![]() |
|
|
#3981 |
|
Student
Join Date: Mar 2012
Location: France
Posts: 146
|
It is a hardcoded effect so I think no.
__________________
Lost in Egypt, she'll must run and fight to go back to the present... |
|
|
|
|
|
#3982 |
|
Archaeologist
Join Date: Feb 2012
Location: Centra Ruins Gender: Male
Posts: 2,068
|
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.
__________________
*Swings lantern* *Sharpens chef's knife* |
|
|
|
|
|
#3983 |
|
Professor
Join Date: Nov 2005
Location: Finland
Posts: 2,515
|
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.
__________________
<-- Is seeing dots everywhere. Even eyes closed! |
|
|
|
|
|
#3984 |
|
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,449
|
^
Correct.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. |
|
|
|
|
|
#3985 |
|
Explorer
Join Date: Oct 2011
Location: Usually Lurking in TRLE-Forums
Posts: 583
|
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
|
|
|
|
|
|
#3986 | ||
|
Relic Hunter
Join Date: Oct 2009
Location: In My Home. Gender: Male.
Posts: 6,961
|
I'm trying to make audio play after I killed 4 enemies in my level, so i tried this:
Quote:
Quote:
__________________
お前は弱い。 |
||
|
|
|
|
|
#3987 | ||
|
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,449
|
Quote:
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:
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?
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. |
||
|
|
|
|
|
#3988 | |
|
Explorer
Join Date: Oct 2011
Location: Usually Lurking in TRLE-Forums
Posts: 583
|
Quote:
|
|
|
|
|
|
|
#3989 | ||||||
|
Relic Hunter
Join Date: Oct 2009
Location: In My Home. Gender: Male.
Posts: 6,961
|
Quote:
Hydras: Quote:
Quote:
Quote:
Quote:
Quote:
__________________
お前は弱い。 Last edited by klona; 14-04-12 at 09:15. |
||||||
|
|
|
|
|
#3990 |
|
Historian
Join Date: Dec 2011
Location: Hungary
Posts: 279
|
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.) |
|
|
|
![]() |
| Bookmarks |
| Thread Tools | |
|
|