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Old 24-02-23, 19:49   #15491
GabrielCroft
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Is it possible to make switch types 7 and 8 only shatter by revolver+lasersight?
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Old 12-03-23, 04:25   #15492
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I think you can do that with Hidden Triggers / Memory Zones, I tried to elaborate a plan, but I failed. I'm terrible at it, maybe AkyV can help, since he actually wrote the Hidden Trigger Tutorial.

By the way, I am facing an issue, I'm unable to activate ItemGroups in the Title Flyby level, also some objects don't work (waterfallmist, smoke_emitter_white). Does itemgroup work in Title level? What about waterfallmist?

Ty
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Old 12-03-23, 10:57   #15493
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Quote:
Originally Posted by Richard_trle View Post
I think you can do that with Hidden Triggers / Memory Zones, I tried to elaborate a plan, but I failed. I'm terrible at it, maybe AkyV can help, since he actually wrote the Hidden Trigger Tutorial.
There is an F534 in my Plugin#1 to enable/disable items. You may use it, based on Lara is holding revolver or crossbow, to disable the switch temporarily.


Quote:
By the way, I am facing an issue, I'm unable to activate ItemGroups in the Title Flyby level, also some objects don't work (waterfallmist, smoke_emitter_white). Does itemgroup work in Title level? What about waterfallmist?

Ty
Title level is so different in many aspects. I think trial and error tests are worth a try in advance there always when you have big plans for that level. (Ahh, sorry, I know it is very general, but I can't say any specific just right now. )
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Old 12-03-23, 20:42   #15494
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Well, from my experience so far.

Several items do not animate or trigger at all in Title level. Some of them are:

Smoke_Emitter_White
Smoke_Emitter_Black
Waterfall_Mist
Flame_Emitter3

Some ANIMATING_MIP do not trigger or do not animate. Also it seems that some TRNG features work intermittently, such as Organizers, ItemGroup, MultEnv Condition, Param_Rotate and scaling statics.
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Old 12-03-23, 20:57   #15495
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I have a situation, I hope you can help me

In my text strings from ExtraNG, I have come to have more than 255 lines (Yes, I have put a lot of text ), the problem is that now when I place a Trigger to print the text on the screen (F64), if I place a text beyond the line 256, the counter is "reset" and the text that appears is 1, 2 with 257, 3 with 258, etc.

I read in a tutorial that the Trigger F360 was better for driving above 256 lines, but the exact same thing happens with the Trigger F360.

I use Tomb Editor, but I have tried with NGLE editor to export the trigger to see if it was some TE issue, but even with a TriggerGroup command with the exported NGLE Script, the same behavior occurs.

I am doing something wrong? Or have I just reached the limit?

I hope it's not the latter because I really hope I can use all my strings
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Old 12-03-23, 21:19   #15496
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^well you have certainly reached a limit with that trigger yes, but keep in mind you have all the rest of the strings available such as PSXStrings, which are unused in PC version (or even credits ones if you don't think of using the original way for credits)
also, I'm sure you won't use all the objects strings, so you can use these too
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Old 12-03-23, 21:28   #15497
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^ I hadn't thought of using the unused lines from the other categories, that's an excellent idea!

Thank you very much for the suggestion
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Old 18-03-23, 04:09   #15498
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Default SAVE GAME error



Hi, I'm in trouble.
I'm currently using TRNG1227+ and no plugins. However, when I load the save game, I get this error message.
I don't know if that's the cause, but loading a save game sometimes plays SFX that aren't even triggered.
How can I get rid of this error?


EDIT
I found that removing all AssignSlot= commands from the script cleared the error message, but unfortunately it was unrelated to the non-triggering SFX being played after loading issue.

After checking the script, it seems that the TriggerGroup contained in the Organizer, which was executed just before saving, is executed again after loading. I don't know the cause.
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