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Old 13-03-15, 08:02   #1
AkyV
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Default TRNG – Controlling Lara’s interaction with Moveable objects

Instructions:

1. Copy the setup in your Script.
2. Build the Script.

Special instructions, if the Script doesn’t work/cannot be built:

1. Check TriggerGroup and GlobalTrigger ID’s and change them if you are already using the ID in another TriggerGroup/GlobalTrigger.
2. If you already have a Parameters= PARAM_BIG_NUMBERS command at your level, then remove the same command of the setup you’ve just copied, and type the amount value of the removed command into the old command.
3. Open the Find Trigger Number window in Set Trigger Type panel, and copy-paste the underlined triggers there (one by one), to check them:

- If you changed TriggerGroup/GlobalTrigger ID’s, then you also need to change the TriggerGroup/GlobalTrigger ID in the trigger (if it is a trigger about a TriggerGroup/GlobalTrigger).
- If you removed the new Parameters= PARAM_BIG_NUMBERS command, you need to check if the big number index is still okay in the trigger (if it is a trigger about big numbers). If it is not, then choose the good one.
- Maybe you need to choose another variable, because you can’t use the variables (Global Byte Alfa1, Global Short Alfa1) I used in the setups. So choose another one now (if it is a trigger about variables), if it is needed.
You are never allowed to change Current Value variable!

Export the trigger you have changed, replacing the previous trigger in the Script.
3. Build the Script.

Don't forget: PARAM_BIG_NUMBERS position ID in the triggers, after the $ sign, must be typed in hexadecimal format!

Command:
Change the OCB to Y to modify the behavior of X object

Just activate an A79 trigger for X object in the game to change OCB for Y – for example, see PUSHABLE_OBJECT OCB numbers to enable/disable pushing or pulling.

Important!
If you experience that the effect of A79 dissipates when you load a savegame, then use A79 in one of these ways:

First, export A79 in a TriggerGroup. Then:

- Activate an F118 in “continuous” mode for the TriggerGroup to activate A79. – Activate an F192 for the same TriggerGroup if you don’t want to fix that bug any more.
- Or activate the TriggerGroup with a GlobalTrigger, with a continuous condition (eg. GT_ALWAYS) to activate A79. – If the condition goes false or you disable the GlobalTrigger with an F109 then the bug fixation will stop.

Condition:
If X object behaves according to Y OCB

For example, if you’d like to know if pushing is disabled for X pushblock or not – because you want to change the OCB with an A79.

TriggerGroup= 1, $5000, X, $36, > ; define object with X Room Editor ID
$2000, 256, $1110, > ; put the actual OCB into Global Short Alfa1 (GSA1) variable
$8000, 16, $Z028 ; if GSA1 is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
Parameters= PARAM_BIG_NUMBERS, Y

X is the object ID you see in Room Editor.
Y is the required OCB number.

For example, the pushblock has these features typed in its OCB window:
+64: TRNG features enabled
+256: pushing is disabled
+4096: north wall is climbable

So if you haven’t enabled the pushing with an A79, then Y must be 64+256+4096=4416.
But if you have enabled the pushing with an A79, then Y must be 64+4096=4160.

The easiest solutions to use the conditions:
- The TriggerGroup (1) ID is referred by a C15 trigger. There is a TRIGGER placed in the map, overlapped with the CONDITION trigger. The TRIGGER will be executed if Lara is in the trigger zone when the CONDITION is true.
- The TriggerGroup (1) ID is referred by the IdConditionTriggerGroup field of a GlobalTrigger.

Command:
Make Lara get out/off the vehicle

Activate an F118 in “single” or “multiple” mode for TriggerGroup#1 to make her get out/off.

1. There is no “getting out/off” animation being performed.

TriggerGroup= 1, $2000, 342, $7F17, > ; force „Lara is not in a vehicle” status
$2000, 169, $Y, > ; make Lara perform X idle animation (eg. Animation103) when she has just got out/off the vehicle (Y is the hexadecimal version of X)
$2000, 79, $Z ; use this trigger only if you don’t want Lara to be next to the vehicle, when she has just got out/off, so this time she will be at LARA_START_POS that has W OCB typed (Z is the hexadecimal version of W)

The command could be useful maybe mostly in these situations:

- If Lara leaves a level on a vehicle but starts the next level standing on feet then usually you need to use ResetHUB. ResetHUB has several unwanted effects, but you get rid of them, if you use this combination instead of ResetHUB now. Lara object will activate the command when the level starts. (But don’t forget: you need to place any vehicle anywhere in the new level to prevent the game from crashing.)
If you use that $2000, 79, $Z then Lara will show up in the position of LARA_START_POS of $2000, 79, $Z after the level jump, not in the position of Lara object.
- When she’s driving a vehicle then you start a cutscene/movie (still on/in the vehicle). After that ends then Lara won’t be on/in the vehicle any more. (This time you shouldn’t let the command be activated under complicated circumstances. Eg. if Lara is driving the motorbike upwards on a slope then she is tilted backwards when the command is being activated – so, after the activation she will still be tilted backwards, on feet.)

2. There is the “getting out/off” animation being performed.

This is the more spectacular one (because now you’ll see the “getting out/off” animation), but the less exact one as well (because when you start the command, then the vehicle start braking, and it stops only at the end of the braking distance, in a hardly computable position).

This setup works only for motorbikes, but you can modify the setup even for other vehicles.

TriggerGroup= 1, $8000, 11, $23, > ; if Lara is riding a motorbike.
$2000, 51, $0, > ; disable all keys (so the player can’t prevent this setup)
$2000, 53, $808, > ; perform Key Jump for 3 seconds (so perform a long brake)
$2000, 109, $101 ; enable GlobalTrigger1
GlobalTrigger= 1, FGT_DISABLED, GT_CONDITION_GROUP, IGNORE, 2, 3, IGNORE
TriggerGroup= 2, $8000, X, $1E, > if Lara is performing Animation X
TriggerGroup= 3, $2000, 53, $604, > ; perform Key Right for 1 second (so Lara will get off)
$2000, 53, $8, > ; perform Key Jump for a moment (so Lara will get off)
$2000, 109, $201 ;enable GlobalTrigger2
GlobalTrigger= 2, FGT_DISABLED, GT_CONDITION_GROUP, IGNORE, 4, 5, IGNORE
TriggerGroup= 4, $8000, 103, $1E ; if Lara is standing
TriggerGroup= 5, $2000, 52, $0, > enable all keys
$2000, 109, $200, > ; disable GlobalTrigger2
$2000, 109, $300 ; disable GlobalTrigger3

Animation X is the absolute animation ID of VEHICLE_EXTRA Animation18: “idle bike with Lara on it”.
If you don’t understand absolute animations then see eg. my “weapon in the hands” tutorial for some explanation.

Command:
Make Lara get in/on X vehicle

This command is not recommended for other vehicles than motorbike or jeep.

TriggerGroup= 1, $2000, 263, $Z0FF, > put the number at Z0 position of PARAM_BIG_NUMBERS (Z0 is 0 in this example) into Current Value variable (Note: turn Z0 into a hexadecimal value in this trigger.)
$2000, 301, $0, > ; converts the Room Editor ID of the object into game ID
$2000, 278, $17, > ; force the object ID of the given vehicle as the actual vehicle
$2000, 169, $Y, > ; force an „idle vehicle with Lara on it” animation on Lara (Eg. it is Animation18 of VEHICLE_EXTRA in the case of the motorbike.)
$2000, 79, $Z, > ; transport Lara to the LARA_START_POS object on the same square where the vehicle is. (Without this trigger, the chase camera will go into the new position probably only if Lara starts moving with the vehicle.) - If Lara has a bad facing after activating the combination, then you must rotate the LARA_START_POS.
$5000, X, $3C ; due to technical reasons, this trigger is needed to save the vehicle coordinates in savegames, if Lara starts driving the vehicle after getting in/on
Parameters= PARAM_BIG_NUMBERS, X

X is the object ID you see in Room Editor.
Y is the absolute ID of the given animation. (Note: turn Y into a hexadecimal value in this trigger.)
Z: the ID you typed in that LARA_START_POS. (Note: turn Z into a hexadecimal value in this trigger.)

Activate an F118 in “single” or “multiple” mode for TriggerGroup#1 to make her get in/on.

This time there is no “getting in/on” animation being performed ever. Because there could be too many things to do in that setup to get rid of bugs.

This command is useful, because:

- If Lara leaves a level on feet but starts the new level on/in a vehicle. Lara object will activate the command when the level starts. The vehicle must be on the same square where Lara object is. (Now you don’t need that LARA_START_POS and its trigger.)
- You start a cutscene/movie when Lara is on feet. After that ends then Lara will be on/in a vehicle.
- You start a cutscene/movie when Lara is on/in a vehicle. After that ends then Lara will be on/in another vehicle.
- (If I’m right and it works only with jeep/motorbike then usually you don’t need this command if Lara leaves the level on/in motorbike/jeep and starts the next level on/in motorbike/jeep. Just place that vehicle in the new level anywhere. Use the command only if you have both jeep/motorbike in the new level, and you experience the wrong vehicle of them with Lara just after the level jump. In that case the command will place Lara on/in the proper vehicle.
If you use that $2000, 79, $Z then Lara will show up in the position of LARA_START_POS of $2000, 79, $Z after the level jump, not in the position of Lara object.)

Important! If it is not a command for a level jump, then don’t let the command be activated under complicated circumstances. Eg. if Lara is jumping when activates the command the she will in a strange position on the vehicle.

Condition:
If Lara is X driving/not driving any vehicle

TriggerGroup= 1, $2000, 277, $17, > ;put the driving status into Current Value variable
$8000, 255, $X; if Current Value is X

X values are:
2A – not driving
29 – driving

Condition:
If Lara is driving X vehicle

TriggerGroup= 1, $2000, 277, $17, > ;put the vehicle object index into Current Value variable
$2000, 300, $0, > ; converts the game ID of the object into Room Editor ID
$8000, 255, $Z028; if Current Value is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
Parameters= PARAM_BIG_NUMBERS, X

X is the object ID you see in Room Editor.

Command:
X enable/disable for Lara to use Y object

For example, if Lara is standing at the zipline grip but the zipline is disabled, then she won’t grab the grip (the player uses CTRL, though) till you enable the zipline.

TriggerGroup= 1, $5000, Y, $36, > ; define object with Y Room Editor ID
$2000, 255, $X27 ; enable/disable object

X values are:
20 - enable
23 - disable

Possible objects are:

- pushpull/kick doors,
- double doors,
- crowbar doors,
- underwater doors,
- floor/ceiling trapdoors,
- zipline,
- sarcophagus,
- scales.

Also possible ones but you can’t enable them again if you disabled them previously:

- falling block,
- picking up with crowbar,
- firerope.

Activate all the enable/disable commands of this tutorial in this way:

In „enable” case, activate an F118 in “single” or “multiple” mode for TriggerGroup#1 to enable the object.
But the effect of the same command in “disable” case dissipates when you load a savegame, so activate the TriggerGroup now one of these ways:

- Activate an F118 in “continuous” mode for the TriggerGroup. – Activate an F192 for the same TriggerGroup if you don’t want to fix that bug any more.
- Or activate the TriggerGroup with a GlobalTrigger, with a continuous condition (eg. GT_ALWAYS). – If the condition goes false or you disable the GlobalTrigger with an F109 then the bug fixation will stop.

Naturally you cannot enable the object till you stop the disabled situation with F192/F109 or with the GlobalTrigger condition going false.

Notes:

- See OCB’s for pushblocks to enable/disable some interaction types of them.
- See A77 and A78 triggers to enable/disable tightropes.
- See more below, to disable/enable interactions of falling block, pulley, crowbar switch.

Natural situations to open closed doors

Usually there is a keyhole next to the door, so the door will open, automatically, only if Lara uses a key in the keyhole. That is not really realistic. Lara opens pushpull doors personally, that is realistic, but pushpull doors are only shut, you can never close them.
A natural situation with a closed pushpull door is: “The player uses CTRL, but the door cannot open. If Lara uses the key directly on the door, then the door will open, if the player uses CTRL after that”. - If you want to achieve that, then you need this workaround:

- First a command (see just above) needs to be activated anywhere else in the level to disable the door. – After that CTRL is useless to open the door, if the key is not in the inventory. Then:
- Place an invisible keyhole on the door. (Just as on the door in Coastal Ruins in the mouth of the tunnel towards the Catacombs). There are a KEY trigger and two TRIGGER triggers below the keyhole. If the player uses CTRL, when the key is the inventory, then TRIGGERs will do that:

TRIGGER1: an F192 or an F109 to stop bug fixation (see just above).
TRIGGER2: an F118 to enable the door.

- After that another CTRL is useful to open the door, the usual way: Lara grabs the doorknob.

The setup could be more interesting, if you use the “Lara tries the doorknob but the door is closed” custom animation of AOD. The GlobalTrigger, that will perform the animation, has these conditions: “if the door is disabled” (see just below) and “if the door is performing the closed animation (Animation0)” and “if Lara's hands are free” and “if she is in a given position to the door - see: TestPosition Script command” and “if she's performing Animation103”, and “if CTRL is being used”.
And you need another GlobalTrigger now to disable all the keys while Lara's performing the custom animation, so eg. she will not be able to draw weapons when trying the door.

Condition:
If Y object is X enabled/disabled/being used

TriggerGroup= 1, $5000, Y, $36, > ; define object with Y Room Editor ID
$2000, 256, $2700, > ; put the actual enabled/disabled status into Global Byte Alfa1 (GBA1) variable
$8000, 0, $Z028 ; if GBA1 is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
Parameters= PARAM_BIG_NUMBERS, X

X values are:
32 - tightrope is enabled (with or without an interaction) or
- pushable object, pushpull/kick door, double door, crowbar door, underwater door, floor/ceiling trapdoor, zipline, sarcophagus is enabled but - there is no interaction being performed or
- scales is enabled but there is no interaction being performed (only in the start position i.e. before the first usage or after any reset) or
- switch (without triggers) or timed switch hasn't been used before or
- there is no interaction being performed with (non-timed) switch (with triggers) or SAS drag bloke or
- timed switch is in off position again (after one or more usage) with Lara at the switch or
- puzzle hole hasn't been used before or there is an interaction being performed with it (It's worth using this condition if there aren't triggers on the square of the hole. If there are - and usually there are, naturally - then the usual “the KEY trigger hasn't been activated yet” means this condition.) or
- key hole hasn't been used before

34 - tightrope is disabled or
- Lara is performing the “reaching into the backpack and inserting key item” animation at the key hole and (if there are no triggers on the square of the hole) after that

35 - there is an interaction being performed with pushable object, zipline, (non-timed) switch or
- there is an interaction being performed with scales or - after the interaction - the ahmet hasn't killed yet to reset the scales
- the one and only interaction is being performed or has been performed with pushpull/kick door, double door, crowbar door, underwater door, floor/ceiling trapdoor, sarcophagus, SAS drag bloke or
- pushable object, pushpull/kick door, double door, crowbar door, underwater door, floor/ceiling trapdoor, zipline, sarcophagus, scales is disabled or
- zipline is just being triggered (to get back to the upper position)* or
- there is an interaction being performed with timed switch or the timed switch is in on position or
- the puzzle hole (a, if there are triggers on the square of the hole: the moment when puzzle item has just been inserted or if Lara is not at the hole after inserting the item, b, if there aren't triggers on the square of the hole: when puzzle item has been inserted)

*: the value is 35 even there is nothing for the trigger to do i.e. if the zipline is in the upper position.

36 - the key hole (after inserting the item) - only if there are triggers on the square of the hole (After all, you don't need this condition, because “the KEY trigger has been activated yet” means this condition.)

37 - switch (without triggers) isn't just being used but hasn't been used at least once before or
- timed switch is in off position again (after one or more usage) without Lara at the switch or
- the puzzle hole (if Lara is at the hole after inserting the item) - only if there are triggers on the square of the hole

Note:
You can narrow the meaning of the condition with other conditions. For example, see this: “the one and only interaction is being performed or has been performed with pushpull/kick door”. Type another condition after $8000, 0, $Z028, for example “if the door is performing the opening animation”. So the meaning is this now: “the one and only interaction is being performed with pushpull/kick door”.

Condition:
If Lara is X performing/not performing the “reaching into the backpack and inserting puzzle item” animation at Y puzzle hole

TriggerGroup= 1, $5000, Y, $36, > ; define puzzle hole with Y Room Editor ID
$2000, 256, $2700, > ; put the actual enabled/disabled status into Global Byte Alfa1 (GBA1) variable
$8000+X, 0, $2B ; if GBA1=0

+X values are:
no +X: Lara is not performing the animation (because she hasn't tried to insert the item or the item has been inserted or she is anywhere else in the level)
+X is TGROUP_NOT: Lara is performing the animation

Command:
X enable/disable Y crowbar switch

TriggerGroup= 1, $5000, Y, $36, > ; define crowbar switch with Y Room Editor ID
$2000, 255, $X15 ; enable/disable object

X values are:
0 - enable
1 - disable

Condition:
If Y crowbar switch is X enabled/disabled

TriggerGroup= 1, $5000, Y, $36, > ; define crowbar switch with Y Room Editor ID
$2000, 256, $1500, > ; put the actual enabled/disabled status into Global Byte Alfa1 (GBA1) variable
$8000, 0, $X2B ; if GBA1=X

X values are:
0 - enabled
1 - disabled

Command:
X enable/disable Y pulley

TriggerGroup= 1, $5000, Y, $36, > ; define pulley with Y Room Editor ID
$2000, 255, $X16 ; enable/disable object

X values are:
0 - enable
1 - disable

Condition:
If Y pulley is X enabled/disabled

TriggerGroup= 1, $5000, Y, $36, > ; define crowbar switch with Y Room Editor ID
$2000, 256, $1600, > ; put the actual enabled/disabled status into Global Byte Alfa1 (GBA1) variable
$8000, 0, $X2B ; if GBA1=X

X values are:
0 - enabled
1 - disabled

Condition:
If X pulley has Y first activity status

TriggerGroup= 1, $5000, X, $36, >; define the ID number of the required object
$2000, 256, $1710, > ; put the status into Global Short Alfa1 (GSA1) variable
$8000+Y, 16, $2B ; if GSA1=0

+Y values are:

no +Y: the switch has never been used before
+TGROUP_NOT: the switch has been used before at least once

Note:
It will become „used once” in the moment when the pulley is still working with the first usage, just triggering the thing that it must activate.

Command:
X enable/disable Y falling block

Disabled falling blocks are stable, they won’t start shivering.
But this command will work only if Lara steps on the block. (So don't use it if the block will start falling down by a trigger.)

TriggerGroup= 1, $5000, Y, $36, > ; define falling block with Y Room Editor ID
$2000, 255, $X15 ; enable/disable object

X values are:

0 - enable
1 - disable

Condition:
If X falling block (just performing shivering) will fall down in Y more/less/exactly than Z tick frames

TriggerGroup= 1, $5000, X, $36, > ; define falling block with X Room Editor ID
$2000, 256, $1500, >; put the remaining time of the shiveringinto Global Byte Alfa1 (GBA1) variable
$8000, 0, $W0Y, > ;if GBA1 is the number at W0 position of PARAM_BIG_NUMBERS, W0 is 0 in this example
$8000, 0, $229 ; if GBA1>=2 (or else the “smaller” condition will be true even if the block hasn’t start shivering yet)
Parameters= PARAM_BIG_NUMBERS, U0

U0 is always Z+1 tick frames. (So type 25 for U0 if you want 24 frames for Z.)
Possible U0 values are 2 to 60.

V values are:
26 – for a “bigger” condition (this time U0 must be the original U0 plus 1, so eg. if you want a “bigger than 20 tick frames” condition, then U0 is 21)
27 – for a “smaller” condition
28 – for an “equal” condition

Condition:
If X pushable object has Y first activity status

TriggerGroup= 1, $5000, X, $36, >; define the ID number of the required object
$2000, 256, $1510, > ; put the status into Global Short Alfa1 (GSA1) variable
$8000+Y, 16, $2B ; if GSA1=0

+Y values are:

no +Y: the object has never been pushed/pulled before
+TGROUP_NOT:

- the object is just being pushed/pulled or
- the object is just not being pushed/pulled but has been pushed/pulled before at least once

Note:
See what I said above – I mean you can narrow the meaning of the condition, with an animation condition. Eg. with a “Lara is pushing” animation condition, TGROUP_NOT will mean only this: “the object is just being pushed”.

Condition:
If Lara is using X pushable object in Y way

TriggerGroup= 1, $2000, 244, $57FF, > ; put the object ID of the pushable object being moved by Lara into Current Value variable
$2000, 300, $0, > ; converts the game ID of the object into Room Editor ID
$8000, 255, $Z028, >; if Current Value is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
Y
Parameters= PARAM_BIG_NUMBERS, X

X is the object ID you see in Room Editor.

Y values are:
- any way: $8000, 120, $1E, $8000+TGROUP_OR, 121, $1E, $8000+TGROUP_OR, 122, $1E, $8000+TGROUP_OR, 123, $1E
- ready to push/pull: $8000, 120, $1E
- releasing the object: $8000, 121, $1E
- pushing: $8000, 123, $1E
- pulling: $8000, 122, $1E
- pushing or pulling: $8000, 122, $1E, $8000+TGROUP_OR, 123, $1E

Condition:
If Lara is pushing X rollingball

TriggerGroup= 1, $2000, 244, $57FF, > ; put the object ID of the rollingball being moved by Lara into Current Value variable
$2000, 300, $0, > ; converts the game ID of the object into Room Editor ID
$8000, 255, $Z028, >; if Current Value is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
$8000, 316, $1E ; if Lara is performing the pushing animation
Parameters= PARAM_BIG_NUMBERS, X

X is the object ID you see in Room Editor.

Condition:
If Lara is on X rope in Y way

TriggerGroup= 1, $2000, 244, $57FF, > ; put the object ID of the rope being used by Lara into Current Value variable
$2000, 300, $0, > ; converts the game ID of the object into Room Editor ID
$8000, 255, $Z028, >; if Current Value is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
Y
Parameters= PARAM_BIG_NUMBERS, X

X is the object ID you see in Room Editor.

Y values are:
- turning in any way: $8000, 392, $1E, $8000+TGROUP_OR, 393, $1E
- turning clockwise: $8000, 392, $1E
- turning anti-clockwise: $8000, 393, $1E
- idle grabbing: $8000, 374, $1E
- climbing up: $8000, 376, $1E
- starts sliding down: $8000, 375, $1E
- sliding down: $8000, 384, $1E
- stops after sliding down: $8000, 385, $1E
- starts swinging: $8000, 387, $1E
- swinging: $8000, 394, $1E
- catching rope (in any way): $8000, 371, $1E, $8000+TGROUP_OR, 373, $1E, $8000+TGROUP_OR, 379, $1E
- catching rope (jumping forward): $8000, 379, $1E
- catching rope (jumping upward): $8000, 371, $1E, $8000+TGROUP_OR, 373, $1E
- jumping off: $8000, 386, $1E, $8000+TGROUP_OR, 406, $1E, $8000+TGROUP_OR, 407, $1E, $8000+TGROUP_OR, 409, $1E, $8000+TGROUP_OR, 410, $1E, $8000+TGROUP_OR, 411, $1E

Condition:
If Lara is on X parallel bar in Y way

TriggerGroup= 1, $2000, 244, $57FF, > ; put the object ID of the parallel bar being used by Lara into Current Value variable
$2000, 300, $0, > ; converts the game ID of the object into Room Editor ID
$8000, 255, $Z028, >; if Current Value is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
Y
Parameters= PARAM_BIG_NUMBERS, X

X is the object ID you see in Room Editor.

Y values are:
- catching bar: $8000, 461, $1E
- swinging: $8000, 462, $1E
- jumping off: $8000, 463, $1E

Condition:
If Lara is using X switch in Y way

Test the required switch carefully, some switch types are useless now!

TriggerGroup= 1, $2000, 244, $57FF, > ; put the object ID of the switch being used by Lara into Current Value variable
$2000, 300, $0, > ; converts the game ID of the object into Room Editor ID
$8000, 255, $Z028, >; if Current Value is the number at Z0 position of PARAM_BIG_NUMBERS, Z0 is 0 in this example
$8000, Y, $1E
Parameters= PARAM_BIG_NUMBERS, X

X is the object ID you see in Room Editor.

Y values are Lara animation ID’s.


Made using TRNG 1.2.2.7.

Last edited by AkyV; 08-07-16 at 10:35.
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