30-06-24, 13:02 | #1 |
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TEN - Legacy (classic) triggers
Made using Tomb Editor 1.7.1. pack (including Tomb Engine 1.4.)
Last update to TE/TEN: 1.7.2./1.5. TEN has a fancy new trigger system, using volumes. However, the good old ("legacy" or "classic") trigger system also works in TEN. In this tutorial I told that why you need legacy triggers in TEN, and I also told some details about how to use them there. Now you can get to know of further details about TEN legacy (classic) trigger system. (I mean, I cannot say "it works as in the classic engines", because it is not fully true. So you'd better meet the differences between using it there and using it in TEN.) I won't be too detailed, though, these things basically should be really familiar from the old times... CONTENTS: 1. The trigger editor 2. Trigger types 3. Trigger actions 4. Trigger parameters and timers 5. The mechanism of the trigger activation 6. Single trigger activations and triggers called once 7. Trigger bit flags 8. Overlapped triggers 9. The trigger name 10. Additional features ---------- Notes:
Last edited by AkyV; 04-11-24 at 19:57. |
30-06-24, 13:26 | #2 |
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1. The trigger editor
When you hit T shortcut key to place a trigger (after selecting the floor sectors where the trigger will be placed), then the trigger editor panel pops up. Its difference from a TRLE or an NGLE trigger editor panel is mostly the design - and, of course, it also misses the TRNG-specific contents:
Last edited by AkyV; 13-07-24 at 11:47. |
30-06-24, 13:28 | #3 |
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2. Trigger types
The trigger types you can choose in Trigger Type window - this will define the condition how the trigger will be activated, if the activator acts like this in the 3D trigger zone:
It is not obvious at all, that which are the non-Lara activators of "heavy(...)" triggers, and how they do the activation. For this, there are specific setups of specific objects. Moreover, some of them haven't been implemented yet into TEN. That is why I will not list them in this tutorial. Instead, I will mention them in tutorials where I concentrate on the specific setups of the specific objects. However, now I list some frequently used activators of these triggers (which have already been implemented into TEN, anyway), only as some examples:
Notes:
Last edited by AkyV; 21-07-24 at 10:03. |
30-06-24, 13:29 | #4 |
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3. Trigger actions
The trigger actions you can choose in What window - this will define the main purpose of the trigger, i.e. this thing will happen when the trigger is just activated by its activator:
Notes:
Last edited by AkyV; 10-09-24 at 09:06. |
30-06-24, 13:29 | #5 |
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4. Trigger parameters and timers
Each trigger action has its own parameters. Parameters of (#) Param window:
Notes:
Last edited by AkyV; 25-11-24 at 20:52. |
30-06-24, 13:31 | #6 |
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5. The mechanism of the trigger activation
Trigger types clearly say the condition when a legacy trigger will be executed. I mean, eg. a "Crawl" trigger type clearly defines that it will activate its trigger action only:
Note: Be careful: many times it seems when the activator goes into the trigger zone, and then leaves it without stopping that movement, then the activation won't happen. - For example:
Last edited by AkyV; 20-07-24 at 10:58. |
30-06-24, 13:32 | #7 |
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6. Single trigger activations and triggers called once
There are some ways to make a trigger activation single:
Just simply Tick One Shot option at the trigger editor panel. But:
Notes:
Last edited by AkyV; 20-07-24 at 11:08. |
30-06-24, 13:36 | #8 |
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7. Trigger bit flags
Bit 1, Bit 2, Bit 3, Bit 4, Bit 5 options on the trigger editor panel are called "bit flags". As I said above, you should be interested in using them only at FlipMap, PlayAudio and some Object trigger actions. Using bit flags is useful when you want to make a group activation. I.e. when you need more than one triggers to activate one thing. Bit flags for flipmaps Probably the easiest way to demonstrate how Bit flags work, if I demonstrate it with FlipMap triggers. When you have a trigger to acivate a flipmap, then initially all its bit flags are ticked. Feel free to untick any of these options. What happens? Well, the trigger won't activate the trigger in the game any more. Why? Because all the bit flags should be active to turn on the flipmap. A bit flag set at a trigger is active:
But when one or more bit flags are not ticked at that trigger, then the activation of the unticked bit flags will not happen when the activator has just activated the trigger - so at another FlipMap trigger (or even at other FlipMap triggers) the missing bit flags should be also activated. In that moment, the flipmap turns on. Feel free:
Interesting: what will happen if a bit flag is set at more than one of these three triggers? So eg. if bit flag 5 is ticked not only at Trigger, but even at Pad, too? (Or if you activate Trigger with bit flag 5 ticked twice?) Nothing: if a bit flag was activated once then it will be ignored, to make this activation for that flipmap. (It is not true if you use switches, but I will talk about it later in this tutorial.) Bit flags for objects Bit flags are useable for an Object trigger only if the purpose of the trigger is to enable the object. Anyway, bit flags basically work the same way as with flipmaps. (So you need more than one triggers to enable an object. Eg. to ignite a flame.) However, a big difference is that:
Bit flags for audio tracks Using bit flags for audio tracks (i.e. for PlayAudio triggers) is a bit different than with flipmaps or objects. I mean, as I said, a PlayAudio trigger initially play foreground single tracks only once. That is why another "One Shot effect" naturally also works here: if a PlayAudio played a foreground track once, then another PlayAudio trigger cannot play it any more on that level. But, with these triggers, you can play a single audio track on a level maximum six times (still only once at each trigger), if you won't tick all the six options on the trigger editor panel, at that trigger - for example:
Automatic activation If a bit flag set at an object is active initially, then all the bit flags set at an object should mean they are all active initially. And, as you already know, if all the bit flags are active, then that means that object is enabled. So, tick all the bit flags at a Moveable object, and then that object will be initially (i.e. immediately, when the level starts) enabled in that level, without any triggering. After that, if you affect this object by a disabling trigger, that will be disabled, and, after that, it can be enabled by an enabling trigger. However, if the first trigger is not for disabling, but enabling, then it will also disable (!) the object. If you want to re-enable it after that, then first you need to affect it by a disabling trigger (which cause nothing), and then an enabling trigger will enable it at last. HeavySwitch triggers This is a special Heavy, where your primary purpose is to define a specific activator for the trigger. See for example when not any PUSHABLE_OBJECT, but only a specific PUSHABLE_OBJECT is able to activate the trigger: In this setup there are eg. these things in the map:
But if Lara pushes/pulls PUSHABLE_OBJECT A on the trigger, then the trigger will be activated, because it has the same bit flags ticked as the trigger. If the trigger has just been activated, then the flame starts burning, because bit flags 1, 2 and 5 has just been activated by the trigger, and bit flags 3 and 4 were active initially at the object. But these specific setups are also available with HeavySwitch triggers:
Notes:
Last edited by AkyV; 11-10-24 at 17:51. |
30-06-24, 13:36 | #9 |
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8. Overlapped triggers
We are talking about overlapped triggers when more than one legacy triggers are placed on the same floor sector. In this case naturally all these triggers will be activated, when the activator enters this common trigger zone. Important that TE differs from the older editor in that that TRLE and NGLE wouldn't let you place more than one "special" trigger on the same sector. They called a trigger special:
However, as you'll see below, it is still not obvious that you should do it, because triggers on the same sector may not work the way as you think they should do, if the triggers are adjusted not properly. Mandatory overlaps As you already know, some trigger setups work properly only if there are overlapped triggers on a sector. Adjust the main trigger (Camera, Key, Pickup, Switch) as I told above, but you'd better always select the other trigger(s) there with Trigger trigger type:
Adopting trigger values If the overlap is not mandatory, then many times nothing special happens, the triggers in the overlap will do what they should do, without noticing each other. For example, there are two Trigger triggers on the same sector. One is to ignite Flame A, the other one is to ignite Flame B. When Lara goes into the common trigger zone of these triggers, then both flames start burning, as it should. But you can be sure about it only if these things are all true for all the triggers in the overlap:
So in these "affecting" cases you need to consider one main trigger. The further triggers in the overlap are secondary triggers, which will always adopt some values of the main trigger. Make some trigger overlap on a sector (actually with any legacy triggers). - Three triggers will be enough, for a spectacular example. Now select that sector, and see the Classic Triggers window (which is in the bottom left corner of TE). The main trigger is always a trigger in the overlap which is in the topmost position of this window. The other two triggers of the overlap are secondary triggers. Which means, be careful with these parameters of the secondary triggers, because the secondary triggers will adopt the values of these parameters from the main trigger:
So keep in mind that the trigger type, the timer value, the One Shot status and the bit flag status you adjust at the main trigger, will be all used at the secondary triggers as well. Let's see some examples to make it clear:
When you use the wrong switches that means a group activation where there are more switches are placed than you need - so if you use not only the switches you need for the group activation, but even other switches, then nothing will happen. Previously I said that reusing bit flags will not ruin the setup, which isn't true for the switches. So eg. if there is a Switch trigger with bit flags 1, 2 and 5 ticked, and another Switch trigger with bit flags 2, 3 and 4 ticked, and you should use both the switches to open a door - then nothing will happen, because bit flag 2 is repeated in the setup. Now you need this to keep in mind:
So, 1, 3, 4 and 5 bits are active (ticked) after using the first two switches, that is why the Switch trigger of the third switch must be unticked for bit 1, 3, 4 and 5. But 2 is deactivated (unticked) after using the first two switches, that is why the Switch trigger of the third switch must be ticked for bit 2. It will be easier to understand if we use the binary way for the formulas, where 0 means unticked, deactivated, and 1 means ticked, activated:
1-1-0-0-1 0-1-1-1-0 ----------- 1-0-1-1-1 But if the third switch is also used, then: 1-0-1-1-1 0-1-0-0-0 ----------- 1-1-1-1-1 Naturally you don't need a third switch, the door will open even if you set only bit flag 2 at the door object instead. - But my purpose was to make it clear now how it work witch only switches. Till this moment, naturally we haven't talked about wrong switches yet, I only have introduced a simpler setup which will make the wrong switches understandable: So let's say there are a fourth and fifth switches also placed, and if you use any of them instead of the third switch, then the solution will be wrong, the door won't open: Using the fourth switch after using the first two switches: 1-0-1-1-1 1-0-0-0-1 ----------- 0-0-1-1-0 Or using the fifth switch after using the first two switches: 1-0-1-1-1 1-1-0-0-1 ----------- 0-1-1-1-0 So you need to move the fourth/fifth switch back into off position, trying the third switch instead. Or - please notice if you also use the fifth switch after the fourth switch, ignoring the third switch, then the solution will be also proper: 0-0-1-1-0 1-1-0-0-1 ----------- 1-1-1-1-1 However, this is even more interesting than that, if these triggers are able to do more than one things. So eg. if not only one Trigger is overlapped with each Switch trigger, but even more, eg. there are further two Triggers at each Switch trigger to open further two doors (Door B and Door C). So eg. if the first, second, fourth and fifth switch is used, then three doors will be open. In fact, this is not the real reason why I called it even more interesting. The reason is you can define different wrong switches for different doors now. Let's say this is what we want now:
Notes:
Last edited by AkyV; 11-10-24 at 17:58. |
01-07-24, 18:15 | #10 |
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9. The trigger name
The names of legacy triggers are seeable in some places of TE. See the Classic Triggers window I said, where you can see all the trigger names of the selected sector. Or, if the trigger itself is selected, then you can also see its name in the top left corner of TE big editor window. Etc. This name is always organized this way - i.e. the name contains these components, in this order:
Trigger_type [Trigger_action] "for/#" Param_value ("Timer:" Timer_value) "in" 'room_name' We don't need to explain trigger type, trigger action or room name, but let's see the other components:
Note: legacy trigger names in TRLE or NGLE don't have so much information like in TE. On the other hand, TRLE or NGLE said something about legacy trigger names that is missing in TE, because the state of One Shot and the states of bit flags were also shown in the trigger names of the old editors. Last edited by AkyV; 11-10-24 at 17:58. |
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