![]() |
![]() |
#311 | |
Archaeologist
Join Date: Jan 2009
Location: San Francisco, CA
Posts: 2,079
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#312 |
Archaeologist
Join Date: Jan 2009
Location: San Francisco, CA
Posts: 2,079
|
![]()
Are fog bulbs supported in TEN yet? I was trying to follow a TRNG tutorial but can't find the relevant script commands in TEN.
|
![]() |
![]() |
![]() |
#313 |
Historian
Join Date: Feb 2009
Location: Iserlohn
Posts: 405
|
![]()
no, at this time they are not supported.
__________________
Greetings, :-) l.m. :-) |
![]() |
![]() |
![]() |
#314 |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 414
|
![]()
if you pull the block over the trapdoor and open it, the block remains in the air.
question: will it fall in the future (written in the engine) as in trng?; and the items located on trapdoor? |
![]() |
![]() |
![]() |
#315 |
Hobbyist
Join Date: May 2018
Location: France
Posts: 3
|
![]()
Hi!
I'm trying to see what are the new Lara moves in TEN. I enabled them all in Settings.lua but I have no idea what are the "crawlspaceSwandive", "overhangClimb" and "slideExtended" ones. And the Flow.Animations page of the Lua API is empty... How can I see these animations? Keep up the great work btw! ![]() |
![]() |
![]() |
![]() |
#316 |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,680
|
![]()
crawlspaceSwandive enables the possibility to swandive into an elevated crawlspace, and Lara will roll into it.
overhangClimb was TEN's implementation of Krys's slanted grabbable ceilings ala AOD, but it wasn't finished for the first version of TEN and for now it is on hold and not to be used. slideExtended is also unfinished if I'm not mistaken, and is meant to align Lara to slope's directions (instead of always sliding exactly in one of the 4 cardinal directions). |
![]() |
![]() |
![]() |
#317 |
Explorer
Join Date: Nov 2019
Location: Polska
Posts: 710
|
![]()
Yes to what Joey said
![]() And also yes the document is empty which, imo, shouldn't be. I brought it up to the person who manages TEN lua API and lua ![]()
__________________
Chronicles Lara: "Whatever" |
![]() |
![]() |
![]() |
#318 | |
Explorer
Join Date: Nov 2019
Location: Polska
Posts: 710
|
![]() Quote:
![]() MontyTRC is currently working on implementing fog bulbs (should be available in 1.0.4) here's a little demonstration: WIP https://streamable.com/tnfcuu
__________________
Chronicles Lara: "Whatever" |
|
![]() |
![]() |
![]() |
#319 |
Hobbyist
Join Date: Mar 2010
Location: Spain
Posts: 18
|
![]()
Is it possible to add the script of Lara's animations from The Dark Renaissance to LUA? I'm trying in various ways but I can't succeed. I have the animations already with WADTool but for everything to work well I need to add the script information well.
![]() I know there are tutorials, but I can not understand them to solve this section. If someone can explain it to me, I would be very grateful. ![]() I leave the information of the script below, although I suppose it is probably necessary to adapt it to LUA. Code:
;================================================================================================ ; Generic ;================================================================================================ Customize= CUST_TR5_UNDERWATER_COLLISIONS ; -- Slide to run -- Animation= 246, KEY1_UP, IGNORE, IGNORE, ENV_FRAME_NUMBER, 0, IGNORE, -71 ; Slide to Run Animation= 247, KEY1_UP, IGNORE, IGNORE, ENV_FRAME_NUMBER, 7, IGNORE, -71 ; Slide to Run (later) ; -- Crawlspace roll -- Animation= 218, IGNORE, KEY2_DASH, FAN_KEEP_NEXT_STATEID + FAN_SET_FREE_HANDS_TEMP, ENV_MULT_CONDITION, 4, IGNORE, -222, -353, -354 MultEnvCondition= 4, ENV_NO_BLOCK_IN_FRONT, 256, IGNORE, ENV_NON_TRUE + ENV_HOLE_FLOOR_IN_FRONT, 512 ,IGNORE ; -- Roll to run -- Animation= 175, KEY1_UP, IGNORE, IGNORE, ENV_FRAME_NUMBER, 11, IGNORE, -147 ; -- Crouch to sprint -- Animation= 224, KEY1_UP, KEY2_DASH, IGNORE, ENV_FRAME_NUMBER, 11, IGNORE, -227 ; -- Dive roll to run -- Animation= 399, KEY1_UP, IGNORE, IGNORE, ENV_FRAME_NUMBER, 6, IGNORE, -151 Animation= 20, KEY1_UP+KEY1_WALK, IGNORE, IGNORE, ENV_FRAME_RANGE, 6935, 0, -151 ; End of roll to walk / F23 to F27 - (F27*256+F23= 6 935) Animation= 6, KEY1_UP, IGNORE, IGNORE, ENV_FRAME_RANGE, 6935, IGNORE, -151 ; End of roll to run / F23 to F27 - (F27*256+F23= 6 935) ; -- Responsiveness fixes after step up while running -- Animation= 9, KEY1_UP + KEY1_WALK, IGNORE, IGNORE, ENV_FRAME_NUMBER, 16, IGNORE, -55 ; LEFT FOOT - To walk Animation= 16, KEY1_UP + KEY1_JUMP, IGNORE, IGNORE, ENV_FRAME_NUMBER, 15, IGNORE, -55 ; LEFT FOOT - To jump Animation= 225, KEY1_UP, KEY2_DASH, IGNORE, ENV_FRAME_NUMBER, 12, IGNORE, -55 ; LEFT FOOT - To sprint Animation= 10, KEY1_UP + KEY1_WALK, IGNORE, IGNORE, ENV_FRAME_NUMBER, 16, IGNORE, -56 ; RIGHT FOOT - To walk Animation= 18, KEY1_UP + KEY1_JUMP, IGNORE, IGNORE, ENV_FRAME_NUMBER, 15, IGNORE, -56 ; RIGHT FOOT - To jump Animation= 224, KEY1_UP, KEY2_DASH, IGNORE, ENV_FRAME_NUMBER, 12, IGNORE, -56 ; RIGHT FOOT - To sprint ;================================================================================================ ; Fixing the waist-deep water bug ;================================================================================================ ; When Lara plays animations 55 or 56 (stepping up a block while running), tell the engine she's ; not in the water anymore GlobalTrigger= 56, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 55, 56, IGNORE TriggerGroup= 55, $8000, 55, $1E, > ; IF anim 55 TGROUP_OR + $8000, 56, $1E ; OR anim 56 TriggerGroup= 56, $2000, 246, $8 ; THEN Tell the engine she's not in the water anymore ; (Variables. Memory. Set in <"Lara. Environment where lara is">Savegame Memory the ("0")Value) ;--------------------------------------------------------- ; Variable: Savegame Memory zone ;--------------------------------------------------------- ; Lara. Environment where lara is. ; 0 = Ground, but also climbing, monkey, jumping, falling ; 1 = Underwater ; 2 = Floating on the water ; 3 = Special: dozy, vehicle, hardcoded cutscenes ; 4 = Low water at ankles ;--------------------------------------------------------- ;================================================================================================ ; Wall Kicking ;================================================================================================ ; -- On land Wall Kicking -- Animation= 12, KEY1_ACTION, IGNORE, FAN_PERFORM_TRIGGER_GROUP + FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 12, IGNORE, -103, -0 -1, -2, -3 MultEnvCondition= 12, ENV_FREE_HANDS, IGNORE, IGNORE, > ENV_ITEM_TEST_POSITION, 12, IGNORE;, > ;ENV_CONDITION_TRIGGER_GROUP, 13, IGNORE TestPosition= 12, TPOS_TURN_FACING_180, ANIMATING1, > 0-512, 0+512, > ; X distance 0-512, 0+512, > ; Y distance -256-256, -256+256, > ; Z distance $8080 - 8192, $8080 + 8192, > ; H orient 0-4096, 0+4096, > ; V orient 0-1024, 0+1024 ; R orient TriggerGroup= 13, TGROUP_USE_FOUND_ITEM_INDEX + $9000, 145, $10E ; Creature. <#>Enemy has not been activated yet TriggerGroup= 12, $2000, 170, $13B, > ; Lara. (Animation) Force Animation <315> for Lara, set new StateId TGROUP_USE_FOUND_ITEM_INDEX + $5000, 145, $2B, > ; Trigger. (Moveable) Activate <#>Object with Timer value (0) TGROUP_USE_FOUND_ITEM_INDEX + $5000, 145, $27 ; Enemy. Set Next State Id (1) for <#>enemy ; -- Underwater Wall Kicking -- Animation= 11, KEY1_ACTION, IGNORE, FAN_PERFORM_TRIGGER_GROUP + FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 13, IGNORE, -86, -87, -107, -108, -109, -198, -199, -200 MultEnvCondition= 13, ENV_UNDERWATER, IGNORE, IGNORE, > ENV_ITEM_TEST_POSITION, 13, IGNORE;, > ;ENV_CONDITION_TRIGGER_GROUP, 13, IGNORE TestPosition= 13, TPOS_TURN_FACING_180, ANIMATING1, > 0-640, 0+640, > ; X distance -512-512, -512+512, > ; Y distance -128-512, -128+512, > ; Z distance $8080 - 8192, $8080 + 8192, > ; H orient 0-8192, 0+8192, > ; V orient 0-8192, 0+8192 ; R orient ;TriggerGroup= 13, TGROUP_USE_FOUND_ITEM_INDEX + $9000, 145, $10E ; Creature. <#>Enemy has not been activated yet TriggerGroup= 11, $2000, 170, $1C7, > ; Lara. (Animation) Force Animation <455> for Lara, set new StateId TGROUP_USE_FOUND_ITEM_INDEX + $5000, 145, $2B, > ; Trigger. (Moveable) Activate <#>Object with Timer value (0) TGROUP_USE_FOUND_ITEM_INDEX + $5000, 145, $227 ; Enemy. Set Next State Id (2) for <#>enemy ;================================================================================================ ; Grab animation ;================================================================================================ ;Animation= 573, -1, -1, FAN_SET_BUSY_HANDS, ENV_MULT_CONDITION, 6, -1, -96 ; -- ANNOYING WHEN IT HAPPENS ALL THE TIME MultEnvCondition=6, ENV_FRAME_NUMBER, 1, 20, ENV_NON_TRUE, -1, -1 ;Animation= 574, -1, -1, -1, ENV_MULT_CONDITION ,5, -1, -96 ; Dangles -- MISSING ANIMATION MultEnvCondition= 5, ENV_NO_BLOCK_IN_FRONT, 128, -1, ENV_NON_TRUE, -1, -1, ENV_FRAME_NUMBER, 0, -1, ENV_SUPPORT_IN_FRONT_WALL, $333, -1 ; One Click Dangle ENV ;================================================================================================ ; Swing Pole (by Symsi) ;================================================================================================ Customize= CUST_PARALLEL_BARS, PB_DOUBLE_FACE+PB_LARA_CAN_SLIDE, 2, 10 Animation= 463, KEY1_UP, -1, FAN_START_FROM_EXTRA_FRAME, ENV_FRAME_NUMBER, 19, 16, -474 Animation= 474, KEY1_UP + KEY1_RELEASED, -1, FAN_START_FROM_EXTRA_FRAME, ENV_FRAME_NUMBER, 14, 19, -463 Animation= 462, KEY1_UP, -1, -1, -1, -1, -1, -461 Animation= 463, KEY1_UP, -1, -1, -1, -1, -1, -471 Animation= 28, KEY1_ACTION + KEY1_RELEASED, -1, FAN_ENABLE_GRAVITY, -1, -1, -1, -471 Animation= 464, KEY1_DOWN, -1, -1, -1, -1, -1, -471 Animation= 466, KEY1_DOWN, -1, -1, ENV_FRAME_NUMBER, 23, -1, -462 Animation= 472, KEY1_DOWN, -1, -1, ENV_FRAME_NUMBER, 7, -1, -462 Animation= 468, KEY1_JUMP, -1, -1, ENV_FRAME_NUMBER, 8, -1, -462 Animation= 537, KEY1_JUMP, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, -471 ;Swingpole to Crouch Animation= 539, KEY1_JUMP, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, -538 ;Jump Off Swingpole Animation= 540, KEY1_LEFT, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, -538 ;Crouch to Tightrope ;================================================================================================ ; Tightrope (by Symsi) ;================================================================================================ Animation= 530, KEY1_DOWN, -1, -1, -1, -1, -1, -477 ;Idle to Turn #1 Animation= 532, KEY1_DOWN, -1, -1, -1, -1, -1, -478 ;Idle to Turn #2 Animation= 530, KEY1_ROLL, -1, -1, -1, -1, -1, -477 ;Idle to Turn #1 Animation= 532, KEY1_ROLL, -1, -1, -1, -1, -1, -478 ;Idle to Turn #2 Animation= 479, KEY1_UP + KEY1_ACTION, -1, -1, -1, -1, -1, -477 ;Idle to Walk #1 Animation= 480, KEY1_UP + KEY1_ACTION, -1, -1, -1, -1, -1, -478 ;Idle to Walk #2 Animation= 482, KEY1_UP + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 36, -1, -481 ;Walk to Idle #1 Animation= 483, KEY1_UP + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 16, -1, -481 ;Walk to Idle #2 Animation= 486, KEY1_UP + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 3, -1, -481 ;Walk to Idle #3 Animation= 487, KEY1_UP + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 23, -1, -481 ;Walk to Idle #4 Animation= 484, KEY1_UP + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 10, -1, -481 ;Walk to Idle #5 Animation= 485, KEY1_UP + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 30, -1, -481 ;Walk to Idle #6 Animation= 482, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 36, -1, -481 ;Walk to Idle #1 Animation= 483, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 16, -1, -481 ;Walk to Idle #2 Animation= 486, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 3, -1, -481 ;Walk to Idle #3 Animation= 487, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 23, -1, -481 ;Walk to Idle #4 Animation= 484, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 10, -1, -481 ;Walk to Idle #5 Animation= 485, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_FRAME_NUMBER, 30, -1, -481 ;Walk to Idle #6 Animation= 459, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, $75, -1, -477 ;Idle to Stance #1 Animation= 460, KEY1_ACTION + KEY1_RELEASED, -1, -1, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, $75, -1, -478 ;Idle to Stance #2 Animation= 534, -1, -1, FAN_RANDOM, IGNORE, -1, 3, -534 ;Random walk ;Animation= 541, KEY1_ACTION + KEY1_RELEASED, -1, -1, 39, $350, -1, -475 ;Idle to Hang #1 ;================================================================================================ ; Crouching / On all fours ;================================================================================================ Animation= 218, IGNORE, KEY2_DASH, FAN_KEEP_NEXT_STATEID, ENV_MULT_CONDITION, 10, IGNORE, -222,-353,-354,-306,-307 ; crawlspace roll MultEnvCondition= 10, ENV_NO_BLOCK_IN_FRONT, 256, IGNORE, ENV_NON_TRUE + ENV_HOLE_FLOOR_IN_FRONT, 512, IGNORE ; crawlspace roll Animation= 218, IGNORE, KEY2_DASH, FAN_KEEP_NEXT_STATEID, ENV_MULT_CONDITION, 11, IGNORE, -219 ; chaining crawlspace rolls MultEnvCondition= 11, ENV_NO_BLOCK_IN_FRONT, 256, IGNORE, ENV_NON_TRUE + ENV_HOLE_FLOOR_IN_FRONT, 512, IGNORE, ENV_FRAME_NUMBER,14,IGNORE ; chaining crawlspace rolls Animation= 258, KEY1_UP, IGNORE, IGNORE, ENV_MULT_CONDITION, 8, IGNORE, -219 ; Roll > Crawls > Crawl forward Animation= 353, KEY1_LEFT, IGNORE, IGNORE, ENV_MULT_CONDITION, 8, IGNORE, -219 ; Roll > Crawls > Rotate left Animation= 354, KEY1_RIGHT, IGNORE, IGNORE, ENV_MULT_CONDITION, 8, IGNORE, -219 ; Roll > Crawls > Rotate right MultEnvCondition= 8, ENV_FRAME_NUMBER, 14, IGNORE, > ENV_DISTANCE_CEILING+ENV_NON_TRUE, $280, IGNORE Animation= 303, KEY1_RELEASED, KEY2_DUCK, IGNORE, ENV_FRAME_NUMBER, 4, IGNORE, -217 ; going into crouch position - key released - get back up Animation= 221, KEY1_RELEASED, KEY2_DUCK, IGNORE, ENV_DISTANCE_CEILING, $300, IGNORE, -220,-245,-306,-307 ; crouching - get back up (delay removed) Animation= 221, KEY1_RELEASED, KEY2_DUCK, IGNORE, ENV_MULT_CONDITION, 2, IGNORE, -310,-245,-306,-307 ; crouching - get back up (delay removed) MultEnvCondition= 2 , ENV_DISTANCE_CEILING, $300, IGNORE, ENV_FRAME_NUMBER, 25, IGNORE ; condition Animation= 221, KEY1_RELEASED, KEY2_DUCK, IGNORE, ENV_DISTANCE_CEILING, $300, IGNORE, -265 ; crouching - get back up (delay removed) Animation= 258, KEY1_UP, KEY2_DUCK, IGNORE, IGNORE, IGNORE, IGNORE, -265, -306, -307 ; has just crouched - crawl forward Animation= 258, KEY1_UP, IGNORE, IGNORE, ENV_DISTANCE_CEILING+ENV_NON_TRUE, $280, IGNORE, -265, -306, -307 ; has just crouched - crawl forward ;Animation= 566, IGNORE, KEY2_DUCK, IGNORE, ENV_FRAME_NUMBER, 8, IGNORE, -151 ; dive - roll - duck ;Animation= 566, KEY1_UP, KEY2_DUCK, IGNORE, ENV_FRAME_NUMBER, 8, IGNORE, -151 ; dive - roll - duck Animation= 310, IGNORE, KEY2_DUCK, FAN_START_FROM_EXTRA_FRAME, ENV_FRAME_NUMBER, 10, 16, -495 ; sprint - roll - crouch (left) Animation= 311, IGNORE, KEY2_DUCK, FAN_START_FROM_EXTRA_FRAME, ENV_FRAME_NUMBER, 10, 16, -497 ; sprint - roll - crouch (right) Animation= 258, KEY1_UP, KEY2_DUCK, IGNORE, ENV_FRAME_RANGE, 9497, IGNORE, -310, -311 ; has just crouched - crawl forward - from F25 to F37 - (F37*256+F25=9497) Animation= 258, KEY1_UP, IGNORE, IGNORE, ENV_MULT_CONDITION, 16, IGNORE, -310, -311 ; has just crouched - crawl forward MultEnvCondition= 16, ENV_DISTANCE_CEILING+ENV_NON_TRUE, $280, IGNORE, ENV_FRAME_RANGE, 9497, IGNORE ; F25 to F37 - (F37*256+F25=9497) ;Animation= 96, IGNORE, IGNORE, FAN_START_FROM_EXTRA_FRAME, IGNORE, IGNORE, 21, -302 ; Bug fix - crawl to hang position ; --- Unlocking Lara when she stops --- Animation= 259, IGNORE, KEY1_RELEASED+KEY2_DUCK, IGNORE, ENV_DISTANCE_CEILING, $280, IGNORE, -264, -266, -268, -278, -280 ; Get up right after stopping Animation= 261, KEY1_UP, IGNORE, IGNORE, ENV_MULT_CONDITION, 18, IGNORE, -264, -266, -268, -278, -280 ; Crawls forward right after stopping Animation= 275, KEY1_DOWN, IGNORE, IGNORE, ENV_MULT_CONDITION, 19, IGNORE, -264, -266, -268, -278, -280 ; Crawls backwards right after stopping Animation= 269, KEY1_LEFT, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, -266, -264, -268, -278, -280 ; Rotates left right after stopping Animation= 270, KEY1_RIGHT, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, -266, -264, -268, -278, -280 ; Rotates right right after stopping MultEnvCondition= 18, ENV_DISTANCE_NORTH_WALL+ENV_NON_TRUE, 102, IGNORE, > ENV_DISTANCE_SOUTH_WALL+ENV_NON_TRUE, 102, IGNORE, > ENV_DISTANCE_EAST_WALL +ENV_NON_TRUE, 102, IGNORE, > ENV_DISTANCE_WEST_WALL +ENV_NON_TRUE, 102, IGNORE, > ENV_DISTANCE_CEILING + ENV_NON_TRUE, $280, IGNORE MultEnvCondition= 19, ENV_DISTANCE_NORTH_WALL+ENV_NON_TRUE, 102, IGNORE, > ENV_DISTANCE_SOUTH_WALL+ENV_NON_TRUE, 102, IGNORE, > ENV_DISTANCE_EAST_WALL +ENV_NON_TRUE, 102, IGNORE, > ENV_DISTANCE_WEST_WALL +ENV_NON_TRUE, 102, IGNORE ; ----- Krystian's Crawlspace flexibility set ----- ; ;Animation= 569, KEY1_UP + KEY1_ACTION, IGNORE, FAN_SET_BUSY_HANDS + FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 11, IGNORE, -103 ; Climbing 3 clicks ;MultEnvCondition= 11, ENV_FREE_HANDS, IGNORE, IGNORE, > ; ENV_POS_HORTOGONAL + ENV_WALL_HOLE_IN_FRONT, $2233, IGNORE, > ; ENV_LARA_IN_MICRO_STRIP, 768, IGNORE ; ;Animation= 570, KEY1_UP + KEY1_ACTION, IGNORE, FAN_SET_BUSY_HANDS + FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 12, IGNORE, -103 ; Climbing 2 clicks ;MultEnvCondition= 12, ENV_FREE_HANDS, IGNORE, IGNORE, > ; ENV_POS_HORTOGONAL + ENV_WALL_HOLE_IN_FRONT, $2222, IGNORE, > ; ENV_LARA_IN_MICRO_STRIP, 768, IGNORE ; ;Animation= 571, KEY1_ACTION, IGNORE, FAN_SET_BUSY_HANDS + FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 13, IGNORE, -103 ; Climbing 1 click ;MultEnvCondition= 13, ENV_FREE_HANDS, IGNORE, IGNORE, > ; ENV_POS_HORTOGONAL + ENV_WALL_HOLE_IN_FRONT, $2211, IGNORE, > ; ENV_LARA_IN_MICRO_STRIP, 768, IGNORE ; ; ; ;Animation= 572, KEY1_UP + KEY1_ACTION, IGNORE, FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 17, IGNORE, -263 ; Climbing 1 click (IN a crawlspace) ;MultEnvCondition= 17, ENV_SUPPORT_IN_FRONT_WALL, $0111, IGNORE, > ; ENV_DISTANCE_CEILING + ENV_NON_TRUE, 640, IGNORE, > ; ENV_POS_HORTOGONAL + ENV_LARA_IN_MICRO_STRIP, 2048, IGNORE ; ;Animation= 573, IGNORE, IGNORE, IGNORE, ENV_DISTANCE_CEILING + ENV_NON_TRUE, 640, IGNORE, -111 ; Get out of Water - Normal crawlspace ( 1 click) ;Animation= 574, IGNORE, IGNORE, IGNORE, ENV_DISTANCE_CEILING + ENV_NON_TRUE, 640, IGNORE, -191 ; Get out of Water - Water level crawlspace ( 0 click) ;Animation= 575, IGNORE, IGNORE, IGNORE, ENV_DISTANCE_CEILING + ENV_NON_TRUE, 640, IGNORE, -193 ; Get out of Water - Submerged crawlspace (-1 click) Animation= 568, KEY1_JUMP, IGNORE, IGNORE, ENV_MULT_CONDITION, 15, IGNORE, -263 ; Exiting from crawlspace MultEnvCondition= 15, ENV_HOLE_FLOOR_IN_FRONT, 128, IGNORE, > ENV_LARA_IN_MICRO_STRIP, 2048, IGNORE ;================================================================================================ ; Water ;================================================================================================ ; -- Fast dive while surface swimming -- ;Animation= 115, KEY1_JUMP, IGNORE, FAN_SET_LARA_PLACE ,IGNORE, IGNORE, PLACE_UNDERWATER, -118, -116, -117 ; -- Water to climb wall -- Animation= 523, KEY1_ACTION, IGNORE, FAN_SET_LARA_PLACE + FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 28, PLACE_GROUND, -110 ; from water to ladder MultEnvCondition= 28, ENV_CLIMB_WALL_IN_FRONT, IGNORE, IGNORE,> ENV_POS_HORTOGONAL + ENV_FLOATING, IGNORE,> IGNORE, ENV_MULT_OR_CONDITION, 29, IGNORE MultEnvCondition= 29, ENV_DISTANCE_WEST_WALL, 102, IGNORE,> ENV_DISTANCE_SOUTH_WALL, 102, IGNORE,> ENV_DISTANCE_NORTH_WALL, 102, IGNORE,> ENV_DISTANCE_EAST_WALL, 102, IGNORE ;================================================================================================ ; Ladder ;================================================================================================ ; -- Mounting -- Animation= 586, KEY1_ACTION, IGNORE, FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 30, IGNORE, -103 ; Stand to Ladder MultEnvCondition= 30, ENV_ITEM_TEST_POSITION, 1, IGNORE, > ENV_FREE_HANDS, IGNORE, IGNORE TestPosition= 1, TPOS_FAST_ALIGNMENT, ANIMATING4, 0-300, 0+300, 0-128, 0+128, 348-348, 348+200, 0-6000, 0+6000, 0-6000, 0+6000, 0-6000, 0+6000 ; TestPosition for Ladder ; -- Going up -- Animation= 588, KEY1_UP, IGNORE, IGNORE, ENV_MULT_CONDITION, 26, IGNORE, -587 ; Start climbing up MultEnvCondition= 26, ENV_DISTANCE_CEILING, 1280, IGNORE, ENV_SUPPORT_IN_FRONT_WALL + ENV_NON_TRUE, $0333 Animation= 590, KEY1_UP + KEY1_RELEASED, IGNORE, IGNORE, ENV_FRAME_NUMBER, 0, IGNORE, -589 ; Stop climbing up (UP key released) Animation= 590, IGNORE, IGNORE, IGNORE, ENV_MULT_CONDITION, 20, IGNORE, -589 ; Stop climbing up (ceiling in the way) MultEnvCondition= 20, ENV_DISTANCE_CEILING + ENV_NON_TRUE, 1536, IGNORE, > ENV_FRAME_NUMBER, 0, IGNORE Animation= 591, KEY1_UP + KEY1_RELEASED, IGNORE, IGNORE, ENV_FRAME_NUMBER, 18, IGNORE, -589 ; Stop climbing up (UP key released) Animation= 591, IGNORE, IGNORE, IGNORE, ENV_MULT_CONDITION, 21, IGNORE, -589 ; Stop climbing up (ceiling in the way) MultEnvCondition= 21, ENV_DISTANCE_CEILING + ENV_NON_TRUE, 1536, IGNORE, > ENV_FRAME_NUMBER, 18, IGNORE ; -- Going down -- Animation= 592, KEY1_DOWN, IGNORE, IGNORE, ENV_DISTANCE_FLOOR, 256, IGNORE, -587 ; Start climbing down Animation= 594, KEY1_DOWN + KEY1_RELEASED, IGNORE, IGNORE, ENV_FRAME_NUMBER, 0, IGNORE, -593 ; Stop climbing down (DOWN key released) Animation= 594, IGNORE, IGNORE, IGNORE, ENV_MULT_CONDITION, 22, IGNORE, -593 ; Stop climbing down (floor in the way) MultEnvCondition= 22, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, 512, IGNORE, > ENV_FRAME_NUMBER, 0, IGNORE Animation= 595, KEY1_DOWN + KEY1_RELEASED, IGNORE, IGNORE, ENV_FRAME_NUMBER, 14, IGNORE, -593 ; Stop climbing down (DOWN key released) Animation= 595, IGNORE, IGNORE, IGNORE, ENV_MULT_CONDITION, 23, IGNORE, -593 ; Stop climbing down (floor in the way) MultEnvCondition= 23, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, 512, IGNORE, > ENV_FRAME_NUMBER, 14, IGNORE ; -- Dismounting -- Animation= 596, KEY1_DOWN, IGNORE, IGNORE, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, 256, IGNORE, -587 ; Ladder to Stand (doesn't work as planned) Animation= 596, KEY1_ACTION + KEY1_RELEASED, IGNORE, IGNORE, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, 256, IGNORE, -587 ; Ladder to Stand (doesn't work as planned) Animation= 596, KEY1_ACTION + KEY1_RELEASED, IGNORE, FAN_START_FROM_EXTRA_FRAME, ENV_MULT_CONDITION, 27, 12, -586 ; Ladder to Stand MultEnvCondition= 27, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, 256, IGNORE, ENV_ANIM_COMPLETE, IGNORE, IGNORE Animation= 597, KEY1_JUMP, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, -587 ; Jump off Ladder ; -- Climb up -- Animation= 598, IGNORE, IGNORE, IGNORE, ENV_MULT_CONDITION, 24, IGNORE, -589 ; Pull up on top (from climbing up) MultEnvCondition= 24, ENV_SUPPORT_IN_FRONT_WALL, $0333, IGNORE, ENV_FRAME_NUMBER, 0, IGNORE Animation= 599, IGNORE, IGNORE, IGNORE, ENV_MULT_CONDITION, 25, IGNORE, -589 ; Pull up on top (from climbing up) MultEnvCondition= 25, ENV_SUPPORT_IN_FRONT_WALL, $0111, IGNORE, ENV_FRAME_NUMBER, 18, IGNORE ;================================================================================================ ; Sliding door (by Apofyse) ;================================================================================================ ; -- Opening the DOOR_TYPE6 -- Animation= 578, KEY1_ACTION, -1, -1, ENV_MULT_CONDITION, 17, -1, -11 MultEnvCondition=17,ENV_POS_HORTOGONAL+ENV_CONDITION_TRIGGER_GROUP, 217, -1, ENV_CONDITION_TRIGGER_GROUP, 218, -1 ; -- True if detects that lara touch the door type 6 -- TriggerGroup= 217, $8000, $0147, $1B ; IF Lara is touching a DOOR_TYPE6 TriggerGroup= 218, TGROUP_USE_FOUND_ITEM_INDEX+$5000, -1, $36,> ; (Set this DOOR_TYPE6 as Selected Item) $2000, 256, $4FF, > ; (Copy Lara's Now StateID to CurrentValue) $8000, 255, $2B ; IF CurrentValue (Lara's Now StateID) is = 31 ; -- Tests whether the DOOR_TYPE6 opens -- GlobalTrigger=80, -1, GT_CONDITION_GROUP, -1, 219, 223, -1 TriggerGroup= 219, $8000, 17, $10, > ; IF all conditions of MultEnvCondition 17 are true TGROUP_AND+$8000, 578, $1E ; AND Lara is performing animation 578 TriggerGroup= 223, $2000, 127, $14 ; THEN Trigger Organizer 20 ; -- Blocking commands (TG220), opening the door (TG221) -- Organizer=20, FO_TICK_TIME, -1, 0,220;, 1,221 TriggerGroup=220, $2000, 51, $400 ; First: block commands for 4 seconds ; Second: [missing trigger] ;================================================================================================ ; Ceiling Climbing (by Krystian) ;================================================================================================ ; ;AssignSlot= NEW_SLOT5, OBJ_LARA_CEILING_CLIMB ;Parameters= PARAM_SET_CAMERA, 60, IGNORE, 2048, +4096, IGNORE, 6 ; ; ; --- Restore camera ---- ;TriggerGroup= 60, $2000, 214, $3C ; Camera. Change camera mode with PARAM_SET_CAMERA <60> ; ; F371 - TriggerGroup. Perform TriggerGroup <60> ; AnimCommand: Frame=0 ; Set Position [-24576 - [FrameIndex]] [371] [61] ; ; ; ; --- Change camera to PARAM_SET_CAMERA <61> ---- ;TriggerGroup= 61, $2000, 215, $3C, > ; Camera. Restore camera mode after a "change camera" flipeffect ; $2000, 214, $3C ; Camera. Change camera mode with PARAM_SET_CAMERA <60> ; ; F371 - TriggerGroup. Perform TriggerGroup <61> ; AnimCommand: Frame=0 ; Set Position [-24576] [371] [61] ; ; ;GlobalTrigger= 113, IGNORE, GT_CONDITION_GROUP, IGNORE, 226, 227, 228 ;GlobalTrigger= 113, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 226, 227, 228 ;TriggerGroup= 226, > ; IF Lara is playing animations: ; TGROUP_OR + $8000, 602, $1E, > ; Animation 602 ; TGROUP_OR + $8000, 603, $1E, > ; Animation 603 ; TGROUP_OR + $8000, 604, $1E, > ; Animation 604 ; TGROUP_OR + $8000, 605, $1E, > ; Animation 605 ; TGROUP_OR + $8000, 606, $1E, > ; Animation 606 ; TGROUP_OR + $8000, 607, $1E, > ; Animation 607 ; TGROUP_OR + $8000, 608, $1E, > ; Animation 608 ; TGROUP_OR + $8000, 610, $1E, > ; Animation 610 ; TGROUP_OR + $8000, 613, $1E ; Animation 613 ;TriggerGroup= 227, $2000, 214, $13C ; THEN Change camera to PARAM_SET_CAMERA <60> ;TriggerGroup= 228, $2000, 215, $3C ; ELSE Restore camera ; ; ; ;============================================================================ ; Monkey To Overhang Ladder (by Krystian) ;============================================================================ Animation= 622, KEY1_UP, IGNORE, FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 61, IGNORE, -234, -150 MultEnvCondition= 61, ENV_HOLE_IN_FRONT_CEILING_CLIMB + ENV_POS_HORTOGONAL + ENV_POS_STRIP_1, IGNORE, IGNORE ;============================================================================ ; Ladder To Overhang Monkey (by GeckoKid) ;============================================================================ ;Animation= 624, KEY1_ACTION + KEY1_UP, IGNORE, IGNORE, ENV_MONKEY_CEILING, 1027, IGNORE, -164 ; TODO: This animation conflicts with Krytian's freeclimb animations - it triggers even when the monkey ceiling isn't flat ;============================================================================ ; Ladder Sideways Dismounts (by Krystian) ;============================================================================ Animation= 625, KEY1_LEFT, IGNORE, IGNORE, ENV_MULT_CONDITION, 62, IGNORE, -164 ; dismount ladder on the left MultEnvCondition= 62, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, 300, IGNORE,> ENV_HOLE_FLOOR_AT_RIGHT, 240, IGNORE,> ENV_CLIMB_RIGHT_SPACE + ENV_NON_TRUE, 8, IGNORE Animation= 626, KEY1_RIGHT, IGNORE, IGNORE, ENV_MULT_CONDITION, 63, IGNORE, -164 ; dismount ladder on the right MultEnvCondition= 63, ENV_DISTANCE_FLOOR + ENV_NON_TRUE, 300, IGNORE,> ENV_HOLE_FLOOR_AT_LEFT, 240, IGNORE,> ENV_CLIMB_LEFT_SPACE + ENV_NON_TRUE, 8, IGNORE ;============================================================================ ; True slopes (by Krystian) ;============================================================================ ; ;Customize= CUST_TRUE_SLOPES, ENABLED ;Customize= CUST_SLOPE_TURNING, ENABLED, 2048, 3, 5 ; ; ;============================================================================ ; Death camera as in TR3's source code ;============================================================================ Parameters= PARAM_SET_CAMERA, 70, IGNORE, IGNORE, -4096, 5472, 15 GlobalTrigger= 112, IGNORE, GT_CONDITION_GROUP, IGNORE, 224, 225, IGNORE TriggerGroup= 224, $8000, 1, $21D ; IF Lara HP < 1 TriggerGroup= 225, $2000, 214, $46 ; THEN Change camera to PARAM_SET_CAMERA <70> |
![]() |
![]() |
![]() |
#320 | |
Historian
Join Date: Feb 2020
Posts: 332
|
![]() Quote:
![]() ![]() |
|
![]() |
![]() |
![]() |
Thread Tools | |
|
|