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Old 03-12-13, 16:23   #21
Titak
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And we have another tease in the house!
You guys... *sigh*

I have to admit I haven't been experimenting with this yet, been experimenting with other stuff for my levels, but knowing it is possible makes it very tempting to give it a try myself.
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Old 03-12-13, 16:25   #22
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It is not hard.
I just use a special jumping animation with a very high grab position. I then did 2 different versions - one for when she lands on it, and one for when she runs over it. Just as in TRII.

The only difference is that i am using full-animations instead of a single frame.

Last edited by TheTiger; 03-12-13 at 16:27.
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Old 03-12-13, 17:23   #23
Krystian
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@Titak:
Yes, I am very much aware that I'm a teaser

Anyway, to not let my teasing be ungrounded, I collected some of the ideas posted here and made a basic TRNG setup for a TR2 springboard:




No fancy scripts used, only a force anim flipeffect for both Lara and the object
I am aware of the "skip" in the jump, but I'm sure it's a matter of tweaking, as this was a very sloppy "made in 5 minutes" setup.

Last edited by Krystian; 03-12-13 at 17:33.
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Old 03-12-13, 17:43   #24
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Quote:
Originally Posted by Krystian View Post
@Titak:
Yes, I am very much aware that I'm a teaser

Anyway, to not let my teasing be ungrounded, I collected some of the ideas posted here and made a basic TRNG setup for a TR2 springboard:




No fancy scripts used, only a force anim flipeffect for both Lara and the object
I am aware of the "skip" in the jump, but I'm sure it's a matter of tweaking, as this was a very sloppy "made in 5 minutes" setup.
Mine is done using the same way.
You should extend the animation until she starts ascending (not actually, but when the grab position changes and starts to slowly let her fall down.) and then connect it to the falling animation. This is how i fixed the 'jump' myself.
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Old 03-12-13, 19:19   #25
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wow, it's perfect )
How does it work?
In which slot is the springboard?
How can I make the springboard everytime Lara stands on it?
Are there scripts for it?
How can I make the animation?
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Old 03-12-13, 19:55   #26
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Quote:
Originally Posted by LGG_PRODUCTION View Post
How does it work?
Lara steps on a PAD type trigger which forces the animation for the object via an action trigger. On top of it is a trigger for a flipeffect forcing the animation that lauches Lara in the air.
Quote:
In which slot is the springboard?
It is in one of the Animating slots, Animating3 to be precise (but it could be any other).
Quote:
How can I make the springboard everytime Lara stands on it?
The force animation trigger activates each time Lara steps onto the trigger.
Quote:
Are there scripts for it?
Absolutely none for the sake of convenience
Quote:
How can I make the animation?
The first animation is very simple. It's a 1 frame animation with a grab position of -175, 50, however you can set these values to anything you'd like to vary the height and distance of the jump (value 1 and value 2, respectively). This single frame animation leads to another animation that has the frames from animation 35 copied a couple of times (I used 18 frames). Finally, this animation leads to animation 35.
All of the animation have a stateID of 3.

The object's animation is only a single, basic animation without any extra values or effects.

That's all there is to know
If you need a more detailed description of something, please feel free to ask

Last edited by Krystian; 04-12-13 at 17:56.
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Old 04-12-13, 13:23   #27
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No scripts?
Wow, sometimes the engine amazes me that way.
Something that seems complicated turns out to be easy and non-complicated, something that looks easy needs complicated scripting using variables and what not.

I'm going to give this a try now.
Once I see the simple setup in action I should be able to finetune it myself. And in case I do fail, well, I know where this thread lives.


*** EDIT 1 ***
Btw, does the custom animation also have StateID3, just like animation 35?

*** EDIT 2 ***
It works!
But only when I use 1 frame in the custom animation. If I use more frames in the animation, Lara will first perform the entire animation without going up. Once she is done with the animation, she is send upwards in animation 35.
The one-frame custom animation is in slot 591 and it has StateID3.
Because it is such a high animation slot number, I used F170 instead of F80 to force the animation.
Perhaps this has something to do with it?
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Last edited by Titak; 04-12-13 at 16:43. Reason: typo...
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Old 04-12-13, 16:39   #28
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Yes, that is correct, the stateID used was 3

Btw, I find it hard to believe that this setup is surprising to you, considering the multitude of things you've accomplished with TRNG

Edit, in response to your edit:
I did indeed use F80, so maybe that's the case.

Last edited by Krystian; 04-12-13 at 16:49.
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Old 04-12-13, 16:49   #29
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Thanks for confirming that.

I've edited my post a second time while you were posting yours it seems.
Does the way the animation was forced make any difference here?


I often start thinking about things when I have ideas for my levels.
Then I try to make them work.
This has not been one of them...
And I'm not all that familiar with the animation stuff even though I often make custom animations for Lara...
So the Grab Position thing did not come to mind.

Oh well.


**** EDIT ****
It does matter which "force animation" trigger is used.
I just tested with another one and it did not work at all.
I'll now copy the custom animation to a slot that can be forced with F80 and go from there.
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Last edited by Titak; 04-12-13 at 16:53.
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Old 04-12-13, 16:59   #30
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Basically it uses the setup like a normal jump animation.

A short animation with lara preparing her jump and a grab position command. ( Animation 16, 18 and 73.)

And then this one transfers to a bigger animation - the full jump. (Animation 17, 19 and 77.)
Putting the whole animation in the animation with the grap-pos command indeed causes her to jump at the end of the animation.

Last edited by TheTiger; 04-12-13 at 17:00.
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