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Old 15-11-22, 17:44   #311
CelticGuard
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Quote:
Originally Posted by Richard_trle View Post
There is, there is a tutorial somewhere. You mean the colors right?
The colors and the border, I'm trying to replicate the TR2Main/PSX health bars.
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Old 21-11-22, 20:10   #312
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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.
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Old 21-11-22, 20:13   #313
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Quote:
Originally Posted by CelticGuard View Post
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.
no, at this time they are not supported.
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Old 24-11-22, 19:06   #314
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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?
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Old 30-11-22, 18:49   #315
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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!
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Old 30-11-22, 19:44   #316
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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).
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Old 30-11-22, 20:40   #317
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Yes to what Joey said I am also not sure about SlideExtended however I can ask the person who implemented the natively compatible animations if the slide extended is unfinished.

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
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Old 04-12-22, 10:43   #318
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Quote:
Originally Posted by CelticGuard View Post
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.
Say no more

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
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Old 08-12-22, 13:44   #319
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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>
Gonzaloveslara is offline   Reply With Quote
Old 08-12-22, 15:03   #320
bublehed
Historian
 
Join Date: Feb 2020
Posts: 332
Default

Quote:
Originally Posted by Kubsy View Post
Say no more

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
This looks good! Is it possible we could have more complex looking fog in the future though (more in-line with today's games)? Keep up the great work guys!
bublehed is offline   Reply With Quote
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