28-10-17, 14:26 | #1 |
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Joined: Jul 2003
Posts: 33,359
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TRNG - Re-enable & Disable Pickups
Tutorial made by matrix54 Native to the TRLE is the ability to pickup ammunition after Lara has used all of a particular type up, with the exception of uzi ammo. For years, players have wanted this very ability for all pickups and it's finally arrived! It even works on Uzi ammo! It's also super simple, red being the the item index you wish to change (which can be grabbed by clicking on the objects in the TRLE). This object will require the OCB code of 128 for this to work in addition to any OCBs for picking it up from a pedestal, a higher pedestal, or activating a trigger. Code:
; Set Trigger Type - ACTION 54 ; Exporting: TRIGGER(54:0) for ACTION(85) {Tomb_NextGeneration} ; <#> : UZI_AMMO_ITEM ID 85 in sector (9,9) of Room0 ; <&> : Variables. Set the index of <#>moveable as Selected Item ; (E) : ; Values to add in script command: $5000, 85, $36 Code:
; Set Trigger Type - FLIPEFFECT 255 ; Exporting: TRIGGER(8231:0) for FLIPEFFECT(255) {Tomb_NextGeneration} ; <#> : Variables. Memory. Set in <&>Selected Item memory the (E)Value ; <&> : Flags of Item (Long) ; (E) : Value 32 ; Values to add in script command: $2000, 255, $2027 Code:
TriggerGroup= 1, $5000, 85, $36, $2000, 255, $2027 What value is being changed exactly? These are a selected items’s object flags. Though it is recommended that you don’t experiment with them (since the game will easily crash if you used the wrong values), the codes provided in this tutorial do no harm. I also suggest calculating and assigning prior to using flags to avoid crashes. Here are the flags: Code:
1 - NONE // Used to clear flags 2 - ACTIVE // Item is active 4 - CREATURE // Creatures are Invisible until triggers 8 - NOT_VISIBLE // Item was not visible before being active 16 - GRAVITY_AFFECTED // Item is falling or jumping and is subject to the gravity simulation 32 - NOT_YET_ENABLED // Object hasn’t been enabled 64 - KILLED_WITH_EXPLOSION // Added to remember that the enemy was killed with an explosion 128 - POISONED // This object has been poisoned 256 - AI_GUARD // This enemy was over AI_GUARD 512 - AI_AMBUSH // This enemy was over... 1024 - AI_PATROL1 // ... 2048 - AI_MODIFY // ... 4096 - AI_FOLLOW // ... 8192 - THROWN_AMMO // Unsure if used for visible ammo like grenades or arrows Code:
; Set Trigger Type - FLIPEFFECT 255 ; Exporting: TRIGGER(9767:0) for FLIPEFFECT(255) {Tomb_NextGeneration} ; <#> : Variables. Memory. Set in <&>Selected Item memory the (E)Value ; <&> : Flags of Item (Long) ; (E) : Value 38 ; Values to add in script command: $2000, 255, $2627 Code:
TriggerGroup= 2, $5000, 85, $36, $2000, 255, $2627 |
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