09-07-16, 11:01 | #10451 | ||
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Quote:
Quote:
It seems to be a much better idea to do it another way indeed, I'll do this. I guess it will even be simpler to manage and to understand if I need it later: I'll store the floor number in a variable (using GTs), this way the GTs will be used the way Paolone probably intended them to be, and then, when pushing the switch, I'll execute only TGs that check themselves the floor by looking at the variable's value. Thank you for the help! EDIT: Yay, it works! Here's my code in case someone wants to have a look at it or use it: Code:
; ; Used here: GBA1 floor number ; GBA2 bit0 is the elevator allowed to go to floor 2? ; GBA2 bit1 is pushable object moved away? ; ;===================================================================== ; --------------------- Events IN-GAME! --------------------- ;===================================================================== ; =========== When the first item has been put in its hole =========== TriggerGroup= 250, $2000, 234, $1, > ; Set GBA2 - Bit0 $5000, 125, $11B ; Move to 2nd FLOOR ;===================================================================== ; =========== When the pushable block has been moved away ============ TriggerGroup= 251, $2000, 234, $101, > ; Set GBA2 - Bit1 $2000, 355, $1E03 ; ****** FLASH WHITE ****** ;===================================================================== ; ===================== When LARA is at floor 01 ===================== ((4096*1)+125) GlobalTrigger= 201, IGNORE, GT_ELEVATOR_STOPS_AT_FLOOR, 4221, IGNORE, 201, IGNORE TriggerGroup= 201, $2000, 232, $100 ; GBA1 = 1 ; ===================== When LARA is at floor 02 ===================== ((4096*2)+125) GlobalTrigger= 202, IGNORE, GT_ELEVATOR_STOPS_AT_FLOOR, 8317, IGNORE, 202, IGNORE TriggerGroup= 202, $2000, 232, $200 ; GBA1 = 2 ; ===================== When LARA is at floor 09 ===================== ((4096*9)+125) GlobalTrigger= 209, IGNORE, GT_ELEVATOR_STOPS_AT_FLOOR, 36989, IGNORE, 209, IGNORE TriggerGroup= 209, $2000, 232, $900 ; GBA1 = 9 ; === When LARA presses the SWITCH === TriggerGroup= 200, $8000, 0, $12B, > ; IF floor aka. GBA1 == 1 $2000, 371, $D3, > ; Check FLOOR 1 TGROUP_ELSE + > ; ELSE $8000, 0, $22B, > ; IF floor aka. GBA1 == 2 $2000, 371, $D4, > ; Check FLOOR 2 TGROUP_ELSE + > ; ELSE $8000, 0, $92B, > ; IF floor aka. GBA1 == 9 $2000, 371, $DB ; Check FLOOR 9 ; ENDIF ; ENDIF ; ENDIF ; ---- IF floor == 1 ---- TriggerGroup= 211, $8000, 1, $2C, > ; IF GBA2 bit0 == TRUE (if first machine part is put) $5000, 125, $11B ; Move to 2nd FLOOR ; ENDIF ; ---- IF floor == 2 ---- TriggerGroup= 212, $8000, 1, $12C, > ; IF GBA2 bit1 == TRUE (if pushable object is away) $5000, 125, $81B, > ; Move to 9th FLOOR $2000, 129, $35, > ; Play Audio 053 on ch02 (awesome 2) TGROUP_ELSE + > ; ELSE $5000, 125, $1B ; Move to 1st FLOOR ; ENDIF ; ---- IF floor == 9 ---- TriggerGroup= 219, $8000, 1, $2C, > ; IF GBA2 bit0 == TRUE (if first machine part is put) $5000, 125, $11B,> ; Move to 2nd FLOOR $2000, 129, $35, > ; Play Audio 053 on ch02 (awesome 2) TGROUP_ELSE + > ; ELSE $5000, 125, $1B ; Move to 1st FLOOR ; ENDIF I wonder why I didn't think about this before. And it worked great almost on the first try! (because I originally forgot TGROUP_ELSE in TG-200 but figured it out just after). I'm so glad it works. Last edited by Joey79100; 09-07-16 at 12:29. |
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09-07-16, 16:49 | #10452 |
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Joined: Aug 2012
Posts: 230
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Hey guys - I'm having trouble with textures that are supposed to have some transparency (like grates, fences, etc.). In the TR Builder program, the void sections of the textures are magenta (#FF00FF), as they should be, but in the NGLE editor, these sections are black, and do not appear transparent in game.
Is there some option I have to enable somewhere to allow transparency? |
09-07-16, 18:30 | #10453 |
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Joined: Mar 2012
Posts: 3,739
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It works, if NGLE shows them black it is that it detected them correctly.
The problem is not your texture. What are you trying to show with that? If it's the horizon, you first need to have at least one face in your room textured with the black color (first from the palette). This will tell the game to show the horizon while the camera is showing that room. |
10-07-16, 14:59 | #10454 |
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Joined: Feb 2008
Posts: 70,325
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*falls into a dark echoing abyss*
My monkey swing does not work. I have a pool room. It's just a 1-block-wide hallway. Above this room is the monkey swing room. Above the monkey swing part of the ceiling is another room with toggle opacity enabled on the door portal. On all the rooms I have the monkey swing enabled and Lara will not grab the monkey bars. Even though she hits the ceiling. I have tried it with just the monkey swing on the lowest room. and on both rooms below. wth. Does it need to be applied specifically to the floor or ceiling tiles? Because I been applying it in 2D map. ayayay. *cries* edit: It appears she just won't jump and grab the monkey bars. How odd. She used to always do this. Last edited by larafan25; 10-07-16 at 15:32. |
10-07-16, 23:24 | #10455 |
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Joined: Dec 2011
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The nearest solid floor square below the swingable solid ceiling square, even if that floor is in the room below the swingable ceiling - this is what you need to mark with the monkey button of TRLE/NGLE. A classic TRLE rule, are you sure you acted like that? No TRNG here, only TRLE.
"Solid" surfaces can be either "real" or Toggle Opacity floor or ceiling squares in this setup, naturally without Toggle Opacity2 non-solid surfaces. |
11-07-16, 00:23 | #10456 |
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Joined: Feb 2008
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It turns out it works perfectly fine, it's just that when Lara jumps to the ceiling she doesn't grab. Which is odd because she used to.
hmmmmmmmmmm |
11-07-16, 09:50 | #10457 |
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Perhaps it is a TRNG effect you forgot about. Maybe a GlobalTrigger disables CTRL in that room, or such? Something you made after realizing the swing works fine?
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11-07-16, 10:03 | #10458 |
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Joined: Apr 2012
Posts: 10,343
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Ugh, I'm having this usual issue when installing TRNG
When I select the TRLE Folder, the NG Folder (The same one I use for the other custom levels, I believe I don't need to install it again), and wadmerger and click on "install", it says "Run-time error '53': File not found" Oh dear, I have no idea what I'm doing wrong |
11-07-16, 11:14 | #10459 |
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Joined: Jan 2012
Posts: 2,433
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Does anyone know where is the tutorial that explain how to use key_holes underwater ?
I saw it on this forum but can't found it again. |
11-07-16, 11:20 | #10460 |
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