15-03-18, 15:38 | #12591 |
Member
Joined: Jul 2007
Posts: 4,183
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The plugin finally installs and gets recognized.
it seems I did all fine this time. This is the code I made. Code:
TriggerGroup=272,$2000, 374, $25,> ;enable GT37 to check lara HP $2000, 374, $AC ;enable GT172 to restore lara HP TriggerGroup=78,$5000, 1914, $2B,> ;explode grenade $5000, 3326, $2B,> ;explode grenade $5000, 1979, $2B,> ;rollingball1 $5000, 1980, $2B,> ;rollingball2 $5000, 1981, $2B ;rollingball3 TriggerGroup=79,$2000, 85, $3 GlobalTrigger=37,FGT_DISABLED,GT_ALWAYS,-1,-1,94,-1 TriggerGroup=94,$2000, 292, $0,> ;select lara $2000, 293, $9FF ;copy from Lara HP to current value GlobalTrigger=172,FGT_DISABLED+FGT_SINGLE_SHOT,GT_CONDITION_GROUP,-1,108,322,-1 TriggerGroup=108,$018000, 1, $1B4 ;akyv's plugin condition: first frame of death animation TriggerGroup=322,$2000, 275, $C ;add current value to selected item memory, as in lara HP But Lara's death animation never triggers, I guess this is why it won't work. And she catches flames again if I remove the extra "immortal" parameter. But in this case, maybe I could use the "lara in flames" condition instead. Will let you know... EDIT: Hmm, it doesn't work. Do I need the #include command? From the description it sounds like only needed for sharing. But I'm not sure, I don't really understand that description. EDIT: Alright, I see it doesn't need it, or anything else. It works. It's just the condition. Neither animation nor flames work. I guess once that grenade explodes when HP is low, it's over. But with earlier conditions, silent recharge won't work either. I tried for instance a condition if a flyby is currently running. It triggers anything I specify prior to Lara's death, however: - copying HP to variable and from variable to HP still kills her - using the recharge flipeffect instead shows the health bar. It looks like there's a critical HP to kill her with explosion. So if you add HP to HP, the output HP is still below critical... I'm just guessing stuff... EDIT: Wait, no... flipeffect 275 (add HP to HP) doesn't work either. The health bar just stays as it is. Could it be GlobalTrigger=37? As in, Lara should be added as selected item but she isn't? Any other way to select her than selecting her slot? Last edited by DJ Full; 15-03-18 at 18:06. |
15-03-18, 18:42 | #12592 |
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Joined: Dec 2011
Posts: 4,881
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1. I am not sure you need a continuous ("always") globaltrigger to force Lara slot maximum HP into a variable. It is constant, always HP 1000.
2. The other GT is about selected Lara item, but Lara item (not Lara slot!) isn't adjusted by an Action trigger as the item memory actual subject. That should be the first trigger of TG322. |
15-03-18, 20:07 | #12593 | ||
Member
Joined: Jul 2007
Posts: 4,183
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Quote:
Quote:
EDIT: Nvm I see. Action not flipeffect. Just didn't expect it there. I also see you've just told me. I didn't get it because I thought you meant the trigger I already used, not the one I should use. Right, I think I get it... EDIT: OK so I did this: Code:
GlobalTrigger=37,FGT_DISABLED+FGT_SINGLE_SHOT,GT_ALWAYS,-1,-1,94,-1 TriggerGroup=94,$5000, 2544, $36,> ;select lara (ACTION not flipeffect!!!) $2000, 256, $CFF ;copy selected Lara's HP to current value GlobalTrigger=172,FGT_DISABLED,GT_CONDITION_GROUP,-1,108,322,-1 TriggerGroup=108,$018000, 4, $DF ;akyv's plugin condition: flyby camera running TriggerGroup=322,$2000, 275, $C ;add current value to selected Lara's HP - Continuous doesn't work indeed, only single shot. - The health bar is still visible, can't hide it. - If the added HP is not enough, she still catches fire and the music stops. I also tried the 1st death animation tick condition, the one advised first. This one fails no matter of what, HP bar won't react, lara burns, music stops. I guess the final conclusion is in this particular case, there's no way... But still good since I learnt how the plugins work Last edited by DJ Full; 15-03-18 at 20:30. |
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15-03-18, 20:22 | #12594 |
Member
Joined: Jan 2012
Posts: 1,320
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Is there a limit for extra ng strings number per game? Sure there is, but how high?
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16-03-18, 07:55 | #12595 |
Member
Joined: Jul 2010
Posts: 858
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Is there a way to make SAS shooting a granade horizontally (I would like to make a soldier with a bazooka
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16-03-18, 10:30 | #12596 | |
Member
Joined: Mar 2005
Posts: 9,405
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Quote:
Bear in mind that doing this will also affect Lara's Grenade Launcher. |
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16-03-18, 11:28 | #12597 |
Member
Joined: Jul 2010
Posts: 858
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I already tried with FLEP, the grenade was shot horizontally, but in the air.
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16-03-18, 12:26 | #12598 | ||
Moderator
Joined: Dec 2011
Posts: 4,881
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Quote:
F64 prints an [ExtraNG] string. It will be removed if the timer expires or with F67 or F204. F360 prints an [ExtraNG] string. It will be removed with F67 or F204. Quote:
EDIT: I just did a test, it easily restart (from the beginning) the loop background audio when Lara dies: GlobalTrigger= 1, -1, GT_CONDITION_GROUP,-1,1,3,-1 TriggerGroup= 1,$018000, 1, $1B4 TriggerGroup= 3,$2000, 68, $1DB ; Set Trigger Type - CONDITION 180 ; Exporting: CONDITION(180:60) for PARAMETER(1) {Plugin_AkyVMix01} ; <#> : Tick Frame= 1 ; <&> : Lara. (Health) (E) More/less/exactly than <#> game tick frame is just being performed since the start of the dying ani ; (E) : Equal ; Values to add in script command: $018000, 1, $1B4 ; Set Trigger Type - FLIPEFFECT 68 ; Exporting: TRIGGER(475:0) for FLIPEFFECT(68) {Tomb_NextGeneration} ; <#> : Sound. (CD) Play <&>CD track in (E) way on channel1 ; <&> : AUDIO\219 ; (E) : Looped playback ; Values to add in script command: $2000, 68, $1DB Last edited by AkyV; 16-03-18 at 22:49. |
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17-03-18, 05:19 | #12599 |
Member
Joined: Jul 2007
Posts: 4,183
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@AkyV I didn't try further because early frame conditions worked in all cases except this one - so I already thought it's RIP... But I got and submitted a stable beta so now I might tweak with this plugin later today.
Btw I read through all these conditions and I need to thank you a lot, this is massive work which makes thing a lot simplier, for instance the previous setup of flycheat punishment was really unstable - if you remember lara burning on reload, it was because of my flycheat punishment, checking for 50 medis in inventory while doing the flying animation, somehow overlapped with using the flame removal medikit. Those setups didn't seem to have a reason to affect each other but they still did. So until now I solved it by removing the animation condition, but now you packed this entire setup into one dedicated trigger so no workaround is needed at all. |
17-03-18, 12:05 | #12600 |
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Joined: Dec 2011
Posts: 4,881
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^I am happy to hear any good news about the plugin.
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