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Old 08-12-12, 15:02   #5101
Tombraider95
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Quote:
Originally Posted by Titak View Post
So that demigod becomes active and while it is active and running around attacking Lara, Lara should pull the lever so she is able to fight it?

Because if it would stay inactive untill Lara pulls the switch you could use an animating object just standing there. Then replace the animating object (move it into the floor for exacmple) with the real enemy.


Btw, can you still not target an enemy, with that NEF_NON_TARGET flag, when in manually targeting mode?
Yes. The boss is shooting at Lara whilst she does some puzzles to reach the switch to be able to fight it.

Lara doesn't damage the boss with that script line, whether it's manual or automatic targeting.
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Old 08-12-12, 18:00   #5102
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Originally Posted by AODfan View Post
Is it possible to increase the health of the Setha slot?
No matter how high its health is it always dies after 1-2 shotgun shots
This problem is present only with shotgun and revolver. 1 shot and the Setha dies.
With pistols, Setha is immortal

I've posted a message 1 year ago

Quote:
Originally Posted by julien View Post
yes, I can remove this fatal shot if :

- I replace the death animation (anim 17) by first frame of animation 0 (with next animation = 0 ).
- I remove "die" animcommand.

In this way, T rex (setha slot) is really immortal!
...
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Old 08-12-12, 20:24   #5103
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Thanks but the problem is that I want the enemy in the Setha slot to be killable D:
Maybe moving the death animation to some other slot and some scripting will do the trick?
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Old 08-12-12, 23:35   #5104
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By default, setha slot is immortal
you can make it killable. Just add a NEF_SET_AS_MORTAL constant

when setha HP = 0, death animation is played
if you add a NEF_EXPLODE constant, there isn't death animation because setha explodes instantly


I never test it but you can make a GT_ENEMY_KILLED with this kind of trigger
; Set Trigger Type - ACTION 15
; Exporting: TRIGGER(2575:62) for ACTION(293)
; <#> : SETHA ID 293 in sector (4,4) of Room57
; <&> : Force (E) animation (0-31) for <#>object
; (E) : 10 Animation
; Values to add in script command: $5000, 293, $A0F

In this way, you perform your custom death animation (number10 in my example) when setha dies ?!

don't forget "die" animcommand in your custom death animation

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Old 08-12-12, 23:45   #5105
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I'll try that!
Thanks

Edit: Nope it doesnt work

Last edited by AODfan; 09-12-12 at 00:08.
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Old 09-12-12, 10:48   #5106
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A CUST_ADD_DEATH_ANIMATION Customize Script command is also needed.
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Old 09-12-12, 10:56   #5107
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Originally Posted by Tombraider95 View Post
Yes. The boss is shooting at Lara whilst she does some puzzles to reach the switch to be able to fight it.

Lara doesn't damage the boss with that script line, whether it's manual or automatic targeting.
Anyone got any ideas? I'm still stuck.
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Old 09-12-12, 11:30   #5108
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Originally Posted by AkyV View Post
A CUST_ADD_DEATH_ANIMATION Customize Script command is also needed.
I just tried that but it doesn't seem to work when I kill it with the revolver or shotgun.
You can't aim at it anymore and the normal standing animation will be played forever.
If I then continue shooting at it it will perform some really weird death animation
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Old 09-12-12, 19:07   #5109
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Is it somehow possible to copy the health of the Setha slot to a variable like Local Short Alpha 1?

Sorry for the double post btw
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Old 09-12-12, 20:27   #5110
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AODfan, if you have CUST_ADD_DEATH_ANIMATION and NEF_SET_AS_MORTAL and Die AnimCommand then possibly it helps if you do after that something like that (I'm a bit unsure about the solution):

I mean, I have eg. Animation29 with a "Die" AnimCommand, and I have a SETHA with maximum 100 HP, so I typed that into the Script:

Enemy= SETHA, 100, NEF_SET_AS_MORTAL, -1, -1, -1, -1, -1
Customize= CUST_ADD_DEATH_ANIMATION, SETHA, 29

And, you need a GlobalTrigger: if the HP of Setha is 0 then perform A14 trigger in "Kill Creature" way. ("Kill creature" will make the enemy death and disappear at once in the well-known "fade-out" way.)

GlobalTrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 3, 4, IGNORE
TriggerGroup= 3, $5000, 63, $36, $2000, 256, $C50, $8000, 80, $2B
TriggerGroup= 4, $5000, 63, $50E

; Set Trigger Type - ACTION 54
; Exporting: TRIGGER(54:0) for ACTION(63)
; <#> : SETHA ID 63
; <&> : Variables. Set the index of <#>moveable as Selected Item
; (E) :
; Values to add in script command: $5000, 63, $36

; Set Trigger Type - FLIPEFFECT 256
; Exporting: TRIGGER(3152:0) for FLIPEFFECT(256)
; <#> : Variables. Memory. Copy to <&> Numeric Variable the (E)Selected Item Memory
; <&> : Local Short Alfa1
; (E) : HP (Current life level. $C000 = unkillable) (Short)
; Values to add in script command: $2000, 256, $C50

; Set Trigger Type - CONDITION 43
; Exporting: CONDITION(43:62) for PARAMETER(80)
; <#> : Local Short Alfa1
; <&> : Variables. The <#>Numeric Variable is = than (E)Value
; (E) : Value= 0
; Values to add in script command: $8000, 80, $2B


; Set Trigger Type - ACTION 14
; Exporting: TRIGGER(1294:0) for ACTION(63)
; <#> : SETHA ID 63 in sector (15,14) of Room10
; <&> : Enemy. Kill <#>object in (E) way
; (E) : Kill Creature
; Values to add in script command: $5000, 63, $50E

Last edited by AkyV; 09-12-12 at 20:28.
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