11-08-19, 21:31 | #91 |
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@everyone:
Trigger's Remark/Trigger's Help are usually important for my plugins for some additional info. As far as I know you couldn't find this feature (yet) in Tomb Editor. So, if you want to see this info using Tomb Editor, then: - open the trigger in NGLE, and see Set Trigger Type panel, or - see the TXT file, part of the plugin document, having TRG extension. edit: If TE handles plugins actually. I forgot it, probably not yet... Last edited by AkyV; 11-08-19 at 23:22. |
21-08-19, 11:04 | #92 |
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Hello AkyV,
I'm using both of your plugins and they are a great addition with very cool features. I wanted to use the switch sequence feature of your second plugin, but it doesn't work right. I first tried with a modified 'Big Push Button' (with an additional reset animation), the sequence with three switches was working so far. The right order started the desired trigger group and all wrong orders played the reset animation once. But after the wrong orders the switches weren't usable anymore, so I thought that it would might be a hardcoded issue, cause the Big Push Button was not intended to be reset. So I tried again with small push buttons. I had to try out a little bit with the OCB of the opposite StateIDs, but they finally worked as they should, but again not for the reset thing. The reset animation is looping infinitely and, as you might assume, they are useless from that point on. I also read, that this feature was only tested with the lever switches, so it might work only for them...? Maybe others had this issue, too and have a solution or something? |
21-08-19, 19:52 | #93 | ||
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Quote:
Exactly what I wrote is: Quote:
I suppose I expand this setup later in the future for other switches, but for the time being I am almost fully convinced that only lever switch is useable yet... |
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22-08-19, 19:34 | #94 | |
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Quote:
At least now I know, that it's useless to spend more hours on trying out. :b It would be great and I think many others beside me would appreciate it, if you would make it useable for the other switches someday. Thank you for your great work! |
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05-03-20, 22:15 | #95 |
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My third plugin has been released!
The original post has been changed. See there for the details. |
06-03-20, 15:12 | #96 |
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Oh yes! Thank you very much for your amazing work! The new plugin sounds so great, especially the reloading feature! I haven't downloaded it yet, but I will definitely use that feature in the near future.
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06-03-20, 16:15 | #97 | |||
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Quote:
Quote:
On the other hand, reloading animations make it a really nice feature, but you need a good animator (maybe yourself ) who makes them. Quote:
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07-03-20, 12:43 | #98 |
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08-03-20, 02:05 | #99 |
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About the reloads animations, could I ask some info?
These animations how do they start and where do they end? with Lara weapon "idle" or Lara weapon "aiming"? For example with the guns, shall I start and end the animations with the guns aiming up (like when there are not enemies nearby) or shall they be aiming straight front?. |
08-03-20, 10:38 | #100 |
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Hello! Please read the descriptions both for the trigger and the script, it is told there. Anyway, the animations starts from/end to the idle hand status, because they are always started/ended from/to idle animations, like (but not only) Anim103 (naturally with guns also extracted). (I know you can aim even in Anim103, so the reason is a bit more complicated than that.)
We discussed it with others previously, this can be considered as a feature, because you are compelled to hide in a gun fight, where you need to perform the idle animation without hurts to reload, the game experience is better. On the other hand, it is a bit exhausting (as a level builder), because you need an animation not only for each weapon, but inside that, even for different animation states, like from idle standing to idle standing, from idle crouching to idle crouching etc. - maximum three situations like that for each weapon. As you can see, I used Lara object's animation for the base of the reload animations. Anyway, I had no other choice, I was not able to use the weapon object's animations as a base, the code seems really hard to that. Thanks! Last edited by AkyV; 08-03-20 at 11:06. |
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