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Old 16-11-17, 12:30   #12181
Dustie
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Sounds like a rendering issue, so a serious fix would be necessary.
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Old 16-11-17, 12:53   #12182
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Quote:
Originally Posted by aidanmalone View Post
Is there a way to check if Lara is performing a certain animation on a square/number of squares?
Is she peforming an animation in front of an object (eg. Sarcophagus)? Or you literally just want that on the specific area you want?

Anyways, you can make a global trigger with FGT_Disabled and activate it on the squares you want it to check. On the other squares, you disactivate it.
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Old 16-11-17, 12:59   #12183
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Quote:
Originally Posted by aidanmalone View Post
Is there a way to check if Lara is performing a certain animation on a square/number of squares?
Parameter for condition
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Old 21-11-17, 22:06   #12184
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Is there a way to remove tht ignition key of the Jeep? And is there a way to change the speed of the vehicles?
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Old 21-11-17, 22:08   #12185
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Quote:
Originally Posted by LGG_PRODUCTION View Post
the speed of the vehicles?
Afaik in wadmerger animation editor
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Old 21-11-17, 22:20   #12186
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Quote:
Originally Posted by LGG_PRODUCTION View Post
Is there a way to remove tht ignition key of the Jeep?
So it won't pop up if you hit Action key? I don't think so. A typical plugin feature. You may ask it in the plugin request thread.
Or you can try a GlobalTrigger with GT_SELECTED_INVENTORY_ITEM, maybe.

Quote:
And is there a way to change the speed of the vehicles?
Once I did it with a bit complex scripting, with variables. At least, for default vehicle slots, like bike or jeep.
Later I will try to implement it as a plugin feature...
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Old 22-11-17, 10:00   #12187
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Edit: Nevermind. I solved it.
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Old 30-11-17, 16:49   #12188
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Anyone know how I could set up this scenario:

Baddie patrols and spots Lara. He then runs to an object on the wall (keypad) and activates an alarm - calling more baddies to the room.

Basically what they can do in TR3's Nevada and TRC's VCI levels.
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Old 30-11-17, 17:30   #12189
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I think that should be possible to do even with regular TRLE...
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Old 30-11-17, 17:38   #12190
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AI_AMBUSH: run between two nullmeshes. But no patrol now.
AI_PATROL: it is inverse. First move to a nullmesh, then patrolling. This is also wrong. Plus, patrolling enemies are harmless and stop forever, noticing her. (An old bug, maybe?)

Some kind of combination is needed of forced animations/states. I don't know what else to suggest.
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