in each frame. To avoid that, use FGT_SINGLE_SHOT flag, and the track will be started only once when all the hydras are dead.
(TGROUP_AND is unnecessary.)
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