30-06-18, 15:43 | #12871 |
Member
Joined: Jan 2012
Posts: 1,320
|
Again about the hydra: the description of OCB = 2048 is not correct I think. It says it should disable the small fire before magic shot, but in reality it completely disables any effect on missiles and makes them dull, harmless and therefore useless.
Is there a way to increase the magic damage by hydra? Because otherwise the only useful OCB is 1536 which burns Lara. All others are either too weak or buggy... Edit: Ok, is there a way to add to Hydra some idle animation to prevent it shooting fireballs? I know about special OCB, but I need the animation as a condition. Tried to use empty animation slot #8, but this made hyrda slowly disappear as if it was typical tr4 mortal enemy which just has been killed... Edit2: I forgot to remove the Die command from copied death animation But this way the hydra can not only shatter but also die normally I guess Last edited by A_De; 01-07-18 at 20:59. Reason: New found feature? |
03-07-18, 09:43 | #12872 |
Member
Joined: Jul 2010
Posts: 858
|
Hey there, is there a way to make Lara walking by default and running with shift?
If not I would like to have a plugin for this |
03-07-18, 20:20 | #12873 | |
Moderator
Joined: Dec 2011
Posts: 4,881
|
I am afraid but hydra features are weak, really, and I think we have not discovered yet how to modify them with scripts or plugins.
Quote:
Yes, perhaps it is the best if you post it in the plugin request thread. |
|
04-07-18, 09:28 | #12874 | |
Member
Joined: Sep 2006
Posts: 674
|
Quote:
http://www.tombraiderforums.com/showthread.php?t=211684 |
|
05-07-18, 09:00 | #12875 |
Member
Joined: Jan 2012
Posts: 1,320
|
Such a noob question, but how to make some flipeffect work in continuous way while Lara is on certain sector? I.e. how to make hef non-flammable under waterfall (smoke-emitter)? The flipeffect works only if Lara just goes over that sector but does nothing if she burns on it...
|
05-07-18, 09:27 | #12876 |
Moderator
Joined: Dec 2011
Posts: 4,881
|
Put it in a TriggerGroup, and activate the TriggerGroup flipeffect:
- multiple way: while Lara is in the trigger sector, it will be activated again and again, - continuous way: it will be activated again and again, after Lara crosses the trigger sector. You need another flipeffect "to stop the continuous TriggerGroup". |
05-07-18, 10:32 | #12877 |
Member
Joined: Jul 2010
Posts: 858
|
I found a way to make Lara walking by default and running with shift, it's a bit buggy, but I'll try to fix it
Btw thanks for the suggestion |
05-07-18, 10:57 | #12878 |
Member
Joined: Jan 2012
Posts: 1,320
|
Last edited by A_De; 05-07-18 at 11:47. |
05-07-18, 18:20 | #12879 | |
Member
Joined: Mar 2012
Posts: 90
|
Quote:
Like, If you save the .TRW files of both the walking and running animations, it should also save the state changes as well, and it might allow you to swap the walking with running while still keeping the correct animation links. Though you'd have to go through and adjust any other animation's links that connect to animation slots 0 and 1. I haven't actually tried it yet, but in theory, it should work! With a bit of tweaking of most animations' state changes, at any rate. I wish you luck though! I like where your project's going! |
|
05-07-18, 19:26 | #12880 |
Member
Joined: Jan 2012
Posts: 1,320
|
^ I don't think that we can swap running and walking this way. There are surely some hardcoded things which can mess all expectations. The scripted way seems more safe, but it is a bit complicated.
|
Thread Tools | |
|
|