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Old 20-06-21, 18:52   #1
HaniHeger
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Default Scripted to make Lara's Flare last 5 hours, lasted 8 minutes.

Quote:
Customize= CUST_FLARE,FFL_ADD_GLOW_LIGHT,18000,0,154,225,20
Ingame the flares have lasted about 8 minutes and a half, while 18000 is about 5 hours, it is possible to have a flare on for 5 hours right?
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Old 21-06-21, 15:55   #2
ChocolateFan
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Yes, it is possible given that only the flare in Lara's hands has such duration. That is, the flare that has been thrown still will have maximum duration given by CUST_FLARE. The precise limit is 1092 seconds (18 minutes and 12 seconds), any number higher than that will overflow.

You can use the script below to achieve a maximum duration of 65565 seconds (18 hours, 12 minutes and 45 seconds). It uses Last Input Number to track how much time has been passed already. But flares in the floor or that have been picked up from the floor will not have extended life.

Code:
Customize=CUST_FLARE,FFL_ADD_GLOW_LIGHT,IGNORE,0,154,225,20

#DEFINE GT_ID 1
#DEFINE TG_ID 1
#DEFINE OG_ID 1
#DEFINE SECONDS_OF_LIFE_TIME 18000

GlobalTrigger=GT_ID,FGT_SINGLE_SHOT_RESUMED,GT_LARA_HOLDS_ITEM,HOLD_FLARE,IGNORE,TG_ID,IGNORE

; Set Trigger Type - FLIPEFFECT 244
; Exporting: TRIGGER(3327:0) for FLIPEFFECT(244) {Tomb_NextGeneration}
; <#> : Variables. Memory. Copy to <&>Numeric Variable the (E)Savegame Memory value
; <&> : Current Value
; (E) : Lara. Hands. Remaining time with lighted flare in the hand (Short)
; Values to add in script command: $2000, 244, $CFF

; Set Trigger Type - CONDITION 47
; Exporting: CONDITION(47:0) for PARAMETER(30) {Tomb_NextGeneration}
; <#> : Value=    30
; <&> : Variables. The Current Value variable is < than <#>Value
; (E) : 
; Values to add in script command: $8000, 30, $2F

; Set Trigger Type - FLIPEFFECT 127
; Exporting: TRIGGER(1:0) for FLIPEFFECT(127) {Tomb_NextGeneration}
; <#> : Organizer. Enable <&>Organizer
; <&> : Organizer=     1
; (E) : 
; Values to add in script command: $2000, 127, $1

TriggerGroup=TG_ID,$2000,244,$CFF,$8000,30,$2F,$2000,127,OG_ID

GlobalTrigger=GT_ID+1,FGT_NOT_TRUE+FGT_SINGLE_SHOT_RESUMED,GT_LARA_HOLDS_ITEM,HOLD_FLARE,IGNORE,TG_ID+1,IGNORE

; Set Trigger Type - FLIPEFFECT 128
; Exporting: TRIGGER(1:0) for FLIPEFFECT(128) {Tomb_NextGeneration}
; <#> : Organizer. Stop <&>Organizer
; <&> : Organizer=     1
; (E) : 
; Values to add in script command: $2000, 128, $1

TriggerGroup=TG_ID+1,$2000,128,OG_ID

Organizer=OG_ID,FO_TICK_TIME,IGNORE,450,TG_ID+2

; Set Trigger Type - FLIPEFFECT 232
; Exporting: TRIGGER(53:0) for FLIPEFFECT(232) {Tomb_NextGeneration}
; <#> : Variables. Numeric. Set <&>Variable with (E)value
; <&> : Last Input Number
; (E) : Value      0
; Values to add in script command: $2000, 232, $35

TriggerGroup=TG_ID+2,$2000,232,$35,$2000,127,OG_ID+1

Organizer=OG_ID+1,FO_LOOP+FO_TICK_TIME,IGNORE,30,TG_ID+3

; Set Trigger Type - CONDITION 48
; Exporting: CONDITION(48:0) for PARAMETER(0) {Tomb_NextGeneration}
; <#> : Value=     0
; <&> : Variables. The Current Value variable is = than <#>Value
; (E) : 
; Values to add in script command: $8000, 0, $30

; Set Trigger Type - FLIPEFFECT 250
; Exporting: TRIGGER(7692:0) for FLIPEFFECT(250) {Tomb_NextGeneration}
; <#> : Variables. Memory. Subtract to <&>Savegame Memory the (E)Value
; <&> : Lara. Hands. Remaining time with lighted flare in the hand (Short)
; (E) : Value     30
; Values to add in script command: $2000, 250, $1E0C

; Set Trigger Type - FLIPEFFECT 231
; Exporting: TRIGGER(309:0) for FLIPEFFECT(231) {Tomb_NextGeneration}
; <#> : Variables. Numeric. Add to <&>Variable the (E)value
; <&> : Last Input Number
; (E) : Value      1
; Values to add in script command: $2000, 231, $135

; Set Trigger Type - CONDITION 38
; Exporting: CONDITION(38:62) for PARAMETER(53) {Tomb_NextGeneration}
; <#> : Last Input Number
; <&> : Variables. The <#>Numeric Variable is >= than (E)Big Number value
; (E) : Value of Parameters=PARAM_BIG_NUMBERS at index=     0
; Values to add in script command: $8000, 53, $26

TriggerGroup=TG_ID+3,$2000,244,$CFF,$8000,0,$30,$2000,128,OG_ID+1,$2000+TGROUP_ELSE,250,$1E0C,$2000,231,$135,$8000,53,$26,$2000,128,OG_ID+1

Parameters=PARAM_BIG_NUMBERS,SECONDS_OF_LIFE_TIME-30
If you do not mind me asking: why you want flares to last all this time?
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Old 21-06-21, 16:16   #3
Mulf
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Quote:
Originally Posted by ChocolateFan View Post
If you do not mind me asking: why you want flares to last all this time?
She's building a huge, huge, HUGE pitch-black 3-D underwater maze, and players are supposed to use these flares to mark the places they've visited.

(Oh boy, I sure hope I'm wrong. )
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Old 21-06-21, 18:08   #4
HaniHeger
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Quote:
Originally Posted by Mulf View Post
She's building a huge, huge, HUGE pitch-black 3-D underwater maze, and players are supposed to use these flares to mark the places they've visited.

(Oh boy, I sure hope I'm wrong. )
Well.. there's no maze in my idea... I'll make a thread if it works!
Quote:
Originally Posted by ChocolateFan View Post
But flares in the floor or that have been picked up from the floor will not have extended life.
Is there no way no way not a single option to make it last the same time on the floor??
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Old 24-06-21, 04:23   #5
A_De
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Theoretically, it is possible, but the engine capability is not unlimited. The level itself have many other objects and parameters to calculate, and such thing as extremely long-life flare seems like unnecessary overflow. Especially taking into account that player can be "stupid" enough to burn at once all flares he/she has. The lagging, crashes and pc overheating - are these things really wanted?
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