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#1001 |
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Archaeologist
Join Date: Jun 2007
Location: At the computer
Posts: 1,437
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^ The flare is simply showing as the default (boring) flare setting, it’s unchanged no matter where in the script I’ve tried to insert the line:
Customize= CUST_FLARE, FFL_ADD_SMOKE_TO_SPARKS + FFL_ADD_SPARKS, 30, 128, 192, 0, 25 I’ve tried reinstalling all the TRNG updates, and still no change. That’s why I was wondering if there is a specific place in the script that the line is supposed to go? I tried putting it in the ‘Options section’ but I got a build error. |
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#1002 |
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Historian
Join Date: Mar 2006
Location: Germany
Posts: 377
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Try putting it in the [Level] bit for that level, see if that works.
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#1003 | |
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Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,474
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It is indeed supposed to go in the [Level] section, as said about the Customize= command in the reference section.
From NG_Center Reference: Quote:
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 13-02-10 at 16:40. |
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#1004 |
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Junior Member
Join Date: Jan 2010
Posts: 121
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Is there a way to get rid of the irritating clipping of when an objects face is flat on a wall, and it dissapears and reappears with the lines?
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#1005 |
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Archaeologist
Join Date: Jun 2007
Location: At the computer
Posts: 1,437
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Ok, I’ve tried it in a different line of the [LEVEL] section, but it’s still not working.
Its still showing the boring default flare. Is there perhaps something else I have to do other than set the line in the script? (I’ve used the save and build features in NGCentre and I’ve output the WAD numerous times) This is what the script for my level looks like now: [Level] Customize= CUST_FLARE, FFL_ADD_SMOKE_TO_SPARKS + FFL_ADD_SPARKS, IGNORE, 250, 205, 15, IGNORE Name= WaterCV Horizon= ENABLED Layer1= 160,160,192,7 Equipment= smallmedi_item, 1 Equipment= bigmedi_item, 1 Equipment= flare_item, 12 Equipment= flare_inv_item, 12 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Ba Cartouche, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,The Hand Of Orion, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,The Hand Of Sirius, $0000,$0400,$8000,$c000,$0000,$0002 LoadCamera= 0,0,0,0,-0,0,0 Level= DATA\WaterCV,115 |
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#1006 | |
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Archaeologist
Join Date: Mar 2009
Location: England - Age: 16 - Gender: Male
Posts: 1,555
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Quote:
__________________
Playing TR3 and getting all secrets. Locations left: London, Antarctica |
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#1007 | |
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Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,474
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Quote:
Btw, 127 is the max possible value for World FarView. @ AgentXP: Looks like you have done the right thing. What's with the Equipment= flare_item, 12 entry? You only need Equipment= flare_inv_item, 12 because this is the actual flares inventory item. The flare-item is only the flare object that appears when Lara throws the flare away or drops it.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. |
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#1008 |
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Archaeologist
Join Date: May 2005
Location: Sicily, Italy
Posts: 1,227
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i made a try and it seems that only the string
Equipment= flare_item, X is needed putting flare_inv_item doesn't work, i know it should be the opposite
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#1009 |
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Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,474
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Oh, that's odd.
![]() Never tried it for the flares so I didn't know. In that case the Equipment= flare_inv_item, 12 could be removed.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. |
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#1010 |
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Archaeologist
Join Date: May 2005
Location: Sicily, Italy
Posts: 1,227
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yes, that's weird lol
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