08-11-17, 01:55 | #221 |
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Joined: Feb 2006
Posts: 164
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Maybe this was already answered before, but why not use the big scorpion slot for the T-rex?
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08-11-17, 02:33 | #222 |
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Joined: Jul 2012
Posts: 4,286
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For this project, yeah. It would make more sense to have the T-Rex in the SCORPION slot.
However I'm not sure one has already been ported to that slot. Most levels that use the T-Rex, as well as TR1 and 3, have raptors in it as well. The SCORPION AI is to attack other enemies before attacking Lara, which matches the raptor AI from TR3, so when the Raptor was ported to the LE it was placed in the SCORPION slot. Also you would have to have a kill all enemies trigger before the pit with the T-Rex's in it so that it doesn't get distracted by any tigers, spiders, or crows the player may have left alive. |
08-11-17, 05:29 | #223 |
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Joined: Jan 2012
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^ I've heard that if you use TRNG then you can set the OCB 33 for SCORPION to make it attacking only Lara. Didn't test that OCB though.
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08-11-17, 08:01 | #224 |
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Joined: Dec 2008
Posts: 13,125
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Hmmmm so how would I go about changing it to the Scorpion slot. Surely it's not as easy as just copying it into that slot?
Nah it's all good. I want this to be solved and is still relating the project |
08-11-17, 20:38 | #225 |
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Joined: Feb 2009
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I've never done this, but I believe you essentially have modify the T-Rex to mimic the behavior of the Scorpion. You'd need to study the Scorpions animations and replace them with corresponding T-Rex animations in the exact same order, and keep the exact same commands. But there would probably be additional setup necessary also.
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08-11-17, 23:05 | #226 |
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Joined: Jul 2012
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I would test this just in case. I do a lot of modding and model swaps and sometimes doing this still makes the object work correctly, other times not so much.
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12-11-17, 01:51 | #227 | |
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Incidentally, the die command doesn't kill enemies until the end of the animation, and if the animation doesn't finish they don't get killed by it. Since SETHA's idle animation never normally plays, It will always start doing something else, unless it's health has reached 0 and thus it's AI deactivates. I used that to get a working SETHA death animation using TREP. (Can make immortal enemies mortal, but not script the animations to be different) |
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12-11-17, 14:11 | #228 | |||
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---------------------- I've been fixing a lot of stuff recently and hope to continue as much as I can to hopefully start Beta testing soon. I'm aiming for the end of the month but we'll see! |
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12-11-17, 15:33 | #229 |
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Joined: Jun 2006
Posts: 10,327
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It would be quite cool (if it were possible), when you get to the Maria Doria levels, if you have 40 fathoms as a hub area, and the wreckage is scattered across the seabed and you can explore them in any order
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12-11-17, 15:48 | #230 |
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