22-07-19, 21:02 | #13651 |
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Joined: May 2010
Posts: 1,187
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^ If I understand your setup, you have 5 tiles and each tile increments the value by 1 whenever it is stepped on (e.g. tile A increases variables 1 and 3, tile B increases 4 and 5 etc.)
Are you using F231 for this, with value 1 as the E (Extra) parameter? Have you tried exporting these flipeffects to triggergroups and adding the TGROUP_SINGLE_SHOT_RESUMED to the $2000 of each exported trigger? |
23-07-19, 00:00 | #13652 | ||
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Joined: Jul 2016
Posts: 1,905
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Yes that's the setup and I'm using F231 for that as well
I still haven't tried with that flag, I really hope it will help EDIT: checked out, even adding the flag to each trigger (or just the first) on the TG's still doesn't help The problem isn't even TE, I've checked in NGLE and the same issue happens If it helps, here's one of the 5 objects that should lit when the variable increases (which I can't even test if it works, because I don't have any increases of the variable): Quote:
Quote:
Last edited by LoreRaider; 23-07-19 at 00:12. |
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23-07-19, 02:29 | #13653 |
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23-07-19, 07:45 | #13654 |
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Joined: Jul 2016
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^still no luck for me then, I tried this but nothing :/
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23-07-19, 08:22 | #13655 |
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Joined: Aug 2010
Posts: 456
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Hello everyone,
ist there a way of adjusting the "bubbles" object which is used in combination with the setha? Changing color, speed etc.? Tried to find something with cust_bubbles, but wasn't succesful. Thanks for any help. Last edited by Die Basis; 23-07-19 at 08:33. |
23-07-19, 12:59 | #13656 |
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Joined: Jul 2003
Posts: 33,359
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The objects that are in the BUBBLEs object can be edited like any other object.
But the light they emit and/or the effects they have can not be changed afaik. |
23-07-19, 13:58 | #13657 |
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Joined: Aug 2010
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24-07-19, 03:25 | #13658 |
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Joined: Dec 2017
Posts: 534
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LoreRaider, you can try typing these commands in the [Options] section:
Code:
Diagnostic= ENABLED DiagnosticType= DGX_LOG_SCRIPT_COMMANDS,0 Code:
XXXXXXXXXXXXXXXXXXXXX START NEW GAME FRAME XXXXXXXXXXXXXXXXXXXXX Code:
6047: XXXXXXXXXXXXXXXXXXXXX START NEW GAME FRAME XXXXXXXXXXXXXXXXXXXXX 11032: Perform TriggerGroup=73 11032: TriggerGroup=73 is Single-Shot: sign it like disabled to avoid further executions 11032: 0) Perform Trigger: [$2208, 231, $150] 11032: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 80 (E) = 1> 11032: {Local Short Alfa1} = 0 11047: {Local Short Alfa1} = 1 11047: TriggerResult=true 11047: 1) Perform Trigger: [$2000, 231, $152] 11047: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 82 (E) = 1> 11047: {Local Short Beta1} = 0 11047: {Local Short Beta1} = 1 11047: TriggerResult=true 11047: 2) Perform Trigger: [$2000, 231, $154] 11047: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 84 (E) = 1> 11047: {Local Short Delta1} = 0 11047: {Local Short Delta1} = 1 11047: TriggerResult=true 11047: END TriggerGroup=73 11063: XXXXXXXXXXXXXXXXXXXXX START NEW GAME FRAME XXXXXXXXXXXXXXXXXXXXX 14797: Perform TriggerGroup=73 14797: TriggerGroup=73 is Single-Shot: sign it like disabled to avoid further executions 14797: 0) Perform Trigger: [$2208, 231, $150] 14813: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 80 (E) = 1> 14813: {Local Short Alfa1} = 1 14813: {Local Short Alfa1} = 2 14813: TriggerResult=true 14813: 1) Perform Trigger: [$2000, 231, $152] 14813: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 82 (E) = 1> 14813: {Local Short Beta1} = 1 14813: {Local Short Beta1} = 2 14813: TriggerResult=true 14813: 2) Perform Trigger: [$2000, 231, $154] 14813: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 84 (E) = 1> 14813: {Local Short Delta1} = 1 14813: {Local Short Delta1} = 2 14813: TriggerResult=true 14813: END TriggerGroup=73 14828: XXXXXXXXXXXXXXXXXXXXX START NEW GAME FRAME XXXXXXXXXXXXXXXXXXXXX 24860: Perform TriggerGroup=73 24875: TriggerGroup=73 is Single-Shot: sign it like disabled to avoid further executions 24875: 0) Perform Trigger: [$2208, 231, $150] 24875: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 80 (E) = 1> 24875: {Local Short Alfa1} = 2 24875: {Local Short Alfa1} = 3 24875: TriggerResult=true 24875: 1) Perform Trigger: [$2000, 231, $152] 24875: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 82 (E) = 1> 24875: {Local Short Beta1} = 2 24875: {Local Short Beta1} = 3 24875: TriggerResult=true 24875: 2) Perform Trigger: [$2000, 231, $154] 24875: FLIPEFFECT trigger: "Variables. Numeric. Add to <&>Variable the (E)value" <<&> = 84 (E) = 1> 24875: {Local Short Delta1} = 2 24875: {Local Short Delta1} = 3 24875: TriggerResult=true 24875: END TriggerGroup=73 24891: XXXXXXXXXXXXXXXXXXXXX START NEW GAME FRAME XXXXXXXXXXXXXXXXXXXXX |
24-07-19, 09:46 | #13659 |
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Joined: Jul 2016
Posts: 1,905
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^I think I've found out the issue
The issue weren't the variables not increasing, but the AddEffect not working properly I never thought that the problem was it, since with a separated trigger (either on the map or in the script) they were working fine Now I'm using amber_lights with customized colour, they're rather better Thanks everyone for the help! |
25-07-19, 18:22 | #13660 |
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Joined: Jan 2013
Posts: 276
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This morning I've realized that Lara isn't able to pick up a full or partially full waterskin, only the waterskin_empty. So I've tried to add the waterskin 1_3 manually to the inventory with the Flipeffect F341. It plays the animation like it was picked up, but then it's not present in the inventory. So it seems that it's like it was hardcoded: its presence in the inventory is due only to the filling of the waterskin_empty. Has anyone faced this issue before? Could someone confirm it?
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