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Old 13-06-18, 21:14   #12821
Titak
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^
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Old 14-06-18, 17:50   #12822
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Is there a way to make an entire bridge of Falling_Blocks crumble when Lara steps on the first one?

I'd like to make an "impassable" bridge, that falls and puts Lara back down at the bottom of a valley she must then climb out of. Sort of like when happens midway through Lara Croft Go!
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Old 15-06-18, 20:37   #12823
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I want to use a swing pole in my level i put the parallel bars and the anims but in game she just keeps swinging and never jumps, how is the correct way to using it??
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Old 16-06-18, 07:24   #12824
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Quote:
Originally Posted by Craig Michaels View Post
Is there a way to make an entire bridge of Falling_Blocks crumble when Lara steps on the first one?

I'd like to make an "impassable" bridge, that falls and puts Lara back down at the bottom of a valley she must then climb out of. Sort of like when happens midway through Lara Croft Go!
Perhaps some GT with condition like [object ID #X has been triggered] could work? Add triggers for all other falling_bllocks to executable Trigger group. You will probably need a single execution flag for that trigger group.
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Old 16-06-18, 10:32   #12825
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Is there a way to have a bridge disabled until events happen (i.e global triggers etc)? I've tried to put a trigger triggerer but the bridge is climable nevertheless. I cannot use any flipmaps because it's ORC, so is there any TRNG method that could help me? thankss!
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Old 16-06-18, 10:39   #12826
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Do you mean trigger triggerer on the DUMMY trigger under the bridge?
What if you try a TRIGGER trigger instead? I mean, that have a same effect in this case, like DUMMY, it would be problematic only eg. if the bridge would also have some animation to be triggered now.

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Originally Posted by sampiza View Post
I want to use a swing pole in my level i put the parallel bars and the anims but in game she just keeps swinging and never jumps, how is the correct way to using it??
I suppose you used Paolone's Swing Bar WADs as a source for the object and 461, 462, 463 animations. Please check the animation values (speed, state change etc.) there, comparing them to your WAD.

Last edited by AkyV; 16-06-18 at 10:50.
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Old 16-06-18, 10:48   #12827
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^I do have a normal trigger for the bridge below it

EDIT: Here's the test setup i've made:


however the bridge is still standable before going through the trigger triggerer trigger
Note that the trigger is a normal trigger, not dummy

Last edited by SrDanielPonces; 16-06-18 at 10:51.
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Old 16-06-18, 11:03   #12828
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Another idea:
A constant TRIGGER (or DUMMY), without TRIGGER TRIGGERER. Trigger/Dummy is for an invisible plate (a BRIDGE_CUSTOM, a second "bridge flat", made flat by OCB), horizontally in the same position where the seeable bridge is. You use TRNG Action triggers to move the invisible bridge up or down.
Seeable bridge has no Trigger/Dummy.
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Old 16-06-18, 11:11   #12829
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with that one I had an idea
I've simply used parameters= to move the bridge down, below the map, and after some globaltriggers are activated, the bridge moves back up where it was... it seems to work very well

all my bridges use invisible(magenta) meshes btw haha
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Old 16-06-18, 17:02   #12830
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Quote:
Originally Posted by AkyV View Post
I suppose you used Paolone's Swing Bar WADs as a source for the object and 461, 462, 463 animations. Please check the animation values (speed, state change etc.) there, comparing them to your WAD.
Did this and still, she doesn't jump just keeps swinging.
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