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Old 21-12-22, 20:01   #15481
AkyV
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Hey, good to hear this!
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Old 25-12-22, 19:25   #15482
AndreeaCroft
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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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Old 25-12-22, 19:41   #15483
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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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Old 25-01-23, 04:58   #15484
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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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Old 25-01-23, 07:28   #15485
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Hello, Richard!

Here is a camera tutorial for some ideas.
(Plus, Paolone added a further camera feature to one of latest TRNG's - see crane plugin demo -, but I haven't deeply observed that yet.)
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Old 27-01-23, 05:02   #15486
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Thank you AkyV!!! This helped me wonders!!
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Old 16-02-23, 18:41   #15487
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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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Old 22-02-23, 06:22   #15488
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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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Old 22-02-23, 19:45   #15489
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There are a few things to know about the push/pull animations:
  • The object is actually pushed (or pulled) following Lara's left wrist (in TEN this is changed to follow the matching collision box side, allowing for customization). It never moves back: in the pushing animation, it can will only move forward, and in the pulling animation it will only move backward.
  • As long as the looping animation hasn't stopped, the object just keeps "following" that wrist.
  • It's only when you want to release the object (ie. when Lara starts her "stop pushing/pulling" animations - actually 1 frame later) that the object's position is snapped back to a sector's position.
  • The sounds are entirely hardcoded to start/stop at specific frame numbers, and there's no way to change those. The only workaround is to disable those sounds (not include them in your level), and add other sounds yourself in the animation.

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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Old 22-02-23, 21:14   #15490
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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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