16-11-17, 12:30 | #12181 |
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Joined: Apr 2005
Posts: 9,208
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Sounds like a rendering issue, so a serious fix would be necessary.
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16-11-17, 12:53 | #12182 | |
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Joined: Apr 2012
Posts: 10,346
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Quote:
Anyways, you can make a global trigger with FGT_Disabled and activate it on the squares you want it to check. On the other squares, you disactivate it. |
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16-11-17, 12:59 | #12183 |
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Joined: Jul 2016
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21-11-17, 22:06 | #12184 |
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Joined: Jul 2010
Posts: 858
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Is there a way to remove tht ignition key of the Jeep? And is there a way to change the speed of the vehicles?
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21-11-17, 22:08 | #12185 |
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Joined: Apr 2012
Posts: 10,346
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21-11-17, 22:20 | #12186 | |
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Joined: Dec 2011
Posts: 4,881
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So it won't pop up if you hit Action key? I don't think so. A typical plugin feature. You may ask it in the plugin request thread.
Or you can try a GlobalTrigger with GT_SELECTED_INVENTORY_ITEM, maybe. Quote:
Later I will try to implement it as a plugin feature... |
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22-11-17, 10:00 | #12187 |
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Joined: Jul 2012
Posts: 4,286
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Edit: Nevermind. I solved it.
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30-11-17, 16:49 | #12188 |
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Joined: Nov 2007
Posts: 7,582
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Anyone know how I could set up this scenario:
Baddie patrols and spots Lara. He then runs to an object on the wall (keypad) and activates an alarm - calling more baddies to the room. Basically what they can do in TR3's Nevada and TRC's VCI levels. |
30-11-17, 17:30 | #12189 |
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Joined: Apr 2005
Posts: 9,208
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I think that should be possible to do even with regular TRLE...
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30-11-17, 17:38 | #12190 |
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Joined: Dec 2011
Posts: 4,881
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AI_AMBUSH: run between two nullmeshes. But no patrol now.
AI_PATROL: it is inverse. First move to a nullmesh, then patrolling. This is also wrong. Plus, patrolling enemies are harmless and stop forever, noticing her. (An old bug, maybe?) Some kind of combination is needed of forced animations/states. I don't know what else to suggest. |
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