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Earthquake deactivation?
Hello, i have a problem in one of my TR2 levels with the earthquake nullmesh object.
I wanted to trigger it when beginning the escape sequence and then later deactivate it when you reach safety. It activates perfectly with both "do_activate" or "item_at_sector", but i don't know how to deactivate it. Tried with "do_deactivate" first, didn't work. Then i tried "do_activate" again, didn't work. Then i made a rollingball trying with both "item_at_sector" and "Heavy_Switch" but doesn't work. Then i even tried playing around with the code bits of the item and the triggers, so one trigger activates the needed ones and the other deactivates them, no luck. :( Is it impossible to deactivate? I like that effect... |
Sorry Danath, but I do not work with Tr2 plus I don't know about their moveables.
You said that a moveable object activates the earthquake? In tr3 there is a null object called "Kill all triggers" and deactivate practically all objects that were activated. I don't know what else to suggest. Also, happy birthday dude, If I'm not wrong it was on Friday or Saturday! |
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I know about the kill all triggers object from the Dxtre manual, but i suppose that wouldn't work here. :p What i will try now is triggering the earthquake with a timer, it isn't perfect but maybe when the timer goes out the item stops working. :D And thank you. :) ----------------------------------------------------- Update: nope, not even the timer works. Ugh :\ |
I was fexinspecting the Dragon's Lair level and that item moveable to activate the earthquake is activated with an item_at_sector trigger.( when you kill the dragon and get the dagger ).
It seems that it is harcoded to be activated forever, until you escape and finish the level. :ponder: |
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Thank you for checking it. |
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