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Old 24-10-13, 18:52   #11
Titak
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It's worth learning more about it (I've been taking small steps at the time myself to get where I am now), because it is amazing what you can accomplish with some scripting.
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Old 24-10-13, 19:23   #12
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^Indeed. There's no time better to learn scripting, than when you really want a feature but you're getting put off by the scripting. It's motivational.

Well, if you reconsider, then there are plenty of people (including myself ) who would be willing to help you through some complicated scripting.
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Old 24-10-13, 20:14   #13
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Quote:
Originally Posted by TR-Freak View Post
Make a new 1-frame animation in Wadmerger (like animation 11 of Lara)
whcih has the "Grab Position" Command in it, which pushes Lara in the air.
then simply play this animation with the condition, that Lara touches the springoard.

I haven't done this, but theoretically it works.
This seems like the best solution. It also means very little scripting is required.

The "grab position" controls both height and distance, so making Lara shoot very high over a short distance. I imagine this is what Core done for TR2.
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Old 25-10-13, 02:15   #14
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Quote:
Originally Posted by Krystian View Post
Not quite sure if I understood correctly, but the effect you achieve is simply a jump that has a higher altitude, so lara doesn't go straight up
Yeah but if you are running forward, and if either you, or the 'engine' presses Alt/Jump, you're going to jump forward, not up.

Right?
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Old 25-10-13, 12:30   #15
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^ Well, yes, she moves forward, but, if I remember correctly, this was also the case for the original tr2 springboard.
It's true though that the distance lara traveled was smaller than in a regular jump.
That's why I also think that the idea TR-Freak brought up is probably the best solution, although I'm not certain if the falling animation (23) will kick in at the right moment, i.e. lara might start "falling" while still going up.

But, in case that would happen, a special "delay" animation might be used to ensure that this occurs at the right moment, when lara starts falling down.
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Old 26-10-13, 00:15   #16
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Hello, vidéo réalisée le 06/08/2010, uniquement avec des animations.
trep (pour le flipeffect déclencheur)
Hello, video made in 08/06/2010, only with animations.
trep (for flipeffect trigger)



it was a test ...

the solution is the script for the ascent portion
according to the height you want to reach!
Quote:
Originally Posted by disapearing-boy
The "grab position" controls both height and distance, so making Lara shoot very high over a short distance. I imagine this is what Core done for TR2.
TR2 animation is still present in our wads, simply reach correctly and to insert the script code, "grab position" the right solution

Bye

Last edited by apofyse; 26-10-13 at 00:29.
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Old 03-12-13, 09:22   #17
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wow, nice
But I'm looking for a springboard like the one from TR2, maybe I have to wait for the plugins..
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Old 03-12-13, 10:07   #18
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Why wait for any plugins?
This is not that hard to make, did you even try doing any of the suggestions above?
Some of them will exactly replicate the TR2 springboard if done right.
Experimenting with something leads to the greatest discoveries.

TRNG may look impossible to grasp at first but that's only an impression.
Once you get into it you see what a powerful (but simple) tool it is.

Last edited by Krystian; 03-12-13 at 10:10.
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Old 03-12-13, 15:05   #19
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^
You're a tease, you know that, right?

So it is possible after all.
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Old 03-12-13, 15:43   #20
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Yes it is possible.

I have a room with these in my own levelset for quite a while.
It works like TR2, just with better custom animations.
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