05-02-18, 07:05 | #1 |
Member
Joined: Jun 2007
Posts: 109
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evil clockwork beetle...
Hi again!
After using the clockwork_beetle the game presents a problem. When the game is reloaded, then triggers are executed outside the corresponding tile. If the clockwork_beetle explodes, that error does not occur. But I need then to explode in its first use (not in the third). Is there any way to achieve it? Or some way to deactivate it after it fulfilled its function? |
05-02-18, 17:42 | #2 |
Moderator
Joined: Dec 2011
Posts: 4,881
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As far as I know you are not a TRNG user. I mean, I am sure it is possible with TRNG. Not with TRLE - and I don't know if TREP can do that.
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06-02-18, 18:43 | #3 |
Member
Joined: Jun 2007
Posts: 109
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No, the TREP can not stop the clockwork_beetle even with kill_item or shatter_item. Neither does flipeffect 48 work. The only solution I found is to use lara_start_position at the same point. However, when the level load is executed, the black screen will be displayed for one second. The loading bar will not be seen because I deleted it using the TREP.
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08-02-18, 10:58 | #4 |
Member
Joined: May 2010
Posts: 98
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You must never left the clockwork_beetle on the floor and everything will be allright. If you leave it on the floor and walk away, the beetle will disappear after save/reload and cause bugs. It can also produce an infamous flame bug. It is hardcoded. I don't believe you can make it explode before the third use without causing some bugs later in game.
Last edited by Bojrker; 08-02-18 at 10:59. |
08-02-18, 14:38 | #5 |
Member
Joined: May 2001
Posts: 1,275
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Sounds like you learned this the hard way, Bojrk. Thanks for the warning!
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