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#15481 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Hey, good to hear this!
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#15482 |
Hobbyist
Join Date: Oct 2022
Posts: 2
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Guys I need help!!! When I build my level and try to test it, I lunch the game and when I press new game my levels are missing and then my then the games shuts down. Why?
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#15483 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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I suspect you have a missing script block for your level.
I mean, converting your PRJ file into a TR4 file is not enough to make a playable level. |
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#15484 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 910
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hey guys, is there any way to enable a wobbly/water camera effect?
I want to simulate that a room is filled with water and that it is being drained, I tried flyby camera water room and flipmap it and, well, it sucks lol the way my setup is right now is better, but if I could make the camera woobbly, I thought of poisoning Lara, but the poison health bar would be shown. Thank you in advance! |
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#15486 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 910
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Thank you AkyV!!! This helped me wonders!!
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#15487 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 910
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I'm getting a weird bug where organizers and triggergroups are not activating at all after I force Lara to perform an animation. When I trigger the triggergroup that triggers Lara in a chain of animations (that is basically a cutscene), any further scripted triggergroup or organizer simply does not trigger.
In the animation I'm performing a setposition animcommand, so I thought that this is causing the issue. Does anybody ever had this issue? /edit Setting diagnostics to true it shows an error Error: reached max number of progressive actions Last edited by Richard_trle; 17-02-23 at 05:01. |
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#15488 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 910
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Okay, I solved the problem above, yay
It was just that a trigger that is continuously ran has a limit on the number actions it can perform A?? triggers. Now I have another question, which is sad, three posts in a row, lol but here we go. Is there any way to speed up pushing animation? Because I tried reducing the number of frames, but the animation glitches absurdly |
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#15489 |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,686
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There are a few things to know about the push/pull animations:
As far as I remember the frame count of the animations is not hardcoded (except the grabbing animation, it has to remain 19 frames long - this is removed in TEN). So your animation can be longer/slower, however you have to make sure to also adjust the state changes to match the new length, to allow Lara ungrabbing (and also the "Next frame" value if needed, so it loops correctly). On TRSearch you can find a working import of the TR1-2-3 animations (with a loop), and in my AOD animations the animations also have a different length, and they both work fine in-game. Now you're saying that your animation is glitching weirdly, but without knowing exactly what it does, nor what you did, it's hard to know what's wrong in your setup. ![]() Last edited by Joey79100; 22-02-23 at 19:46. |
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#15490 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 910
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Hey Joey, thank you
Well, I searched through the forum and I found a past post by you which helped me with that. So thank you! What was happening is that my animation was not respecting the 19 initial grabbing frames, which caused some weird artifacts at the end of it, Lara was rotated 180 and moved 512 units back to where she last was. Now my animation looks great! ![]() |
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