www.tombraiderforums.com  

Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Level Editor > Next Generation Level Editor

Reply
 
Thread Tools
Old 29-07-19, 19:32   #1
GabrielCroft
Archaeologist
 
GabrielCroft's Avatar
 
Join Date: Dec 2009
Location: Brazil
Posts: 1,416
Default I'm having issues with Global Trigger

Hi

I always used TRNG and I never was able to make a global trigger work in any project of mine. I'm sure I'm doing something wrong, I just don't know what, exactly. I tried following tutorials but it sounds very confusing to me. For example, now I want to make a global trigger for stopping the background music in channel 1 (default) when Lara is underwater (LoreRaider gave me the tip that this can be done while the engine understands that you're listening to "underwater" sound, that plays everytime Lara is underwater).

Can somebody help me with that, please? What should I do exactly? Only a global trigger? Does it have to be placed inside the level too, besides the script?

Thanks in advance.
__________________
Team Classic: We want our classic Lara Croft back!
GabrielCroft is offline   Reply With Quote
Old 29-07-19, 19:38   #2
SrDanielPonces
Relic Hunter
 
SrDanielPonces's Avatar
 
Join Date: Apr 2012
Location: Portugal
Posts: 9,694
Default

GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $8000,60,$0055; SOUND ID 60 IS PLAYING (UNDERWATER)
TriggerGroup= 2, $2000,130,$0000; STOP CD TRACK OF CHANNEL 1


If you have that in your script, it should work without the need of any triggers on the map.
SrDanielPonces is offline   Reply With Quote
Old 29-07-19, 19:50   #3
TokyoSU
Explorer
 
TokyoSU's Avatar
 
Join Date: Mar 2019
Location: France, Caen
Posts: 685
Default

Quote:
Originally Posted by SrDanielPonces View Post
GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $8000,60,$0055; SOUND ID 60 IS PLAYING (UNDERWATER)
TriggerGroup= 2, $2000,130,$0000; STOP CD TRACK OF CHANNEL 1


If you have that in your script, it should work without the need of any triggers on the map.
you could pause the track instead of stopping it and play it again when underwater sound is not playing anymore ?
__________________
"Life is Dream, just a dream"
TokyoSU is offline   Reply With Quote
Old 29-07-19, 20:08   #4
SrDanielPonces
Relic Hunter
 
SrDanielPonces's Avatar
 
Join Date: Apr 2012
Location: Portugal
Posts: 9,694
Default

Quote:
Originally Posted by TokyoSU View Post
you could pause the track instead of stopping it and play it again when underwater sound is not playing anymore ?
Don't see any pause trigger, unless you refer to "change volume" one.

in that case it would be like this:

GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, 3
TriggerGroup= 1, $8000,60,$0055; SOUND ID 60 IS PLAYING (UNDERWATER)
TriggerGroup= 2, $2000,133,$0001; VOLUME 1 CHANNEL 1
TriggerGroup= 3, $2000,133,$0063; VOLUME 99 CHANNEL 1

Or, alternatively:

GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, 3
TriggerGroup= 1, $8000,60,$0055; SOUND ID 60 IS PLAYING (UNDERWATER)
TriggerGroup= 2, $2000,130,$0000; STOP CD TRACK OF CHANNEL 1
TriggerGroup= 3, $2000,68,$0100; PLAY AUDIO TRACK 0 OF CHANNEL 1 (Change this triggergroup to get the one you want)

Last edited by SrDanielPonces; 29-07-19 at 20:09.
SrDanielPonces is offline   Reply With Quote
Old 29-07-19, 20:09   #5
GabrielCroft
Archaeologist
 
GabrielCroft's Avatar
 
Join Date: Dec 2009
Location: Brazil
Posts: 1,416
Default

Quote:
Originally Posted by SrDanielPonces View Post
GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $8000,60,$0055; SOUND ID 60 IS PLAYING (UNDERWATER)
TriggerGroup= 2, $2000,130,$0000; STOP CD TRACK OF CHANNEL 1


If you have that in your script, it should work without the need of any triggers on the map.
Thanks. I tried putting that on the script but is still not working. That's what I'm saying... I don't know what's wrong

This goes on the [Level] section?
__________________
Team Classic: We want our classic Lara Croft back!
GabrielCroft is offline   Reply With Quote
Old 29-07-19, 20:11   #6
SrDanielPonces
Relic Hunter
 
SrDanielPonces's Avatar
 
Join Date: Apr 2012
Location: Portugal
Posts: 9,694
Default

Can you try replacing your Tomb_NextGeneration.dll that's on your folder with the one that's in NG_Center\Versions\v1_3_0_7
SrDanielPonces is offline   Reply With Quote
Old 29-07-19, 20:17   #7
GabrielCroft
Archaeologist
 
GabrielCroft's Avatar
 
Join Date: Dec 2009
Location: Brazil
Posts: 1,416
Default

Quote:
Originally Posted by SrDanielPonces View Post
Can you try replacing your Tomb_NextGeneration.dll that's on your folder with the one that's in NG_Center\Versions\v1_3_0_7
Wow.. thanks, that did the trick
About the "pause" thing you two were discussing... is this going to make channel 1 audio comes back when you get out of the water?

edit: tried this one

GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, 3
TriggerGroup= 1, $8000,60,$0055; SOUND ID 60 IS PLAYING (UNDERWATER)
TriggerGroup= 2, $2000,133,$0001; VOLUME 1 CHANNEL 1
TriggerGroup= 3, $2000,133,$0063; VOLUME 99 CHANNEL 1

but the volume of channel 1 isn't lowering while underwater
__________________
Team Classic: We want our classic Lara Croft back!

Last edited by GabrielCroft; 29-07-19 at 20:50.
GabrielCroft is offline   Reply With Quote
Old 29-07-19, 21:29   #8
TokyoSU
Explorer
 
TokyoSU's Avatar
 
Join Date: Mar 2019
Location: France, Caen
Posts: 685
Default

it's wreid but the trigger only stop or play it, paolone not add any flipeffect to pause it but tomb4.exe have a function to do that :x
@AkyV your Mix plugins can do it ? if not it's possible to add it in a future update, it would be great
__________________
"Life is Dream, just a dream"
TokyoSU is offline   Reply With Quote
Old 29-07-19, 21:39   #9
AkyV
Moderator
 
Join Date: Dec 2011
Location: Hungary
Posts: 4,373
Default

Suspend/restore audio? Yes, I saw that function. Yes, a typical "mix" feature, it seems an easy flipeffect, I can try to add that to the WIP plugin.
AkyV is online now   Reply With Quote
Old 29-07-19, 21:43   #10
SrDanielPonces
Relic Hunter
 
SrDanielPonces's Avatar
 
Join Date: Apr 2012
Location: Portugal
Posts: 9,694
Default

Quote:
Originally Posted by GabrielCroft View Post
Wow.. thanks, that did the trick
About the "pause" thing you two were discussing... is this going to make channel 1 audio comes back when you get out of the water?

edit: tried this one

GlobalTrigger= 1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 1, 2, 3
TriggerGroup= 1, $8000,60,$0055; SOUND ID 60 IS PLAYING (UNDERWATER)
TriggerGroup= 2, $2000,133,$0001; VOLUME 1 CHANNEL 1
TriggerGroup= 3, $2000,133,$0063; VOLUME 99 CHANNEL 1

but the volume of channel 1 isn't lowering while underwater
You can try the other one... it stops the track and then reenables it when the sound is not playing... but you will have to replace the trigger of triggergroup 3
SrDanielPonces is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 12:11.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2021, vBulletin Solutions Inc.