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Old 05-07-18, 19:30   #12881
AkyV
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Quote:
Originally Posted by A_De View Post
@AkyV: thank you, it works

Here is the result, sorry for bad quality
Looks good.
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Old 05-07-18, 20:28   #12882
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Originally Posted by RocketLombax View Post
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.
Actually, it doesn't save any State Changes at all. It doesn't either save Next Animation and Next Frame values (which is a shame).
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Old 06-07-18, 06:13   #12883
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Hey there, is it possible to remove the shield defense from the KNIGHTS_TEMPLAR? Because when Lara aims at him he crouches with his shield in front of his head, and he doesn't move until Lara stops aiming him..
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Old 06-07-18, 17:47   #12884
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Hey everyone, I'm experimenting with some new gameplay features and a few months ago I wanted to create a room switching way like in the Silent Hill games. So I modified the animation for the small push switch, that it looks, like Lara would try to open a door, then the switch triggered a fitting sound effect, a teleportation to the new room and also a black screen for 1 second via flipeffects.

Now, when I look at that idea from months ago, it is really creative and it works fine, but I wondered, if there would be an easier and smoother way to do this, regarding I need four triggers for each side of every door.^^
And what should I do, if I want to open the door with a key? Then there is just one way to enter the room and maybe to go out, but to never enter it again, since the keyhole was already triggered...

And are there any ideas what to use as a smoother method instead of the 1 second blackscreen?
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Old 06-07-18, 18:05   #12885
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Won't flipmaps work in this case?
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Old 06-07-18, 18:35   #12886
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That's a great idea.. but what if I want to have like six, seven or eight keydoors in one level..?
Wasn't there a limit for flipmaps?
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Old 06-07-18, 19:43   #12887
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0 - 7.
So 8 in total.

Would it work if multiple keydoors are part of the same flipmap if those doors are not within sight of eachother?
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Old 06-07-18, 20:02   #12888
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I think, I wouldn't need 8 keydoors in each level, I just asked out of curiosity.^^

Okay, if there aren't any other ideas in general, then I will do it with flipmaps.

Thanks Titak (:
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Old 12-07-18, 17:10   #12889
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Does anyone have this animation anymore? Of course the link is dead
Thanks in advance
http://www.tombraiderforums.com/showthread.php?t=189612
EDIT: nevermind, found it
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Last edited by LoreRaider; 12-07-18 at 18:37.
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Old 13-07-18, 10:27   #12890
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I was wondering, is it possible to play an audio file when you click the new game button? I mean just as in the first three Silent Hill.
Thanks in advance, also if there isn't any solution .
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