17-07-11, 15:00 | #2981 |
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17-07-11, 16:02 | #2982 |
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Actually, the Windows copy and paste (Ctrl + C and Ctrl + V) features do work.
I use it all the time and I don't use the Cut and Paste button in the editor. |
17-07-11, 16:54 | #2983 |
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How do you make a certain vertical section of a wall climbable? I thought I remembered seeing a tutorial on that on Skribblerz but couldn't find it now.
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17-07-11, 17:16 | #2984 | |
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There is also a tutorial prj on Paolones site about this. To make a wall climbable at certain heights you have to use vertical triggers to allow ctrl only in certain hights.
Quote:
The crash report generally doesnīt reveal too much to us here. So for you itīs a matter of intelligent and methodical experiments to encircle the crash reason. |
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17-07-11, 17:24 | #2985 |
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22-07-11, 02:24 | #2986 |
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Joined: Feb 2009
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Is there actually a limited amount for script entries of a certain type, like the 'Animation=' ones?
As my level starts to crash as soon as I go above 128. I have excluded any conflicts between them, it is very likely the amount causing the crash. Thanks so far, if anyone knows. |
22-07-11, 09:06 | #2987 |
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Magic number 128...
I don't know if there a limit to the amount of Animation= possible in the script. Are you sure it is not linked to having that many extra animations in the wad? Animations take up a lot of resources and expand the size of a level tr4 a lot... You know, you have made me curious with your 128 Animation= scripts. What new moves have you come up with!? |
22-07-11, 10:18 | #2988 |
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Joined: Feb 2009
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Hmm. 700 used animation slots, does that sound like much?
I could animate all day, it is truly relaxing ... ^ They're all working fine though - the level loads perfectly with them, when the amount of script entries are kept below 128. And the tr4.file still looks normal sized. I'll see if I can store some of these "Animation=" entries into state change commands for now. But I hope it's just some weird bug, or some other issue I've got there with my animations. Since I planned to have ... more. And the content. Mostly animations built upon the default ones, (of which many are tweaked more towards my 'style') but mainly making Lara more responsive and flexible. Like when running over ledges whilst holding action will cause Lara to turn automatically around and grab the ledge, or new surface swimming, when holding Walk (TR1-5 Candle Moving), Nothing (Breaststroke) or Sprint (still deciding between Butterfly and Freestyle). And some more environmental animations, like Lara leaning against a wall if going idle for a while. And also many turn-around animations, for example when sliding down a slope. Oh. I like my AoDish Sprint Jump. *brags* Sorry, couldn't resist. |
22-07-11, 11:03 | #2989 | |
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Quote:
Wow! I really like your ideas! Will you ever release the whole LARA with all these new animations? I don't really like animating much. Mainly because I'm always struggling a lot to get them to look decent enough... What I was thinking of implementing in my underwater level is to use the sprint button to make her swim faster. Not doing her regular swimmovements but with one armstroke like in the normal swimming but then bombined with the up and down legmovements, kinda like in TRL/TRA/TRU. Maybe even have the normal swimming like that too (only slower than the sprint swimming) if I decide to give Lara flippers. |
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22-07-11, 23:28 | #2990 |
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I have this really huge bridge, and it is over a pit of about four rooms in depth. Before I go about selecting each and every one and entering the lower rooms and placing dummy triggers one by one (126 in all) is there any way to script a single dummy trigger for all of them? Like with an ItemGroup? So I can drag select all the squares that have a bridge over them and place one dummy for that ItemGroup is basically what I'm thinking. Or would that allow Lara to technically walk on all the bridge objects on any square there's a bridge object?
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