17-04-17, 11:03 | #11541 |
Golden
Joined: Apr 2013
Posts: 1,421
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Is it possible to activate CD tracks with a heavy trigger in the title flyby sequence? I want to have separate audio for each sequence (like in chronicles) but nothing seems to happen. I've put a heavy trigger for the CD track on the square of a flyby cam, and have enabled OCB 14 on the flyby cam but it doesn't play in game??
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17-04-17, 14:15 | #11542 |
Member
Joined: Oct 2006
Posts: 2,372
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Has anyone experimented with using fragmented triggers for makeshift stairs?
It seems that if you place two bridge objects on the same square only the lower bridge will have the custom size whereas the other placed higher will have default square collision only. In this scenario both bridges were using the same fragmented trigger but the condition is only true for the first. Of course, it's possible to export fragmented triggers into a script command so I'm wondering if there's a possible workaround to this limitation - have two (or more!) fragmented triggers (horizontal strips in this case) in the script with a trigger group but the problem is how to use one bridge with one exported script and the other bridge with another, but in the same trigger group. Ideally my stairs would need 3 steps, maybe 4 but I'm testing with two for simplicity's sake. (also placing a third bridge object caused the lowest and top bridge to have default collision whereas the middle one had none). |
17-04-17, 21:01 | #11543 | |
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Joined: Jul 2007
Posts: 4,183
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Quote:
EDIT: It's been quite long since I asked but is the failing shatter8-9 problem already resolved? I mean that situation when you have an enemy supposed to smash a barrier but he can't. I know MpGrill had this, didn't get a clue, now I have this and I don't get a clue. Any clue? Last edited by DJ Full; 17-04-17 at 21:04. |
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17-04-17, 22:18 | #11544 | ||
Moderator
Joined: Dec 2011
Posts: 4,881
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Quote:
My suggestion is a Toggle Opacity floor between the two bridges (with invisible textures), only from above! So no Toggle Opacity ceiling on the other side of that floor, which means: - there is only a little gap between that floor and the bridge above, so Lara ("split" by that floor level) will never detect that floor collision, and - there is no ceiling collision there, so that is not a "crawlspace" for Lara. That is why: - real floor below the lower bridge: collision trigger for that bridge, and - invisible floor below the higher bridge: collision trigger for that bridge. Quote:
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18-04-17, 12:15 | #11545 |
Member
Joined: Jul 2007
Posts: 4,183
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OK thanks I'll let you know.
Last edited by DJ Full; 18-04-17 at 21:48. |
18-04-17, 14:43 | #11546 |
Member
Joined: Oct 2006
Posts: 2,372
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That was my fear, thanks. Your solution sounds useful in some instances but I have simpler solution for a half-block stair case. Simply create a standard stairs with the LE blocks in the editor except each step is 2 clicks high. The place a bridge and fragmented trigger with a 2x2 strip (plus a static step matching the dimensions) placed 1 click high on each step. It's great for tombs but a bit large for modern areas.
I do have another issue with bridges however, I know I can add depth to a bridge - but I need to add height to a custom tilt bridge for monkey swinging - well a 'new' move to be precise; The camera is an issue - I really need it to detect a solid ceiling above the player because I can't really see properly when Lara is hanging (so far I only have a hanging anim). I tried using negative ocb values to see if the 'depth' would go upwards but that just made an even deeper solid block all the way to the ground. |
18-04-17, 16:12 | #11547 |
Golden
Joined: Apr 2013
Posts: 1,421
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I tried that too. My current workaround is having one background track that plays the separate tracks in order, however if you leave the game long enough it goes out of sync because it's difficult to get exact timings, I guess that's only a minor issue.
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18-04-17, 18:57 | #11548 |
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Joined: Mar 2012
Posts: 3,741
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I'm gonna shoot myself up. Or jump off a cliff, not sure yet. This is using the BtB2015 Wad. As long as I'm using the original Wad, the level converts (however NGTom2PC crashes after it has listed many missing sounds, but still the level is built). But as soon as I add my Lara with WadMerger, it does this. My Lara is a full object, ie. the meshes are real instead of being dummy meshes. I've done this for practical reasons (it makes correct collision boxes when making animations in WadMerger). Could the reason be that the WAD is just below the limits, and adding my Lara makes it all blow up because of too many textures? I have to try removing the textures my Lara uses and see if it works. But if you already have an answer, feel free to explore the rest of the house and gardens. *brain damaged* |
18-04-17, 19:19 | #11549 | |
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Joined: Oct 2006
Posts: 2,372
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Quote:
Honestly I don't know. I assume you've used this Lara object on other levels? Check if there's anything else in the wad that you don't need (eg if you're planning a level set, do you need every enemy in every level?). |
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18-04-17, 21:51 | #11550 | ||
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Joined: Jul 2007
Posts: 4,183
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Quote:
Quote:
I am sure the reason is entirely weird, like that hardcoded sarcophagus pickup frame which troubled me for few hours today Last edited by DJ Full; 18-04-17 at 21:53. |
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