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Old 15-01-18, 19:55   #161
Titak
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Good.
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Old 18-01-18, 12:42   #162
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Preview of my upcoming Plugin

It allows you to customize the Orientation and Size (and Rotating Behaviour) of hardcoded Inventory Items.

In this screenshot you can see a larger Shotgun.
The Shotgun Ammo is rotated differently (Usually you wouldn't see the top/ bottom of the Shell package)
The Desert Eagle is rotated differently (the barrel is usually perfectly horizonatal)
The Compass is also displayed differetly (Compass Item not included in Plugin)
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Old 15-02-18, 22:09   #163
AkyV
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Actually WIP feature for my next plugin:
An enhanced, customizable and user-friendly version of the complex, scripted tutorial about "raindrops on the camera lens", using sprites.
Here is the original image from the tutorial:


Last edited by AkyV; 15-02-18 at 22:22.
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Old 16-02-18, 15:02   #164
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^
Nice one!

Can it also be used for waterfalls/fountains, when jumping through them?
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Old 16-02-18, 15:09   #165
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Ahhh this will be interesting. I mean, even more interesting with TE if it can support alpha channel for sprites.
I have never tested the original setup myself, do the sprites move down, fade out, or they just disappear?
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Old 16-02-18, 16:25   #166
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Quote:
Originally Posted by Titak View Post
^
Nice one!
Thanks!

Quote:
Can it also be used for waterfalls/fountains, when jumping through them?
I don't know, I will think about it. I mean, I need some good flag to detect those situations...

Quote:
Originally Posted by Joey79100 View Post
do the sprites move down, fade out, or they just disappear?
I plan a customizable upper limit (200? raindrops at the same time), with random position. In rainy rooms first one appears, then another one etc. They won't be removed now. Reaching the upper limit: if one appears, then the oldest one disappears. Leaving the rainy room, these disappear one by one. - Naturally you can switch on/off the effect or even wipe off the whole screen immediately.
The time between two raindrops (dis)appear is calculated with this method:
The chance is 1, 2... 99, 100 percent that the next drop (dis)appear at the next tick frame. X is customizable: constant or random.
The "raindrop screen area" can be fullscreen or customized rectangle.
Not a "Customize" command, you can set even more than one effect in one level.

Last edited by AkyV; 16-02-18 at 23:14.
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Old 16-02-18, 19:35   #167
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Quote:
Originally Posted by AkyV View Post
I don't know, I will think about it. I mean, I need some good flag to detect those situations...
I've added a splash sound when Lara jumps through a waterfall object.
It uses the conditions that Lara is jumping or diving or... and it uses fragmented triggers on which I enable/disable the globaltriggers that activate the whole thing.
So perhaps it could be added to that setup through a trigger for in the TG's?

But it is just a small feature.
No big deal if it won't be useable for waterfalls.

Last edited by Titak; 16-02-18 at 19:37.
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Old 16-02-18, 20:50   #168
AkyV
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Quote:
Originally Posted by Joey79100 View Post
, fade out
Okay, I have just thought about it, and it can be a good option perhaps. I mean, the raindrop will not disappear, but fade out by degrees, using some kind of "next frame = transparency level at the previous frame - 1" code.

Quote:
Originally Posted by Titak View Post
I've added a splash sound when Lara jumps through a waterfall object.
If this "sound slot" isn't used in other situations, then it could be a good condition.
Or, I say better: if you say "sound WHEN LARA JUMPS OVER", then it means you can make the sound play BY A CONDITION, so probably what I really need is the condition that makes the sound play.
Anyway, what you say, sounds logical: if rain puts drops on the screen, then waterfalls also should. But, unlike the rain, it would place several drops on the screen at the same time, when Lara comes through.
So, what is the condition? I will embed.

EDIT:
Quote:
Originally Posted by Joey79100 View Post
if it can support alpha channel for sprites.
Not alpha channel. Only transparency.

Last edited by AkyV; 16-02-18 at 20:54.
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Old 16-02-18, 21:34   #169
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The condition is jumping forwards OR jumping backwards OR jumping left OR jumping right OR running OR diving OR swimming on the surface OR...
Anything that has enough momentum to cause a splash sound when going through a sheet of water.

Code:
; --------- splashing sound when going through waterfall -------------
TriggerGroup=   183, $8000, 35, $8, $8000, 8, $5, $8000 + TGROUP_OR, 2, $5, $8000 + TGROUP_OR, 3, $5, $8000 + TGROUP_OR, 4, $5, $8000 + TGROUP_OR, 9, $5 
TriggerGroup=  182, $2000, 70, $1F51 ; perform sound 81 (waterfall splash)
GlobalTrigger= 59, FGT_DISABLED + FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, 183, 182, IGNORE
The GT is enabled through a fragmented trigger since the waterfall object does not cover full tiles, only a strip fragment.

I've also used the same setup on a "water"fall which does not only play the splash sound, but also plays the "Lara injury" sound and takes away a bit of health.
Deadly "water".

This is also how I wanted to add the dripping effect to Lara. By simply adding a trigger for the effect to TG182.
But that is still impossible it seems.

Yeah, the amount of drops should be more than when it is raining on Lara.
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Old 17-02-18, 00:36   #170
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- Drops with waterfall objects and animated textures.
- Adding not only drops on the camera but even wet (dripping) Lara, close to waterfall objects and animated textures. (Or perhaps in any required situation?)

I will try to look into those as well. (Honestly, I had still no idea, we shall see...)
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