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Old 08-10-17, 09:50   #51
Dustie
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Quote:
Originally Posted by akci View Post
It would also be great if someone could figure out how to implement TR2-3 style vehicle physics and controls.
You mean implementing the vehicles in gameplay, or do you mean they haven't been properly implemented in TRNG yet and need fixing? Because I thought they were ported exactly as they come in TR2/3, but I haven't used them myself...
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Old 08-10-17, 11:04   #52
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Default TriggerGroups and Organizers (basics)

If you are new in TRNG, then maybe you think that scripting is only something to customize things. That you won't really miss anything if you skip that, because the scripting seems so complicated to you.
But, believe me, there are things in the script which are more than simple customizations, it is worth learning scripting.
I mean, see TriggerGroup and Organizer Script commands.

Let's see for example this event: a flipeffect to play a sound file.

What if you want this complex event:
Play Sound X, but only if Condition A and Condition B are both true or only Condition C is true. If none of them is true and Condition D is true, then play Sound Y.
This is an event what you can achieve with using TriggerGroups.

Or, w
hat if you want this complex event:
Play Sound X in 3 seconds, then repeat it in 10 seconds. Then repeat this whole cycle till you abort it.
So this is an event when you time things which are not objects - and now all you need is an Organizer.
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Old 09-10-17, 16:40   #53
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Default TriggerGroup modes

As you can see, the trigger to start a TriggerGroup (F118) has single, multiple and continuous modes.
These are the main differences between them:

- single: it will be started each time when the conditions go true,
- multiple: it will be started continuously, at each tick frame, while the conditions are true,
- continuous:
it will be started continuously, at each tick frame, after the conditions go true, till you abort it with an F192.

Conditions could be many things, either a Condition trigger (eg. "if Lara is holding pistols") or the trigger itself (PAD - "if Lara is touching the sector" etc.) etc.

Examples for PAD F118 of TriggerGroup#1 (having F355 "perform a short red flash" exported in it in the Script):

- Single F118 placed in the map: a short red flash will show up when Lara is touching the PAD sector. She needs to go away and come back (or jump up and then fall on the square again) to perform that flash again.
- Multiple
F118 placed in the map: a long red flash will show up when Lara is touching the PAD sector. It is the aggregation of short red flashes. The flash will stop only when Lara is not touching the PAD sector any more.
- Continuous
F118 placed in the map: a long red flash will show up when Lara is touching the PAD sector. It is the aggregation of short red flashes. The flash will not stop when Lara is not touching the PAD sector any more. It will stop only if you stop it with an F192, any time later.

Basically TRLE triggers are multiple, TRNG triggers are single - here is an example:

- A classic PAD trigger to start a timed flame. It starts the timer in each tick frame while Lara is touching the PAD sector, eg. the values of a 10 seconds' timer will be 10, 10, 10, 10 etc. (That is why you can say that "the timer won't start while Lara is standing there".)
- A PAD with A43 to start a timed flame. In the moment when Lara steps on the PAD, the timer starts, even if Lara keeps standing there,
eg. the values of a 10 seconds' timer will be 10, 9, 8, 7 etc.

There are even classic ways to force single methods (the most known ones are: One Shot, switches, PICKUP triggers), but a TriggerGroup is able to force any (single/multiple/continuous) mode - see that red flash example above.

Notes:
- You can read more about that here, including what
(single/multiple/continuous) mode you need to choose if you export an F118 into Script/WADMerger Animation Editor.
- I
n the older TRNG’s only F118 existed, handling maximum 255 ID’s. Then it turned out that we need more TriggerGroup ID’s than 255. But technically it seemed impossible. That is why (keeping F118 useable) we needed three more different triggers (F371, F372, F373) to handle single, multiple, continuous methods.

Last edited by AkyV; 09-10-17 at 16:45.
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Old 09-10-17, 18:41   #54
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While being on rope Lara ignores ANY collision including level geometry. So the rope must have enough space around to avoid bugs.
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Old 09-10-17, 22:34   #55
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^ That's true... It's horrible when you plan your room size perfectly and everything fits... and then you remember THE ROPE. </3
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Old 10-10-17, 09:06   #56
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Quote:
Originally Posted by A_De View Post
While being on rope Lara ignores ANY collision including level geometry. So the rope must have enough space around to avoid bugs.
That's not entirely true. Rope does respect levelmesh collisions, but very poorly. Nevertheless Lara will never fall inside the wall. That is unless the room is 1x1 grid size (never tested that), but then again why would you use rope if there's polerope?
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Old 10-10-17, 11:29   #57
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I once made a cave with stalactites like in tr3 crash site. And then had to make ceiling flat because of rope passing through them That's why I think we should keep it in mind.
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Old 11-10-17, 17:33   #58
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Default TriggerGroups and Organizers (some specials)

- Have you ever heard about the new TCMD flags? See them in NG Center. They are good for TriggerGroups like TGROUP flags. (TGROUP_COMMAND flag is needed for TCMD flags.)
- F128 is the only way to abort a loop Organizer, but you can also use it to abort single ones.
- F290 in "Resume from first command" mode will not only useable for a "resume" of an aborted Organizer, it also works like a "first enabling", i.e. as if you used an F127.
- F376 works like an F290 in
"Resume from first command" mode, but even for bigger Organizer ID's.
- F377 works like an F290 in
"Resume from next command immediately" mode, but even for bigger Organizer ID's.
- F378 works like an F290 in "Resume from next command in the required time" mode, but even for bigger Organizer ID's.
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Old 13-10-17, 18:28   #59
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Default TRLE vs. TRNG triggers

Some TRNG triggers (almost) work like classic TRLE trigger types - but there are differences which could be important sometimes:

a, Object activation and deactivation. (TRIGGER/PAD/HEAVY OBJECT, ANTITRIGGER/ANTIPAD/HEAVYANTITRIGGER OBJECT.)
b, Static/flyby camera activation and deactivation, camera targets. (CAMERA, TARGET.)
c, Sinks, secrets, flipmaps, level jumps. (SINK, SECRET, FLIPMAP/FLIPON/FLIPOFF, FINISH.)

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Old 14-10-17, 02:22   #60
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TRLE has small bugs which useful for speedrunners/glitchers. These both bugs related with water.
1. If sprinting, Lara can cross the water area where she usually wades. She continues sprinting while the sprint bar is not empty.
2. While Lara wades you can hold Action key, then Lara can pass over underwater pit without swimming if the pit has non-sloped edges.
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Last edited by A_De; 14-10-17 at 02:24.
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