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Old 28-05-19, 18:00   #12
AkyV
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Join Date: Dec 2011
Location: Hungary
Posts: 3,838
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This is not so simple. You need to do some research yourself for the required animations.

But something like this:

GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, X1, X2+TGROUP_OR, X3+TGROUP_OR, etc.
TriggerGroup= 2, Y

X are for different triggers (X1, X2, X3), which are for the different animations (A) when Lara comes out of water.
; Set Trigger Type - CONDITION 30
; Exporting: CONDITION(30:0) for PARAMETER(A) {Tomb_NextGeneration}
; <#> : Animation= A
; <&> : Lara. (Animation) Lara is performing <#>animation
; (E) :
; Values to add in script command: $8000, A, $1E


Y is:
; Set Trigger Type - FLIPEFFECT 597
; Exporting: TRIGGER(1:0) for FLIPEFFECT(597) {Plugin_AkyVMix02}
; <#> : Effect. <&> Start/stop making Lara dripping for a while
; <&> : Stop
; (E) :
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