27-01-20, 12:20 | #1 |
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Joined: Nov 2007
Posts: 7,582
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TR2/TRC Valve Handle Door
Didn't want to make this thread but feel I have no choice.
This is the only tutorial and the link is dead, sadly. https://www.tombraiderforums.com/sho...d.php?t=197110 I tried following the NGLE method but it doesn't work. I get the switch to work perfectly, but the doors are an issue. Sometimes they won't even open. Tested the same setup with regular switches (pushbutton, lever, pulley etc) and they all work fine, so I assume its something to do with the valve handle itself. Has anyone got this to work, and if so, how? |
27-01-20, 13:20 | #2 |
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Joined: Apr 2001
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in wadmerger's switch editor, there's a valve switch option for switch_type1--->6 just make the correct choice, save the wad, and inside ngle you have to type the correspondent ocb in the valve switch ocb window
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27-01-20, 14:24 | #3 | |
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Quote:
Lara performs the animation fine and the switch turns as she turns it.. then it swings back 90 degrees to sit on the wall (where the door would be when open) However its the door thats the issue. I tested everything and it refused to open.. I even tried other doors in my WAD. When I use other switches however.. the door opens fine. Closest I got was the door would open.. but about 3 seconds after the switch (instead of at the same time) |
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27-01-20, 14:38 | #4 |
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That tutorial has a part with my addendum.
If you skip the original tutorial part, then my addendum should make your setup work like a charm. Follow only that from the start, and at the end it should also work for you nicely. |
27-01-20, 15:38 | #5 | |
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Quote:
I also read an updated part not in the tutorial which means I don't have to edit the door animations at all (skip fake animation 1) Only thing I can think of is that I'm using Tomb Editor and maybe thats causing some conflict in the script somehow? I'll keep trying until I get it working.. or get it working as close as I can anyway |
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27-01-20, 17:04 | #6 | |
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Joined: Dec 2008
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I got them working in TR2 Revised.
This is the script command I used: Quote:
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27-01-20, 17:44 | #7 |
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Joined: Apr 2012
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Tr95, thats the same setup I'm using
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27-01-20, 17:46 | #8 |
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Joined: Dec 2011
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@dcw123:
You cannot ignore that thing in State Change Editor: Door Animation0: Next Animation ID2 instead of ID1. Door Animation2: Animation1 entry is removed. If it worked for someone without that, that supposedly means that must be another door, not from the one of Offshore Rig, with different door animations. Last edited by AkyV; 27-01-20 at 17:56. |
27-01-20, 19:22 | #9 |
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Joined: Nov 2007
Posts: 7,582
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Thanks guys.
I'll give it another go tomorrow |
27-01-20, 20:24 | #10 |
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Joined: Apr 2001
Posts: 1,622
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Maybe your animation needs an anim command to activate triggers.
In wadmerger, animation editor, add an anim command. For the first field choose "play effect", for the second field type the required frame, in third field choose "6 - activate triggers" |
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