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Old 01-08-21, 22:31   #11
klona
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Quote:
Originally Posted by TRSMART View Post
Can't get it to work, i'm doing something wrong for sure..

When playing it in ONE go all is working but when saving when killed first enemy and reloading nothing happens anymore..

This is my code atm

TriggerGroup=6, $2000,85,$0110; fade out for flyby
TriggerGroup=7, $5000,323,$002D, $2000,129,$0129, $2000,79,$0103; run cam scene, Teleport LARA to pos3 + play music
TriggerGroup=14, $5000,313,$003C, $5000,319,$003C; save the coordinates of enemies when saving during bossfight
Organizer=1, FO_TICK_TIME, IGNORE, 5,6,18,7; Timer for combat start
GlobalTrigger=2, FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, 14, IGNORE, 7; this is a small test

Probably something wrong.. or i picked the wrong script commands, if someboy could give me an example?
The values in TG14 are not conditions. What are you trying to achieve exactly? Maybe there is a better way to do it.
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Old 02-08-21, 01:44   #12
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I want the player be able to save during the bossfight and when reloading that the game still knows One of the enemies is already dead

Since my event only happens when both enemies are dead
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Old 03-08-21, 17:46   #13
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Do you use a C14 exported in a GlobalTrigger to check if the enemy is dead?
Because you are right, it could be buggy after loading a savegame.

Creature. <#>Creature is currently (E) (C14)

Instead, check another exported Condition trigger in a GlobalTrigger - see my Plugin#1:

Quote:
222:Moveable. <#> Object is died/ruined (= general "death" condition) #REMARK#Click on [Trigger's Help] button for more infos#START_DOC#
It is a general check if an enemy is died or if another object is ruined.

Use this condition if you have problems with C14 trigger to examine the death:

- Because C14 is not savegame-stable. I.e. you can't study the death of the dead enemy if you save the game after the death, and you load that savegame after that. So, if you still want to examine the death after the load.
- Because C14 won't work with special deaths. (Eg. if you blow up a non-living Moveable object with A14.)
#END_DOC#
Or, if you don't use/want that plugin, then check for both enemies (as the actual subject of Item Memory Zone) in the GlobalTrigger if the value of a variable is "bigger/equal" than 100. (Not 100 the exact value, but this is the simpliest description.) The value of the variable must be the value of "Object status" Item Memory Zone field for both enemies.

-----
EDIT:
I move it into TRNG section, because it is a TRNG question, even if Tomb Editor is used.

Last edited by AkyV; 03-08-21 at 17:51.
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Old 06-08-21, 01:03   #14
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I'm going absolutely crazy atm, I can't figure this out.

BEFORE the fight there is a trigger putting the variable of "0" to Local Byte Alfa 1

I currently have this code:

;;DEMIGOD BOSSFIGHT
TriggerGroup=6, $2000,85,$0110; fade out for flyby
TriggerGroup=14, $9000,313,$000E, $2000,231,$0140; E1 is currently dead + ADD LOCAL BYTE ALFA 1 TO VALUE 1
TriggerGroup=15, $9000,319,$000E, $2000,231,$0140; E2 is currently dead + ADD LOCAL BYTE ALFA 1 TO VALUE 1
TriggerGroup=7, $5000,323,$002D, $2000,129,$0129, $2000,79,$0103; run cam scene, Teleport LARA to pos3 + play music
TriggerGroup=16, $8000,64,$022B; THE CURRENT VALUE IS = 2
Organizer=1, FO_TICK_TIME, IGNORE, 5,6,18,7; Timer for combat start
GlobalTrigger=2, FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, IGNORE, 14, IGNORE ; E1 is currently dead
GlobalTrigger=3, FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, IGNORE, 15, IGNORE; E2 is currently dead

;;FIGHT DONE
TriggerGroup=8, $9000,319,$000E, $9000,313,$000E; check both enemies are dead
TriggerGroup=9, $2000,130,$0001, $5000,332,$002D, $5000,335,$011A; stop the music when BOTH enemies are dead & show cut + open door
GlobalTrigger=1, FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, 16 , 9 ,IGNORE; Result BOTH enemies dead


Please help me what am I doing wrong?

thanks a lot
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Last edited by TRSMART; 06-08-21 at 01:06.
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Old 06-08-21, 01:20   #15
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^ Change GT condition group to GT enemy killed, and put the index ID of the enemy in the Parameter field.

So like

GlobalTrigger=2, FGT_SINGLE_SHOT, GT_ENEMY_KILLED, 313, IGNORE, 14, IGNORE

This will check if enemy with index 313 is killed, then it will trigger TG 14.

What you are doing now is trying to TRIGGER a condition, which can't happen. Conditions need to be in the condition field of the syntax, and then you put the actual triggers in the next two fields (if you want). So now you can take that part off since you will use what I mentioned first.

Quote:
Originally Posted by TRSMART View Post
I want the player be able to save during the bossfight and when reloading that the game still knows One of the enemies is already dead

Since my event only happens when both enemies are dead
Isn't the player able to save anywhere normally?
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Old 06-08-21, 13:57   #16
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YES its WORKING!!! Thanks a lot Klona!!

Final code:

;;DEMIGOD BOSSFIGHT
TriggerGroup=6, $2000,85,$0110; fade out for flyby
TriggerGroup=14, $9000,313,$000E, $2000,231,$0140; E1 is currently dead + ADD LOCAL BYTE ALFA 1 TO VALUE 1
TriggerGroup=15, $9000,319,$000E, $2000,231,$0140; E2 is currently dead + ADD LOCAL BYTE ALFA 1 TO VALUE 1
TriggerGroup=7, $5000,323,$002D, $2000,129,$0129, $2000,79,$0103; run cam scene, Teleport LARA to pos3 + play music
TriggerGroup=16, $8000,64,$022B; THE CURRENT VALUE IS = 2
Organizer=1, FO_TICK_TIME, IGNORE, 5,6,18,7; Timer for combat start
GlobalTrigger=2, FGT_SINGLE_SHOT, GT_ENEMY_KILLED, 313, IGNORE, 14, IGNORE ; E1 is currently dead
GlobalTrigger=3, FGT_SINGLE_SHOT, GT_ENEMY_KILLED, 319, IGNORE, 15, IGNORE; E2 is currently dead

;;FIGHT DONE
TriggerGroup=16, $8000,64,$022B; THE CURRENT VALUE IS = 2
TriggerGroup=9, $2000,130,$0001, $5000,332,$002D, $5000,335,$011A; stop the music when BOTH enemies are dead & show cut + open door
GlobalTrigger=1, FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, 16 , 9 ,IGNORE; Result BOTH enemies dead
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Old 06-08-21, 14:20   #17
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Awesome news!
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