Tomb Raider Forums  

Go Back   Tomb Raider Forums > Tomb Raider Level Editor and Modding > Tomb Raider Level Editor > Tomb Raider Next Generation

Reply
 
Thread Tools
Old 31-08-18, 20:58   #11
LaraHCroft91
Member
 
LaraHCroft91's Avatar
 
Joined: Jun 2010
Posts: 331
Default

Quote:
Originally Posted by Joey79100 View Post
^
Since the way I've described would disable the sound by itself as soon as Lara isn't holding the flare anymore, you wouldn't have to stop it or restart it, it would be completely automatic.

I meant, the trigger must not call the sound in loop mode, but the sound itself must have the L flag (without R though).
When the settings are like this:

Quote:
GlobalTrigger= 6, FGT_SINGLE_SHOT_RESUMED, GT_LARA_HOLDS_ITEM, HOLD_FLARE, 20, 21, IGNORE ; flare
TriggerGroup= 20, $8000, 285, $55
TriggerGroup= 21, $2000, 71, $1E62

; Set Trigger Type - CONDITION 85
; Exporting: CONDITION(85:0) for PARAMETER(285) {Tomb_NextGeneration}
; <#> : OBJ_GEM_SMASH 285 Ok crysmash
; <&> : Sound. The <#>Sfx Sound effect is playing
; (E) :
; Values to add in script command: $8000, 285, $55

; Set Trigger Type - FLIPEFFECT 71
; Exporting: TRIGGER(7778:0) for FLIPEFFECT(71) {Tomb_NextGeneration}
; <#> : Sound. Play <&>Sound sample of second group (256-max) for (E) time
; <&> : BEETLE_CLK_WHIRR 354 Ok l_toy1
; (E) : 30 seconds
; Values to add in script command: $2000, 71, $1E62
It works great But if you throw flare away before the 30s period the Beetle sample is still plaing, what we don't want. I tried set the Flipeffect sound "Forever (use other action/effect to disable it)" - it was played forever = wrong, I tried it set to "Perform one single time" - it didn't played even once = wrong. So I left the 30 seconds. Did I what you meant?

Last edited by LaraHCroft91; 31-08-18 at 21:04.
LaraHCroft91 is offline   Reply With Quote
Old 31-08-18, 21:13   #12
Joey79100
Member
 
Joey79100's Avatar
 
Joined: Mar 2012
Posts: 3,741
Default

Try this:
Code:
GlobalTrigger= 6, IGNORE, GT_LARA_HOLDS_ITEM, HOLD_FLARE, IGNORE, 21, IGNORE ; flare
TriggerGroup= 21, $2000, 71, $1E62 ;Sound. Play <BEETLE_CLK_WHIRR>Sound sample (one single time)
(make sure your BEETLE_CLK_WHIRR sound has the L flag assigned to it in your WAD)
Joey79100 is offline   Reply With Quote
Old 01-09-18, 06:22   #13
LaraHCroft91
Member
 
LaraHCroft91's Avatar
 
Joined: Jun 2010
Posts: 331
Default

Quote:
Originally Posted by Joey79100 View Post
Try this:
Code:
GlobalTrigger= 6, IGNORE, GT_LARA_HOLDS_ITEM, HOLD_FLARE, IGNORE, 21, IGNORE ; flare
TriggerGroup= 21, $2000, 71, $1E62 ;Sound. Play <BEETLE_CLK_WHIRR>Sound sample (one single time)
(make sure your BEETLE_CLK_WHIRR sound has the L flag assigned to it in your WAD)
With this settings the Beetle sound play only once.

And also the condition of the sound crysmash (Lara fire the flare) is useful because we want the beetle sound starts playing from that moment, not before that.
LaraHCroft91 is offline   Reply With Quote
Old 01-09-18, 08:02   #14
Joey79100
Member
 
Joey79100's Avatar
 
Joined: Mar 2012
Posts: 3,741
Default

Quote:
Originally Posted by LaraHCroft91 View Post
And also the condition of the sound crysmash (Lara fire the flare) is useful because we want the beetle sound starts playing from that moment, not before that.
Erf, this is the issue with guessing things without actually trying them, you overlook important details.
I'll try things later in the weekend maybe.

Still, you haven't replied, does your sound has the L flag in your WAD? And without the R flag? To me it looks like not, since you say it plays once. Sounds with that flag should play for one frame only and stopped right after it they're not re-triggered the next frame.

Last edited by Joey79100; 01-09-18 at 08:04.
Joey79100 is offline   Reply With Quote
Old 01-09-18, 08:16   #15
LaraHCroft91
Member
 
LaraHCroft91's Avatar
 
Joined: Jun 2010
Posts: 331
Default

Quote:
Originally Posted by Joey79100 View Post
Erf, this is the issue with guessing things without actually trying them, you overlook important details.
I'll try things later in the weekend maybe.

Still, you haven't replied, does your sound has the L flag in your WAD? And without the R flag? To me it looks like not, since you say it plays once. Sounds with that flag should play for one frame only and stopped right after it they're not re-triggered the next frame.
No, it's ok

And about the Beetle sound, yes - I have L flag enabled and R flag is disabled.

Edit: Now we are getting somewhere...

Quote:
GlobalTrigger= 6, IGNORE, GT_LARA_HOLDS_ITEM, HOLD_FLARE, 20, 21, 22 ; flare
TriggerGroup= 20, $8000, 285, $55
TriggerGroup= 21, $2000, 71, $62
TriggerGroup= 22, $8000+TGROUP_NOT, 7, $23, $2000, 73, $62

; Set Trigger Type - CONDITION 85
; Exporting: CONDITION(85:0) for PARAMETER(285) {Tomb_NextGeneration}
; <#> : OBJ_GEM_SMASH 285 Ok crysmash
; <&> : Sound. The <#>Sfx Sound effect is playing
; (E) :
; Values to add in script command: $8000, 285, $55

; Set Trigger Type - FLIPEFFECT 71
; Exporting: TRIGGER(98:0) for FLIPEFFECT(71) {Tomb_NextGeneration}
; <#> : Sound. Play <&>Sound sample of second group (256-max) for (E) time
; <&> : BEETLE_CLK_WHIRR 354 Ok l_toy1
; (E) : Forever (use other action/effect to disable it)
; Values to add in script command: $2000, 71, $62

; Set Trigger Type - CONDITION 35
; Exporting: CONDITION(35:0) for PARAMETER(7) {Tomb_NextGeneration}
; <#> : Holding_Flare
; <&> : Lara. (Holds) Lara is holding/driving the <#>item
; (E) :
; Values to add in script command: $8000, 7, $23

; Set Trigger Type - FLIPEFFECT 73
; Exporting: TRIGGER(98:0) for FLIPEFFECT(73) {Tomb_NextGeneration}
; <#> : Sound. Stop <&>Sound sample of second group (256-max)
; <&> : BEETLE_CLK_WHIRR 354 Ok l_toy1
; (E) :
; Values to add in script command: $2000, 73, $62
Now when Lara fire the flare it plays until she throw it away. The only thing I have to add is when Lara pick up the flare again and problem is when she is crawling on all fours - she can't throw it away so the holding_flare is still active.

Edit2: The current situation is this:

Quote:
GlobalTrigger= 6, IGNORE, GT_LARA_HOLDS_ITEM, HOLD_FLARE, 20, 21, 22 ; flare
TriggerGroup= 20, $8000, 285, $55, $8000+TGROUP_OR, 204, $1E
TriggerGroup= 21, $2000, 71, $62
TriggerGroup= 22, $8000+TGROUP_NOT, 7, $23, $8000+TGROUP_OR, 5, $5, $2000, 73, $62

; Set Trigger Type - CONDITION 85
; Exporting: CONDITION(85:0) for PARAMETER(285) {Tomb_NextGeneration}
; <#> : OBJ_GEM_SMASH 285 Ok crysmash
; <&> : Sound. The <#>Sfx Sound effect is playing
; (E) :
; Values to add in script command: $8000, 285, $55

; Set Trigger Type - CONDITION 30
; Exporting: CONDITION(30:0) for PARAMETER(204) {Tomb_NextGeneration}
; <#> : Animation= 204
; <&> : Lara. (Animation) Lara is performing <#>animation
; (E) :
; Values to add in script command: $8000, 204, $1E

; Set Trigger Type - FLIPEFFECT 71
; Exporting: TRIGGER(98:0) for FLIPEFFECT(71) {Tomb_NextGeneration}
; <#> : Sound. Play <&>Sound sample of second group (256-max) for (E) time
; <&> : BEETLE_CLK_WHIRR 354 Ok l_toy1
; (E) : Forever (use other action/effect to disable it)
; Values to add in script command: $2000, 71, $62

; Set Trigger Type - CONDITION 35
; Exporting: CONDITION(35:0) for PARAMETER(7) {Tomb_NextGeneration}
; <#> : Holding_Flare
; <&> : Lara. (Holds) Lara is holding/driving the <#>item
; (E) :
; Values to add in script command: $8000, 7, $23

; Set Trigger Type - CONDITION 5
; Exporting: CONDITION(5:62) for PARAMETER(5) {Tomb_NextGeneration}
; <#> : Moving on all fours or is duck
; <&> : Lara. (Status) Lara is performing <#>action is (E)
; (E) : TRUE (Lara is performing #action)
; Values to add in script command: $8000, 5, $5

; Set Trigger Type - FLIPEFFECT 73
; Exporting: TRIGGER(98:0) for FLIPEFFECT(73) {Tomb_NextGeneration}
; <#> : Sound. Stop <&>Sound sample of second group (256-max)
; <&> : BEETLE_CLK_WHIRR 354 Ok l_toy1
; (E) :
; Values to add in script command: $2000, 73, $62
When Lara fires the flare - so the sound "crysmash" is playing, the beetle sounds starts too. When Lara throws the flare away - the beetle sound stops playing. When Lara pick up the flare (when it is still burning) from floor - beetle sound starts to play again. And so on. When Lara goes to duck+on all fours - the beetle sound stops (preventing from playing forever when Lara can't throw away the flare because of ducking). BUT I can't force Lara when she stand up again from the duck to beetle sound plays again. Do you know how can I achieve it? The condition of GT that the beetle sound should play when she is holding flare is obviously not enough... I also had this condition in TG 21 but it ignores that too.

Also does anybody better ideas? Thank you

Last edited by LaraHCroft91; 02-09-18 at 19:04.
LaraHCroft91 is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 22:11.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.