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Old 13-12-06, 10:02   #1
Titak
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Default OCB code list

OCB Code List

OCB codes can be assigned to objects to create a special effect.
OCB codes can be assigned to enemies, traps, pickups, puzzles, etc.

Below is my personal OCB list with OCB codes I have been collecting the info over the years. It contains information I found out for myself but it also contains information collected from several TRLE related sites and authors.

I've put the name of the authors in the list for credits but in some cases I can't remember where I got the information from.
If you recognise your qwork, please let me know and I'll put in the credits.

I'm sure the list is not complete so please let me know if you have any additions to it.
Let's make this the largest OCB list online.

Btw, these are the OCB's that can be used with the original TRLE.
Additional TRNG OCB's can be found in NG-Center Reference.


Updated on March 1st 2011
- Fluen has added and changed a lot of things to and in the OCB list. I've added those things to the list.
Many thanks to Fluen!

Updated July 2013
- Added info on OCB 2 for the AMBER_LIGHT (discovery made by EssGee) and added links to tutorials about the lightning-conductor and mine field detonation (Tutorials by Fluen).
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Last edited by Titak; 10-07-13 at 21:41.
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Old 13-12-06, 10:03   #2
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Enemies


BADDY_1
1 - Rolls to the right 1 square
2 - Jumps to the left 1 square
3 - ducks when triggered
4 - Climbs up 4 clicks when triggered
101-104 – Slides to the left while crouching when triggered (eg. train level – just doesn’t work in trainmode)
1004 - Climbs up 6 clicks when triggered
1000 – N x 1000 – Is activated once the baddie with the previous thousand is dead and needs no trigger (have tested up to 20.000). Must be placed in room 2 of a level.
This means that:
2000 - Attacks Lara after she kills 1st baddie triggered
3000 - Same as above but after she kills 2nd baddie triggered
4000 - Same as above but after she kills 3rd baddie triggered
6000 - Same as above but after she kills 5th baddie triggered
etc.

BADDY_2
1 - Jumps to right when triggered
2 - Rolls to left when triggered
3 - Crouches when triggered
4 - Climbs up 4 clicks when triggered
10 - Draws uzi when triggered
11 - Jumps to the right when triggered and draws uzi
12 - Rolls to the left when triggered and draws uzi
13 - Crouches when triggered and draws uzi
14 - Climbs up 4 clicks when triggered and draws uzi
101 - Slides to the left while crouching when triggered (eg. Train level)
101-104 - Slides to the left while crouching when triggered. The setup requires an enemy jeep and an AI_X1 nullmesh with the same OCB as the jeep and the baddy. It works only in trainmode. When triggered, the baddy will ride the roof of the enemy jeep parallel to the railtracks, until they reach the AI_X1 nullmesh. The baddy will jump off in the direction he’s placed in the map, while the jeep will fall back.

DOG
1 - Lies down until triggered

FISH
## Does various amounts of damage depending on the OCB number

GUIDE
9000 - Used for the second guide in Valley of the Kings – triggers him after the death of Baddy1 with OCB = 8000 in room 2. This guide uses ai_follow-nullmeshes numbered 110-y.
13000 - Used for the first guide in Valley of the Kings – effect unknown. This guide uses ai_follow-nullmeshes numbered 100-x

HORSEMAN
1 - Works on its own without the horse

LITTLE_BEETLE
*THE NUMBERS WITH A + MEAN THEY CAN BE ADDED TO THE OCB* (eg. to make 55 beetles appear from the ceiling slowly then gushing out --> 55+2000+4000= 6050)

1-128 OCB number is how many beetles are triggered (between 1-128)
+1000 Add to OCB to make them appear from the floor
+2000 Add to OCB to make them appear from the ceiling
+4000 Add to OCB to make them start coming out slowly then gush out

MUMMY
-60 - Stands still with arms crossed over chest when triggered and only starts moving, when Lara is close, but for some directions (north and east in the editor window) it makes a rotation around itself before attacking Lara.
But while passive it still turns its head to look at Lara.
2 - Lies on ground until triggered and only starts moving, when Lara is close

SCORPION
1 – Plays the attack-Troops-animation. If the TROOPS is used with it, it will kill him and then turn to attack the next enemy. If not, Lara will suddenly die, when the SCORPION delivers its deadly sting to the not present victim

SKELETON
1 - Jumps out of ground to right
2 - Jumps out of ground to left
3 - Lies on the ground untill triggered

SPHINX
1 - Sits down until it's triggered

TROOPS
1 – Plays the attacked-by-SCORPION-animation

WRAITH_1
1 – should have been appearing when the fire circle setup was complete – but does not work

WRAITH_2
2 – flips flipmap 2 when passing through the room with the flipmap
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Last edited by Titak; 01-03-11 at 11:28.
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Old 13-12-06, 10:08   #3
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Traps


CHAIN
1 - Makes chain cause damage to Lara

FALLING_BLOCK
1 - Can be triggered to crumble and fall when Lara is not standing on it.
2 - Shatters repeatedly (looks weird)

FLAME_EMITTER
Horizontal Flames:
Flame is going in the direction the point of the cone is facing
-2 - Horizontal flames without intervals
-53 - horizontal flame at interval ...

Vertical flames:
-1 - with short intervals
-41 - with longer intervals

FLAME_EMITTER2
This type of flames doesn’t hurt Lara
-8-2 – Used to flip flipmaps with the positive version of the OCB-number, no matter if the relevant flame_emitter2 is near the flipmap in question.
No flame will appear if a flipmap with the correct number exists (otherwise a small flame appears).
Used for special setups (example: the scales setup) that demand partial triggers (using codebits).
-1 – Will flip flipmap like the above settings, but is also used for the lightning conductor setup
0 – Standard flame appearing at the base of the cone.
1 – Small flame, half the normal size
2 – Small flame moving slowly along the floor in the direction of the cone and up and down slopes. If it reaches water, the whole screen will flash yellow, and if Lara passes the trigger for the flame_emitter, the screen will turn yellow again and stay so for as long, as she stays at the trigger (or until the presently invisible flame leaves the water surface and becomes a normal moving flame again).
If it’s the yellow flash that is required, place the flame-emitter above water and make the trigger for it a one-shot-trigger.
3 – Tiny flame (perfect for candles)
4 – Tiny flame (perfect for candles)
5 – Tiny flame (perfect for candles)
The larger OCB-value – the smaller flame, but the fire-sound volume stays the same
123 – Small flame in centre of tile
255 – Flame in centre of the block with the size of a normal flame-emitter1, but it radiates no light and is harmless


FLAME_EMITTER3
All negative values – Small blue electric arc (harmless) that reaches no longer than the block, the emitter is placed on.
0 – Several small vertical puffs of bluish fire (sets Lara on fire)
1 – Small blue electric arc (harmless) that reaches no longer than the block, the emitter is placed on. Used with a flame_emitter3 with OCB = 2 placed two blocks away, both pointing at each other. Used for the sun goddess setup 1.
2 – Blue electric arc (harmless) from the point of the cone. It reaches two blocks. Used for the sun goddess setup 1.
3 – Blue electric arc (harmless) connected to animating3 with OCB = 0 and OCB = 3. Used for the sun goddess setup 2. If the setup is incorrect, the electric sparks will reach out for object number zero (usually Lara, as she is normally placed as the first object) or the block, where it was placed.
4 – Blue electric arc (harmless) connected to animating3 with OCB = 0 and OCB = 4. The emitter also makes an arc from the point of the cone reaching two blocks. Used for the sun goddess setup 2. If the setup is incorrect, the electric sparks will reach out for object number zero (usually Lara, as she is normally placed as the first object) or the block, where it was placed.
All other positive values – Blue electric arc (harmless) connected to animating3 with the corresponding OCB and OCB = 0. If the setup is incorrect, the electric sparks will reach out for object number zero (usually Lara, as she is normally placed as the first object) or the block, where it was placed.
888 - Changes flame to a ball of lighting that follows Lara (can set Lara on fire, causes damage)


Note on flame-emitters in general:

You know how the light of a flame-emitter can go through walls into another room where you do not want it?
Enter 255 in the OCD of the emitter to make it shine its light ONLY in the room where you placed the emitter.

HAMMER
0 – Doesn’t work
1 – Drops and resets continually, but can be anti-trigged.
2 – When Lara stands on the trigger, the hammer drops and hits with an explosionlike sound, when she steps off, it stops moving and doesn't reset.
3 – When Lara stands on the trigger, the hammer drops, but it resets, when she steps off the trigger. It can then be reused.

LIGHTNING_CONDUCTOR
-1 - Harmless lightning effect like flame-emitter 3
0 – Harmless lightning effect like flame-emitter 3
1 – Deadly effect
2 – Used for the lightning conductor setup and only works once

* It is not possible to control the timing of the lightning conductor, unless you use TREP *
* Don’t create a room underneath the one with the lightning conductor or you’ll end up with an entire blue flashing room. This flashing can also occur in other rooms when the lightning conductor is activated. It is therefore best to anti-trigger it when it is out of sight .*
* More about the lightning-conductor can be found in the lightning and sparks tutorial. *


MINE
0 – Creates an invisible mine field of minimum one block or, if the mine mesh is bigger, the range of the collision box. If Lara steps within this zone she is blown up and killed (no trigger needed).
1 – An insubstatial mesh is visible, and when triggered it sets on fire and explodes destroying whatever (except Lara) is nearby (blast range approx. 3 blocks).
Make the trigger a one-shot trigger, otherwise the screen will flash yellow, and explosions will be heard, every time Lara passes the trigger.

* More about the mine field detonation as seen in the TR4 Trenches level can be found in the Mine detonation setup tutorial. *

SENTRY_GUN
Make it passive by having Lara pick up a security card (this must be in the puzzle_item_5 slot).
The sentry_gun dissappears, when a flipeffect 46-trigger is used.

1 – Invisible until triggered, when triggered it becomes jammed and harmless.

SETH_BLADE
Negative values – Delays the set-off with a second for each ten units and works only once.
0 – Remains inactive.
Positive values – The blades keep working infinitely and can be anti-trigged and re-trigged.

STEAM EMITTER
In a dry room:
0 - 7 - small constant vertical steam in centre of tile (no damage)
815 - constant horizontal shot of steam
888 - Constant steam in direction of cone (causes damage)

In a water room:
0 - intermittent stream of bubbles rising
1 - constant stream of bubbles rising

TEETH SPIKES
This image was once made by Uvavoo.Uvavoo's Datasheet 5 - OCB reference (incl Teeth Spikes[/URL].


TRAPDOOR_1
Set trigger timer to amount of seconds the trapdoor stays up.
Make sure the trapdoor is placed in the upper room right on the portal down to the lower room to avoid crashes.

0 – The trapdoor is down when triggered
1 – The trapdoor is up and solid, but goes down when triggered.
It is wiser to place the trigger, which opens the trapdoor, right on the portal (highlight the block in red in the 2d-window and press the floor-button and then place the trigger) to make it work properly.
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Last edited by Titak; 24-11-16 at 15:52.
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Old 13-12-06, 10:11   #4
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Puzzles, switches and doors


PUZZLES

ELEMENT_PUZZLE
The Lara-dirt-mesh, Lara-water-mesh and lara-petrol-mesh need to be included in the wad for this puzzle to work properly
0 - Water: Lara uses the Waterskin
1 - Fire: Lara uses the Jerrycan
2 - Earth: Lara uses the Bag of Sand
3 – Invisible, but can be triggered and activates a heavyswitch trigger if so

PUZZLE_HOLES
By adding the hyphen in front of the number (making it a negative number) Lara will perform that particular animation. You can even make her perform a handstand this way!
-422 – The harp playing animation with sounds
-423 – The Poseidon statue animation
-424 – Lara gets on her toes and reaches up
999 – Disables the collesion of puzzle_done object (used for the great Seth door).
1024 – Plays cutscene. Put cutscene-ID in the OCB-field and add 1024

STATUE_PLINTH
0 – Is empty and receives PUZZLE_ITEM5 (the figurine)
1 – Appears with the figurine on top and is inactive
-424 – Lara gets on her toes and reaches up (for use in a puzzle_hole slot)

PUZZLE_ITEMS & PICK_UPS
Add 64 to the OCB to activate a pickuptrigger.
1 - Hand in hole animation
2 - Crowbar animation (need crowbar to pick up)
3 - High pedestal animation
4 - Low pedestal animation
128 - Makes object (re)appear when there are none left in your inventory


SWITCHES

SWITCH_TYPES
-1 - Lara can't use switch (doesn't recognise it as a switch)
0 - Big wall switch / small wall leverswitch
1 – Unknown. Used for the jump-switch in Tomb of Semerkhet, but the jump-switch is able to reset without this OCB-code.
2 - Small push switch / hole in wall switch / Valve wheel switch
3 - Big Push button / Valve wheel switch

Use WADMerger’s Switch Manager to set different settings.

JUMP_SWITCH
-1 Lara can't use switch (doesn't recognise it as a switch)

PULLEY
1 The first pull activates object, the second one deactivates it

SEQUENCE_SWITCHES
(This info was taken from TR Search Engine and was written by Michiel)
You must place the 3 sequence switches in the map (1 click above the floor) with the following ocb codes:
0 for SEQUENCE_SWITCH1
1 for SEQUENCE_SWITCH2
2 forSEQUENCE_SWITCH3
Below each switch must be a switch trigger for itself. No other triggers needed.
Place 6 SEQUENCE_DOOR1 objects in the map with ocb values of 0-5. Press the buttons 1-5 in the ocb window to activate the door. Place a trigger for the door behind it. This will close the door and reset the switches. Doors can only be opened once!
The game will open a SEQUENCE_DOOR1 when all 3 switches are pressed. The first time you must press them in the order 0-1-2. This will open door 0 and resets the switches. If the first combination pushed is not 0-1-2, door 2 will open. The switches only reset after triggering the door. If the combination 0-1-2 is not pressed and door 2 has already been opened, the switches will reset themself when lara presses another combination. After the combination 0-1-2 is pressed, all other doors can be opened by their combinations:
0-1-2 opens door 0
0-2-1 opens door 1
1-0-2 opens door 2
1-2-0 opens door 3
2-0-1 opens door 4
2-1-0 opens door 5
When door 1-5 is opened the switches will only reset if the door closes. Door 0 will reset the switches when it opens.


DOORS

DOOR_TYPES
1 – Used in conjunction with the cog_switch to raise the door one notch per turn of cog_swich to a maximum height of one click above the height of the door itself
2 – Must be opened with the crowbar

SEQUENCE_DOOR1
Used for the puzzle with the sequence_switches 1-3 (all six OCB’s are required).
0 – The first door that must be opened to make the others work
1 – Is usable once OCB = 0 is activated
2 – The “error door” – is opened with every wrong switch-combination until OCB = 0 is activated
3 – Is usable once OCB = 0 is activated
4 – Is usable once OCB = 0 is activated
5 – Is usable once OCB = 0 is activated
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Last edited by Titak; 01-03-11 at 12:01.
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Old 13-12-06, 10:13   #5
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Other effects



AMBER_LIGHT
Turquoise blinking light
1 – Causes turquoise explosion and then blinks
2 – If just one amber_light somewhere in a level has this OCB-code, outdoor rooms will have a turquoise mist.
It can even be used in waterrooms: first press the water button, then unpress it and press the Outside button and finally press the water button again. (both O and water buttosn should be pressed when done right)
Also works when using the TRNG flipeffect trigger to set a room to a waterroom.

If PULSE = ENABLED in the script, none of the constant active or triggered amber_light’s (no matter the OCB-code) will function, before flipmap 4 has been flipped. Flipmap 4 then works as a switch for all amber_light’s in level and can be used to switch them on and off with the flipping of the flipmap. OCB = 1 will only cause the explosion the first time when it is switched on by the flipmap.

ANIMATINGS and ANIMATING_MIPs
2 – Makes the object vanish when anti-triggered (it must be triggered first to make this work) – works with both animated and immovable animatings, and they can be triggered and anti-triggered numerous times (but if the animation is meant to play only once, it will play only the first time, the object is triggered)
3 – connects a flame_emitter3 with OCB = 3 to the animating with sparks (only works with animating3 in the sun goddess setup)
4 – connects a flame_emitter3 with OCB = 4 to the animating with sparks (only works with animating3 in the sun goddess setup)
666 – only animates while Lara remains on its trigger.

BLINKING_LIGHT
Yellow blinking light.
The OCB-settings seem only to affect the time from triggering to first blink.
The blinking rhythm is the same for all settings.

EARTHQUAKE
0 – Constant earthquake until anti-triggered
333 – 16 seconds of earthquake-sound, but no shaking
888 – 5 seconds of quake with at the end a heavy thud

ENEMIE_JEEP
Desert Railroad-version:
101-104 – setup with a baddy_2 and an AI_X1 nullmesh with the same OCB as the jeep. It works only in trainmode. When triggered, the baddy will ride the roof of the enemy jeep parallel to the railtracks, until they reach the AI_X1 nullmesh. The baddy will jump off in the direction, he’s placed in the map, while the jeep will fall back.

EXPANDING PLATFORM
1 – When triggered it expands with an earthquake effect and uses the sound rumble_nextdoor, if it is included in the sound effects for the WAD.
2 – Automatically triggered without having to use a trigger, it expands with an earthquake effect and uses the sound rumble_nextdoor, if it is included in the sound effects for the WAD.

PLANET_EFFECT
Used with the planet effect setup. It will also disable the pushable (with the lower object number) with the same OCB-code as the planet-effect that has been trigged – it is no longer recognized as a pushable.
1 – Links animating4 and planet effect with OCB = 2 with lightning
2 – Links planet effect with OCB = 1 and OCB = 3 with lightning
3 – Links planet effect with OCB = 2 and OCB = 4 with lightning
4 – Links planet effect with OCB = 3 and OCB = 5 with lightning
5 – Links planet effect with OCB = 4 with lightning

Note: animating4 must be present in the level, or the game will crash, when all five planet effects are triggered.


PUSHABLE_OBJECTS
1-5 – No longer recognized as pushable if a planet_effect with the same OCB has been trigged.


RAISING_BLOCKS 1&2
0 – Uses the sound rumble_nextdoor, if it is included in the sound effects for the WAD.
1 – When triggered, it raises and lowers with an earthquake effect and uses the sound rumble_nextdoor, if it is included in the sound effects for the WAD. This setting is also used with the fire circle puzzle
2 – Automatically triggered without having to use a trigger, it raises and lowers with an earthquake effect and uses the sound rumble_nextdoor, if it is included in the sound effects for the WAD

TWOBLOCK_PLATFORM
0 – Lowers, when Lara steps on it, and rises, when she steps off. It uses the sound rumble_nextdoor, if it is included in the sound effects for the WAD.
Number of clicks you want the block to rise x 16 + speed (1-15)

WATERFALLS
2 – Once triggered the waterfall turns invisible when antitriggered and can be re-triggered and antitriggered as many times as desired. Used with the “invisible” button activated. Is soundless.
666 - UNKNOWN
668 – Once triggered the waterfall turns invisible when antitriggered and can be re-triggered and antitriggered as many times as desired.
Used with the “sand” falls in Tomb of Seth, together with “invisible” button activated.
Plays appropriate sound
777 – Plays waterfall sounds.
The waterfall can’t be made invisible again.

WHITE_LIGHT
Behaves like a neon light with a blinking aCtivation and a constant flickering.
A cycle of 32 in OCB.
-32 – -1 – Goes gradually from a cold green light to a soft white light (the light intensity for all settings is strong)
0 – 31 – Goes gradually from invisible over a weak red light to a strong red light
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Last edited by Titak; 10-07-13 at 21:48.
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Old 11-02-07, 21:15   #6
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Flame-emitters


The OCB of a FLAME-EMITTER can be set to create horizontal or vertical collumns of flames, either continously or at intervals. Excellent for traps!

The following information on how to set OCB's for such flames is by Arch.

I found a formula loong time ago that help in making such flames.
That's it if somebody is interested:


(-1) x [(lenght of the break in seconds) x (8) + (a number between 0 and 7)]

for the last number I found some problems but it should work like this:

0 - Shoots flames forwards*
1 - Shoots flames upwards
2 - Shoots flames forwards without breaks
3 - Shoots flames forwards*
4 - Shoots flames forwards*
5 - Shoots flames forwards*
6 - Shoots flames forwards*
7 - Shoots flames forwards without breaks starting straight from the wall the back of the null mesh is pointing at.

As you could read, despite the formula, numbers 2 and 7 always make bursts without breaks, so you can simply set the ocb to -2 and -7 to obtain these effects.

*Moreover numbers 0, 3, 4, 5, 6 seem to make the same effect, but actually it's a bit tricky thing.
If you try to add different values keeping the first part of the formula the same, you will obtain slight variation of the lenght of the break (anyway less than a second). I don't know what's the use of it. Maybe it's only for a better visual effect, to avoid overlapping of the flame-throwers (like two consecutive bursts that turn on and off at the same time). But, actually, I don't know. I hope somebody will clearify this aspect because I was not able to do it...

Example: (-1) x [(3) x (8) + (1)] = -25
Putting -25 in the OCB of a flame_emitter will result in a fire trap that shoots flames upwards and stops for 3 seconds
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Last edited by Titak; 14-06-08 at 10:24.
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