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Old 09-09-22, 23:05   #15441
Richard_trle
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I only have 11 rooms, lol

Nothing change if I change it to Ignore
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Old 09-09-22, 23:09   #15442
justin
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Quote:
Originally Posted by Richard_trle View Post
I only have 11 rooms, lol

Nothing change if I change it to Ignore
Does it work with only one of the conditions? Weird that both wouldn't work together.
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Old 10-09-22, 00:11   #15443
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Yes! They do work when it is just one of the conditions, that is the weird part, rofl

In the meanwhile I made a workaround. I created two GlobalTriggers one to check if Lara is in the Room and the other one to check if she is not

When she is, it starts a TriggerGroup with a F373 trigger
When she is not, it stops the F373 with F192

Thank you Justin!
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Old 10-09-22, 00:22   #15444
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Now that I know that avalanches and snow object are not affecting the high position of Lara,
I restored them (prj2 and script).
And I removed all collisions of lara's 443-animation.
But nothing has changed...
Quote:
Originally Posted by justin View Post
What does your organizer 2 look like?
My organizer=2 is like this:

Organizer=2, FO_TICK_TIME,IGNORE, 1,255, 30,256, 30,257, 32,258, 30,256, 30,257, 32,258,>
15,256, 30,257, 30,256, 32,257, 45,258, 32,256, 32,257

TriggerGroup=255, $5000,9,$7F40, $5000,9,$7F40,> ;move down 1024x6 bridge_flat
$5000,9,$7F40, $5000,9,$7F40, $5000,9,$7F40, $5000,9,$7F40,>
$5000,9,$2540 ;A64-move down 304-units
Triggergroup=256, $2000, 70, $1F01 ;F70-Sound sample LARA_CLIMB2 (clim_up2)
Triggergroup=257, $2000, 70, $1F05 ;F70-Sound sample LARA_CLIMB1 (clim_up1)
Triggergroup=258, $2000, 70, $1F1A ;F70-Sound sample LARA_CLIMB3 (clim_up3)

The reason of the first trigger(TG255) is that otherwise you can see lara's shadow on the bridge_flat.
And later I return the bridge to its original height↓, because lara will die after the flyby.

Organizer=6,FO_TICK_TIME,IGNORE, 10,658, 20,659
Triggergroup=658, $2000, 70, $1F1A ;F70-Sound sample LARA_CLIMB3(ID26)
Triggergroup=659, $5000,9,$7F3F, $5000,9,$7F3F,> ;A63-move up 1024x6 bridge_flat
$5000,9,$7F3F, $5000,9,$7F3F, $5000,9,$7F3F, $5000,9,$7F3F,>
$5000,9,$253F ;A63-move up 304-units

Organizer=6 is the heavy trigger for the fourth flyby camera.

Last edited by Alisa97; 10-09-22 at 00:26.
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Old 10-09-22, 00:27   #15445
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Can you try using the flipeffect to remove Lara's shadow instead? It's in one of Aky's plugins, I forget which one. Either way, maybe moving the bridge flats is causing the glitch? I doubt it is, but it's worth questioning
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Old 10-09-22, 00:51   #15446
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Justin! you are superb!
When I press Esc key during lara's climbing, lara teleports the right position!
No more high up in the air!^^
But I have another problem.^^;
Even I put "enable All keyboard" in TG45, I can't press any key in the case of cutting the flyby.
If I do not cut the flyby, I can press P, arm weapon, Action(firing), use flare, F5, F6.
I also put "enable All keyboard" in TG202 where lara's teleported place.
But if the fly-by is cut, the key operation is not available.

EDIT
But... even if you cut the fly-by and can't operate the keys, you'll slide down the hill and move right on to the next level.
So it's not a big deal.

Last edited by Alisa97; 10-09-22 at 01:05.
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Old 10-09-22, 01:13   #15447
justin
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Quote:
Originally Posted by Alisa97 View Post
Justin! you are superb!
When I press Esc key during lara's climbing, lara teleports the right position!
No more high up in the air!^^
But I have another problem.^^;
Even I put "enable All keyboard" in TG45, I can't press any key in the case of cutting the flyby.
If I do not cut the flyby, I can press P, arm weapon, Action(firing), use flare, F5, F6.
I also put "enable All keyboard" in TG202 where lara's teleported place.
But if the fly-by is cut, the key operation is not available.

EDIT
But... even if you cut the fly-by and can't operate the keys, you'll slide down the hill and move right on to the next level.
So it's not a big deal.
Wow was it really the bridge? Wahoo! Also does the level end after the slide? You COULD also just have the flyby skip the level if so (i think it's better the way you have it, but the option is still there).

Also, i usually make sure the keyboard is disabled during the entire flyby myself (unless it interferes with your cutscene commands like forcing the climbing).
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Old 10-09-22, 02:13   #15448
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Quote:
Originally Posted by justin View Post
Wow was it really the bridge? Wahoo! Also does the level end after the slide? You COULD also just have the flyby skip the level if so (i think it's better the way you have it, but the option is still there).
Justin, thank you very much!
"F82-delay load level <&> Forever" is perfect for cutting the flyby and level change!
You really heled me a lot.^^
Thank you so much!
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Old 10-09-22, 02:23   #15449
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Awesome, you're welcome!
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Old 15-09-22, 02:29   #15450
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I've been looking to use the rocket launcher in trle. It's just I don't want the player to have to choose ammo. I figure out a way to disable the other two ammos. It won't allow me to disable 1 and 2 only. So I'm left with ammo 1 which is the normal ammo. Is there a way I can change this to explosive? I read the AMMO= in NG_Center but it doesn't seem possible. I'm just curious. Thank you.

Edit: OMG Nevermind FLEP just answered my question. It's a monster.

Last edited by Stryke; 15-09-22 at 02:37. Reason: Nevermind I answered my own question.
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