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Old 08-04-21, 05:13   #14691
cornchild
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Quote:
Originally Posted by Craig Michaels View Post
Thank you for the suggestion, I'm still confused: the idea would be to have the spiked ceiling descend to the floor and then ascend to the ceiling, back and forth a predictable number of clicks just like F144 would do for an itemgroup - but have the object damage Lara if it touches her. The switches are not to reverse the direction, they would *stop* the movement entirely. Perhaps I misunderstood your suggestion.
Take a look at FMOV_INFINITE_LOOP in the script editor. I think this constant might be what you're looking for.
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Old 12-04-21, 10:21   #14692
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Hi,

is there a way to extend the underwater display time for Lara? Normally it takes 60 seconds for Lara to lose health. Can I double this value for example?

In FLEP I can only slow down the time where she loses health via Damage Customizer but not for the air meter. Or am I blind?

Help!

Edit: Okay, here it is: https://www.tombraiderforums.com/sho...d.php?t=205089 ^^
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Last edited by vandit; 12-04-21 at 10:26.
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Old 15-04-21, 04:55   #14693
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Hey everyone, I'm having issues with ActionNG trigger, Activate Sink (A46)

It simply does not work, anyone have any idea why?
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Old 15-04-21, 05:38   #14694
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Hello!
Here is a little tutorial for A46 sink trigger.

https://www.tombraiderforums.com/sho...d.php?t=206559
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Old 15-04-21, 06:04   #14695
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Thank you AkyV, I was using Single Execution

It obviously wouldn't work, needed to use either F118 or F372
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Old 16-04-21, 11:58   #14696
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I've created a puzzle where Lara should rotate 4 discs. It works fine, but somehow if I rotate the 3d disc correctly the last, the triggers don't work. Basically, there is something wrong with the script that makes it pay attention to the order or something. How can I change it so that it doesn't matter when each disc is put into the correct position?

Code:
Parameters=	PARAM_ORIENTATION_CONTROL, 1, FORC_VERTICAL+FORC_MOVEABLE, 6, 358, 359 
Parameters=	PARAM_ORIENTATION_CONTROL, 2, FORC_VERTICAL+FORC_MOVEABLE, 5, 359, 1 
Parameters=	PARAM_ORIENTATION_CONTROL, 3, FORC_VERTICAL+FORC_MOVEABLE, 2, 359, 1 
Parameters=	PARAM_ORIENTATION_CONTROL, 4, FORC_VERTICAL+FORC_MOVEABLE, 7, 269, 271 

GlobalTrigger= 1, IGNORE, GT_ALWAYS, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $028000, 1, $D7, $028000, 2, $D7, $028000, 3, $D7, $028000, 4, $D7 ; all four discs are rotated correctly
TriggerGroup= 2, $2000,68,$011B, $5000,10,$002D ; play CD, open door
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Old 16-04-21, 16:41   #14697
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Hello!

Quote:
- An "equal" condition is "too exact", perhaps it will never be true. If you'd like to check eg. exactly 17 degrees, then perhaps you should check "more than 15" and "less than 19" instead.
It depends on the speed of the rotation as well. I mean, if the object turns very fast, then perhaps that 15-19 interval is still too thin for that, the object will jump from 13 degrees to 20 degress when turning, never being in the 15-19 interval.
(Yes, even if the rotation looks smooth, the detected position could jump some values!)
This is what I typed at PARAM_ORIENTATION_CONTROL description.
So perhaps one or more of your intevals is not true.
For 270 (=269/271) and mostly the frequent 360 (=359-1) degrees those two degrees' side intervals should be true.
But for 358 or 359 that 1 degree sized interval seems too tight, mostly that 358 and 359 should be rare angles. I mean, if the object is mostly detected at 360 degree, then I don't think that usually the next detection is at 358 or 359. The disc should be rotating very low for that.
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Old 16-04-21, 17:23   #14698
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The problem does not seem to be in that. The puzzle works, but only as long as the last disc, which is scripted at the end of the trigger group ($028000, 4, $D7) is the last Lara rotates. I have tried to do it in 2-3-4 and 3-2-4 order (the 1st is already in a correct position so I don't touch it) and it works. But 2-4-3 does not.

Changing degrees does not help, I have tried. =(
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Old 17-04-21, 10:53   #14699
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What if for some mysterious reasons the order of conditions matters? (The condition code itself wouldn't justify this, anyway. It should be digged deeper in plugin procedures, if this is the reason. The 4t condition is for the highest object ID should not matter either.)
Is the solution is different if you change their order in the TriggerGroup?

What if you separate the conditions?
Eg.
"if condition1 is true then add 1 to VariableX". (one_shot_resumed)
"if condition2 is true then add 1 to VariableX". (one_shot_resumed)
Etc.

"if VariableX is 4 then play sound, open door". (one_shot_resumed)

EDIT:
GlobalTrigger= 1, IGNORE, GT_ALWAYS, IGNORE, 1, 2, IGNORE
Anyway, this should be one_shot_resumed, otherwise it should start playing CD continuously while the condition is true.

Last edited by AkyV; 17-04-21 at 10:55.
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Old Yesterday, 04:59   #14700
Craig Michaels
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I have an object that appears via a trigger - Lara shatters a box and the puzzle item piece falls out using a param move item trigger.

However, once Lara has picked it up, if the player saves and reloads, the item appears again, allowing Lara to pick it up again. Is there a way to avoid this?
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