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#15531 |
Archaeologist
Join Date: Jul 2016
Location: Italy
Posts: 1,814
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^the plugin is inside the "custom patches" package on FLEP thread
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"Everybody lies, no exceptions." |
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#15532 | |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,747
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#15533 | |
Historian
Join Date: Sep 2020
Posts: 346
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#15534 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,747
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Thanks guys, works like a charm! This is absolutely perfect for some extra flame/smoke sprites I wanted to implement
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#15535 |
Archaeologist
Join Date: Dec 2009
Location: Brazil
Posts: 1,419
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Is it possible to force bilinear filter off so I don't need to tell players to turn them off in TR4's setup? I know that we can force volumetricFX on or off through script, but didn't find anything about bilinear filtering.
edit: nvm, found out it's possible through flep latest patches
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I make my own luck Last edited by GabrielCroft; 22-09-23 at 05:07. |
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#15536 |
Professor
Join Date: Apr 2010
Location: New York
Posts: 3,649
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Im trying to have a global trigger recognize when a movable is facing a certain direction, though iv'e not found any conditions for such a thing. Does anyone know if it is possible in some way to check if a movable is facing north, east, south, or west? Doesn't necessarily need to be a movable, just any object that isn't an enemy.
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#15537 |
Professor
Join Date: Nov 2011
Location: Serbia
Posts: 4,874
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From the top of my head all I can think of is Memory Zones in Selected Item Memory -> Facing Direction. You can select the movable with A54 and then copy values into Short variable slots (F256). Based on what it's facing, it will have different value. I'm sure Paolone also provided screenshots on his TRNG explaining these values.
![]() EDIT: If I got them right, North will be 0, East 16384, South -32768, West -16384 Last edited by Raider99; 24-10-23 at 03:58. |
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#15538 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,833
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@THOR2010:
Or see C215:Object generally. Moveable (including Lara) or Statics object has <#> orientation in my Plugin1. |
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#15539 |
Professor
Join Date: Apr 2010
Location: New York
Posts: 3,649
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Thanks for the replys guys, ill take a look at both! also another quick question, if i am remembering correctly, the plugin triggers don't show up in tombeditor correct? You still have to use ngle to get the exported script triggers?
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#15540 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,833
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Of course the easiest is if you still have an ngle on your computer, so you can export plugin triggers from there into tombide triggergroups.
But there is another way, to find out trigger export values manually, without ngle. It is wasting your time a bit, though. However, see my tutorial for tomb editor to use plugin triggers there. |
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