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Old 09-11-18, 13:18   #401
LGG_PRODUCTION
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Do you remember that dark Rayman, who copied all Rayman's moves, with a delay?
I would like to have an evil flaming Lara who acts like him

https://www.youtube.com/watch?v=yoCOGqVLVh0&t=2s

Once triggered, that evil Lara appears after two seconds and starts to make the same moves of Lara, so that she must run until the death of the enemy.

If the evil Lara touches Lara, explodes and Lara dies like when she touches a mine in TR4.

The only way to defeat that enemy is making her touching the water (like the fire ghost).

Yes, I know that all this would be veeery difficult, but it could be a great idea, IMO

Last edited by LGG_PRODUCTION; 09-11-18 at 13:21.
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Old 24-02-19, 03:53   #402
Alisa97
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Hi
It would be nice if we have two loadscreens in one level.
My level have both areas, outdoor and indoor.
And I'm using Distance fog at outdoor.
This is the loadscreen that I am going to use.↓

As you see, when I save the data in indoor, the loadscreen will become ugly...
If we can use two LoadCamera= commands in one level, we can have two loadscreens in one level.
Is it possible with plugins?

Last edited by Alisa97; 24-02-19 at 08:02.
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Old 24-02-19, 10:04   #403
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Maybe you could use the GT_LOADED_GAME condition to make a trigger that would force changing the fog just before the game starts showing the load screen? This way it would always look right.

Oh and sorry for being off topic, but maybe your fog could be a by more bluesish/violetish, or your rock textures maybe, so it blends with the horizon better.
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Old 24-02-19, 11:00   #404
AkyV
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Quote:
Originally Posted by Alisa97 View Post
Hi
It would be nice if we have two loadscreens in one level.
My level have both areas, outdoor and indoor.
And I'm using Distance fog at outdoor.
This is the loadscreen that I am going to use.↓
...
As you see, when I save the data in indoor, the loadscreen will become ugly...
If we can use two LoadCamera= commands in one level, we can have two loadscreens in one level.
Is it possible with plugins?
In my first plugin there is a flipeffect (F528) to change LoadCamera parameters.
But that works for different sections of the level, if that is okay for you, not collaterally.

And, as I say in the note of that trigger (see Trigger's Help for that trigger):

Quote:
A LoadCamera is valid when you LEAVE that game phase. (For example, if you jump from Level A to Level B, then you will see the LoadCamera of Level A.)
That is why, for example, if you have LoadCameraX of Level A (in an older phase of the level), and LoadCameraY of Level A (in a newer phase of the level), then you will always see LoadCameraY of the new game phase when you - just playing the new game phase - load the older game phase from a savegame.
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Old 24-02-19, 11:38   #405
Alisa97
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Quote:
Originally Posted by Joey79100 View Post
Maybe you could use the GT_LOADED_GAME condition to make a trigger that would force changing the fog just before the game starts showing the load screen? This way it would always look right.
I'd tried it before and I re-tried it.

GlobalTrigger=6, IGNORE, GT_LOADED_SAVEGAME, IGNORE, IGNORE, 1, IGNORE

Triggergroup=1, $2000, 227, $49,>;F227-Weather. Fog. Set <&>End Fog limit for Distance fog 47 sectors

When I load the savedata of outdoor, the loadscreen become ugly.

When I add F62↓, the loadscreen of indoor appears with fog! This is very bad.

Triggergroup=1, $2000, 62, $0,>;F62-Weather. Fog. Disable Volumetric FX (Enable fog Distance)
$2000, 227, $49,>;F227-Weather. Fog. Set <&>End Fog limit for Distance fog 47 sectors

EDIT:
I was mistaken.
When I add F62↓, the loadscreen of outdoor become ugly, and after the loading, the game screen become whitish.

Quote:
Originally Posted by Joey79100 View Post
Oh and sorry for being off topic, but maybe your fog could be a by more bluesish/violetish, or your rock textures maybe, so it blends with the horizon better.
A little more blueish seems good.
But I need more tests.

Quote:
Originally Posted by AkyV View Post
In my first plugin there is a flipeffect (F528) to change LoadCamera parameters.):
Oh! LoadCamera-related trigger already existed, didn't it!
I searched with "loadscreen".
I'll try it.

EDIT:
F528! - it's another great plugin!

I put F528 on the same floor that I set F61. (The floor of the entrance to the cave)

F61-Weather. Fog. (Disable fog Distance) ENABLE fog,
F528-Change LoadCamera parameters with PARAM_LOAD_CAMERA(1) indoor.

And I put F528 on the same floor that I set F62. (The floor of the exit from the cave)

F62-Weather. Fog. Disable Volumetric FX (Enable fog Distance),
F528-Change LoadCamera parameters with PARAM_LOAD_CAMERA(2) outdoor

When I load the savedata of indoor, the loadscreen is of indoor without fog.
When I load the savedata of outdoor, the loadscreen is of outdoor with fog.
It's perfect! Thank you for nice plugin!

Last edited by Alisa97; 25-02-19 at 12:28.
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Old 28-04-19, 14:23   #406
Nicklander
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Quote:
Originally Posted by AkyV View Post
And, as I say in the note of that trigger (see Trigger's Help for that trigger):
It’s been two years now since my request. Is this available now or still WIP ?

« Conditions that can check the distance between two moveables/statics (instead of just being able to check Lara's distance to an object), by AkyV »
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Old 28-04-19, 15:53   #407
AkyV
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It is already done, but not available yet, because there are other features in the plugin as well that are still WIP. However, it surely will be released later this year.
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Old 28-04-19, 23:31   #408
klona
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Is it actually possible to change the aiming system and make it similar to TR1-3 through a plugin?
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Old 29-04-19, 12:32   #409
TokyoSU
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Is it actually possible to change the aiming system and make it similar to TR1-3 through a plugin?
no unless you have the original function and rework it
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Old 29-04-19, 15:23   #410
klona
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Quote:
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no unless you have the original function and rework it
That's such a shame.
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