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Old 16-06-19, 10:45   #451
Caesum
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Is there any plugin, or any way to create a plguin that allows playing animation from other slot on LARA? So for example I had a copy of LARA object in MESHSWAP3 slot. I'd then use a flipeffect to perform animation X from slot MESHSWAP3 on LARA.

I basically want to have a separate object with LARA animations for cutscenes.

Last edited by Caesum; 16-06-19 at 10:46.
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Old 16-06-19, 15:03   #452
TokyoSU
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Quote:
Originally Posted by Caesum View Post
Is there any plugin, or any way to create a plguin that allows playing animation from other slot on LARA? So for example I had a copy of LARA object in MESHSWAP3 slot. I'd then use a flipeffect to perform animation X from slot MESHSWAP3 on LARA.

I basically want to have a separate object with LARA animations for cutscenes.
it's possible, like vehicle anim slot and vehicle lara slot
but i'm too busy with TR3 Plugin to create it :x
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Old 11-10-19, 12:34   #453
DJ Full
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A suggestion for addition to include in the fixed horse plugin:
turn on contact with statics, instead of stopping and getting stuck
(something like lara does with TR5 underwater collision applied)
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Old 13-10-19, 09:19   #454
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Is it possible to make a plugin that allows crossbow ammos 1 and 2 to hit skeletons? They don't seem to be affected at all.

The ENEMY= script didn't work.

Last edited by klona; 13-10-19 at 09:24.
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Old 14-10-19, 18:23   #455
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Quote:
Originally Posted by DJ Full View Post
A suggestion for addition to include in the fixed horse plugin:
turn on contact with statics, instead of stopping and getting stuck
(something like lara does with TR5 underwater collision applied)
Added.

Quote:
Originally Posted by klona View Post
Is it possible to make a plugin that allows crossbow ammos 1 and 2 to hit skeletons? They don't seem to be affected at all.

The ENEMY= script didn't work.
Do you mean shattering or a mortal reaction?
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Old 16-10-19, 10:22   #456
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Originally Posted by AkyV View Post
Added.



Do you mean shattering or a mortal reaction?
Mortal reaction. I tried to run it over with a rollingball and it still didn't die!
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Old 16-10-19, 21:11   #457
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Added.
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Old 16-10-19, 22:34   #458
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I tested this further.

I added a custom death animation which works when you kill the skeleton with a rollingball.

But when I set it's HP to 5 and shot it with the crossbow a few times, it never died. It's as if something is blocking the crossbow bolts from registering? I can kill it with other weapons except for the crossbow.
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Old 27-10-19, 13:42   #459
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Something I need are the ladders of TRAOD, so that the climbing ceiling slopes, the vertical and horizontal pipes, all with Lara's animations in new slots (like vehicle extra)

For example:

AOD_LADDER_LARA
AOD_CEILING_SLOPE_LARA
AOD_VERTICAL_PIPE_LARA
AOD_HORIZONTAL_PIPE_LARA

Last edited by LGG_PRODUCTION; 27-10-19 at 13:45.
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Old 03-11-19, 13:45   #460
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I and some other animators need a plugin that fixes some of Paolone's broken conditions.

The one that comes to my mind are all of the the IN and OUT corner conditions (that checks if Lara, when shimmying, is in a corner).

Raider99 tried testing this issue with me, and apparently these conditions work by default.

HOWEVER, the issue here is that I am making an animation pack where I have both regular shimmying, and the shimmying with her legs on the wall.

With that said, I need to use this script command command that disables the hardcoded 96 frame animation:

Code:
Customize= CUST_DISABLE_FORCING_ANIM_96
It seems that when this is activated, since the engine doesn't force lara to stop, this condition will not check if lara is shimmying at the corner, but only if she's hanging, which means I cannot check whether lara is in a corner and is with her legs either up or down.

So the way to fix it:
1) somehow enable these conditions for state IDs of Lara shimmying instead of only hanging
2) customize further forcing (no) anim96 that way you can choose different frames depending on some condition (when shimmying gets interrupted, it won't force frame 21 but rather something else to your advantage eg. if she has legs on the wall (doesn't have legs on the wall) it will force animation X (Y) instead of frame 21 of anim 96 )


EDIT:
I uploaded a video showing this issue.



Animation with index -2 has condition ENV_HANG_LEFT_OUT_CORNER, it displays YES (condition is true) while she's hanging (idle) at the edge, but displays NO (condition is false) if she's continuously shimmying with CUST_DISABLE_FORCING_ANIM_96 enabled

Last edited by SrDanielPonces; 03-11-19 at 15:13.
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