20-07-24, 12:57 | #1 |
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TEN - Nodes
Made using Tomb Editor 1.7.1. pack (including Tomb Engine 1.4.)
Last update to TE/TEN: 1.7.2./1.5. Just like TRNG, TEN is also able to use local triggers and global triggers:
So the events are built from another data base, not from the classic trigger data base. Thankfully the events could be even very complex and detailed, which is why the TEN events are as exciting (or even more) as TRNG triggers - which, as I said, are fully missing from TEN. TEN events can be defined in two ways:
When a TEN local or global trigger executes something then it could execute even more than one events at the same time - so events are organized in the form of "event sets". There is an event set editor for local triggers, and there is another event set editor for global triggers. The local event set editor could be opened in two forms: the one where you edit the local event set list and contents of the event sets for the whole level, and the other one where you add an event set to a volume. (Event set list and event set contents can be also edited in the form which is used at volumes.) Open any of the event set editors, to edit local or global events, and see the upper part of the editor panel where you can see two options. We want to edit events with nodes now, so "Node editor" option should be ticked there. - If you want to edit events with scripts, then you should tick the other option ("Level script functions") instead. If you still don't know the basics about volumes, global and local events, event sets, event set editors or nodes, then first you should read this tutorial. CONTENTS: 1. Adding a node to an event set 2. Adjusting node events and parameters 3. The position of a node 4. Node conditions 5. Further connection examples between nodes ---------- Notes:
Last edited by AkyV; 04-11-24 at 19:23. |
21-07-24, 11:19 | #2 |
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1. Adding a node to an event set
So the (local or global) event set editor is open, and you are about to add a node (i.e. an event) to an event set. - But before that:
Click on a node to select it. (You can click now on any frame part around the node - or around any windows of the node.) Also hold key CTRL down, to have more than one nodes selected with the clicks - or select them with drawing the mouse, also holding down the left mouse button. While you are adding nodes, you can realize that:
And this place of the node doesn't need to be its final place. I mean, select a node, then grab its frame by the left mouse button, to move it where you like. (Not all the parts of the frame are useable to grab the node. These "bad parts" are used to draw manually the lines what I mentioned above - but we will discuss it a bit later in the tutorial. - The best is if you grab the node now at the thick left edge.) ---------- Notes:
Last edited by AkyV; 04-11-24 at 19:22. |
21-07-24, 11:20 | #3 |
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2. Adjusting node events and parameters
If the event that the node shows is not the event you want for that node, then simply click on the little arrow next to the event name window, to open the whole event list, then choose the proper event name from the list. (Nodes showing an action event will show you only the list of action events, and nodes showing a condition event will show you only the list of condition events.) Or just move the cursor over the event name window, and roll the mouse wheel, to roll the event names only in the window, without opening the list. Or naturally you can also use the searching function next to the event name window, to find the proper event name for that node. If you have just chosen the proper event for a node, then naturally you should adjust its parameter values. Unlike classic triggers, node events aren't so uniformed. I mean, classic triggers has the Param window for a parameter, some of them also use the Timer window for a further parameter, and TRNG triggers even have an Extra window if the trigger needs a third parameter. (Moreover, if a TRNG trigger needs even more parameters than three, then one of these windows refer to a script command, in which you can define numerous further parameters.) On the other hand, each node event has exactly as much windows for its parameters as that node event needs. If a node event needs only one parameter, then that node will have only one parameter window, but if a node event needs several parameters, then that node will have several parameter windows. (Some node events don't need a parameter at all, they naturally don't have parameter windows.) That is why node parameter windows don't have a uniformed name, like Param, Timer or Extra. Instead, move the cursor over that window, so TE will show you a little information panel about what that parameter window is for. (This information panel is also available for the event name window, anyway.) Node parameter windows can also have several methods to adjust their values: chosen from a list, mouse wheel, searching function, typing a value, ticking an option etc. - it depends on how the developers coded that window. ---------- Notes:
Last edited by AkyV; 04-11-24 at 18:35. |
23-07-24, 18:35 | #4 |
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3. The position of a node
As I said above, the position of a node is important on the grid, because when the game executes the events of the event set, then the order of the execution depends on where a node is placed on the grid. Let's see the example in the image above. These things will happen when Lara, the activator enters the volume, following the nodes from top to bottom (their distance from each other or if they are on the left or the right side, those are not important):
When Lara enters the volume, then some red light will flash on the screen, the door will open and the flame will be ignited. Last edited by AkyV; 25-07-24 at 11:40. |
23-07-24, 19:31 | #5 |
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4. Node conditions
A condition event always should be the condition of a given executable (action) event, that is why naturally the condition event is the event which should happen first of them. I mean, if an action event has a condition, then you should connect them to each other mostly this way: "If the condition is true, then the action event will be executed". Which means that the condition must be in the upper position, and the action must be in the lower one. Let's see the example in the image above. There are three actions below the "If Lara is on a vehicle" condition, to enable a flame, a door and a bear. Does it mean that the three objects will be enabled only when Lara, the activator, goes in a vehicle into the volume? No. See that line we were already talking about. The line connects the condition only to one action node: which ignites the flame. So the other two actions have no conditions - which is why the door will open and the bear will be spawned everyway, i.e. either Lara is going into the volume in a vehicle or in any other way (running, jumping etc.). Let's draw two more lines between these events: The meaning of this event set phase has been changed:
Look closer to see that those parts of the frame are slightly dotted. - Or, when the cursor is over a point like that then that is automatically highlighted. Keep the left mouse button held down while you pull the mouse from a point like that to another point like that (naturally at another node), to connect the two nodes to each other with a line like that, between those points. Naturally only an upper frame could be linked to a lower frame, or the opposite: a lower frame could be linked to an upper frame. (My experience is it usually works from top to bottom. The line perhaps won't be drawn when you move the mouse in the opposite way.) And naturally only one line can be linked to each connection point.
---------- Notes:
Last edited by AkyV; 27-07-24 at 09:49. |
25-07-24, 19:13 | #6 |
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5. Further connection examples between nodes
Last edited by AkyV; 27-07-24 at 19:21. |
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