06-05-12, 21:56 | #4081 |
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Joined: Apr 2012
Posts: 21
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Thanks it worked like a charm now, but now i have another problem, when i press spacebar, the dual pistols still appear, unless i change it to the weapon in the inventory, in this case, the Revolver, so i have three questions:
1 - How do i automaticaly equip the only gun in the inventory at the start of the level? 2 - How do i fully disable the pistols from appearing when there isn't any sort of weapons in the inventory. 3 - Is it possible to make the ammo of certain weapons infinite, how? |
06-05-12, 22:15 | #4082 |
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Joined: Nov 2011
Posts: 4,882
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It is very hard to explain everything, so i'll try little:
1.If you want to delete it from inventory use this Trigger: ; Set Trigger Type - FLIPEFFECT 47 ; Exporting: TRIGGER(92:0) for FLIPEFFECT(47) ; <#> : Inventory-Item. Remove <&>inventory-item from inventory ; <&> : PISTOLS_ITEM Slot=349 ; (E) : ; Values to add in script command: $2000, 47, $5C 2.Fully disable all weapons use this: ; Set Trigger Type - FLIPEFFECT 96 ; Exporting: TRIGGER(1:0) for FLIPEFFECT(96) ; <#> : Lara. (Weapons) Disarm Lara in <&>way ; <&> : Remove only weapons ; (E) : ; Values to add in script command: $2000, 96, $1 But for pistols only, i think you can use equipment command. 3. I'm not sure how, sorry. |
06-05-12, 22:32 | #4083 |
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06-05-12, 22:34 | #4084 |
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Joined: Nov 2011
Posts: 4,882
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I thought it too, but was ashmed to tell, i
thought it's wrong. |
07-05-12, 13:24 | #4085 |
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Joined: Apr 2012
Posts: 21
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Thank you both, though i'll need to wait for the end of the week to try this out
No, it's not to delete this time, it's to equip automaticaly the only gun in the inventory (in this case the revolver) when the level starts. |
07-05-12, 13:30 | #4086 |
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Joined: Nov 2011
Posts: 4,882
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So you can use it, but can't see it in inventory?
Be more precise. |
07-05-12, 13:46 | #4087 |
Golden
Joined: Oct 2009
Posts: 11,535
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How can I trigger something when Lara is with in contact with the floor.
I sometimes jump over the trigger and it triggers itself. Last edited by klona; 07-05-12 at 13:53. |
07-05-12, 16:08 | #4088 | |
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Joined: Dec 2011
Posts: 4,881
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Quote:
Place a TriggerGroup-activator trigger (F118, One Shot is recommended) on the square where Lara object is - so she will activate it in the moment when the level starts. Maybe if you don't know this is what F118 is: ; Set Trigger Type - FLIPEFFECT 118 ; Exporting: TRIGGER(257:1) for FLIPEFFECT(118) ; <#> : TriggerGroup. Perform <&>TriggerGroup from script.dat in (E)way ; <&> : TriggerGroup= 1 ; (E) : Single performing (to use when in TriggerGroup there are only commands) ; Values to add in script command: $2000, 118, $101 And this goes to Script: TriggerGroup= 1, $2000, 96, $1, $2000, 48, $6B Equipment= SIXSHOOTER_AMMO_ITEM, 30 The triggers in the TriggerGroup: ; Set Trigger Type - FLIPEFFECT 96 ; Exporting: TRIGGER(1:0) for FLIPEFFECT(96) ; <#> : Lara. (Weapons) Disarm Lara in <&>way ; <&> : Remove only weapons ; (E) : ; Values to add in script command: $2000, 96, $1 ; Set Trigger Type - FLIPEFFECT 48 ; Exporting: TRIGGER(107:0) for FLIPEFFECT(48) ; <#> : Inventory-Item. Increase (+1) in (E)way the number of <&>inventory-item in inventory ; <&> : SIXSHOOTER_ITEM Slot=366 ; (E) : Hidden way (change number of items with no visible effect) ; Values to add in script command: $2000, 48, $6B NEVER disarm Lara with an "Inventory-Item" FLIPEFFECT trigger. Always use F96. Sorry if I misunderstand something but you say you have problem with PAD triggers? |
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07-05-12, 18:00 | #4089 |
Golden
Joined: Oct 2009
Posts: 11,535
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07-05-12, 19:08 | #4090 | |
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Joined: Apr 2012
Posts: 21
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Quote:
AkyV,thanks, i'll take a look on that as well, when i have my freetime. Last edited by Sonikku3; 07-05-12 at 19:23. |
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