19-07-20, 12:26 | #14451 |
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Joined: Jan 2013
Posts: 276
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I have a waterskin in my inventory, and I'd like to disable it (and then re-enable it again) at a certain point. I've used this tutorial, without success: basically the tutorial says to use the A54 + F255 triggers (changing the object flags).
Is there another way? |
20-07-20, 16:31 | #14452 |
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Joined: Jul 2003
Posts: 33,352
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STATUE_PLINTH issues...
I'm using it in one of my levels. Lara has to place her crossbow onto it because she can't enter the next area carrying any weapons. This part works fine. The crossbow (which is mesh1 of the statue-plinth object) appears on top of the pedestal like it should. Now, at some point, Lara can pick up her crossbow again. Since you obviously can't take anything from a statue-plinth again, I moved/killed/disappeared/animated the statue-plinth out of sight and moved another pedestal (looking exactly like the statue-plinth pedestal) in its place. Crossbow and pistols items are placed on top. This works except for one thing: Mesh1 stays visible and in its original position even when killing/disappearing/moving/animating the statue-plinth out of sight. What on earth is that about?! |
20-07-20, 17:15 | #14453 |
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Joined: Dec 2008
Posts: 13,122
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So you have the pedestal in the STATUE_PLINTH slot and an Animating slot? and you switch to the Animating Slot when picking the crossbow back up? Is that right?
This might not be related but I recently had a duplicate of an enemy in the Animating slot and changed one of his hand meshes to include an item. After I did this the actual enemy had the mesh swapped too in game even though I only replaced it in the animating. What happens if you add the STATUE_PLINTH back into the wad again as if it's a new object? That's what fixed it for me. |
20-07-20, 20:31 | #14454 |
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20-07-20, 20:45 | #14455 |
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Joined: Dec 2008
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No I'd copy it from wherever you got it from. So it's a fresh copy. Or if you have a copy of the wad before you made changes.
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20-07-20, 20:51 | #14456 |
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Copied it from a wad that does not have the version in the animating slot yet.
No luck. I don't seem to have it in a wad I used when making it... Well, I'll have to go the "work around" way I guess. Make mesh1 of the statue-plinth invisible (using the magenta texture) and have another animating (crossbow) appear on the pedestal. Or something... Got to make sure Lara can't pick it up again before doing the other stuff that needs to be done first. I'll figure something out. Thank you for the suggestion though. |
20-07-20, 21:00 | #14457 |
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Joined: Dec 2008
Posts: 13,122
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Actually I lied. I think how I solved it was texturing the rest of the animating invisible and leaving just the hand mesh with the item. It was only yesterday and I can't even remember
But yeah your work around might work. Fingers crossed! |
20-07-20, 21:06 | #14458 |
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I'm sooooooo stupid!
I had a crossbow on that same tile already. The actual crossbow item I mean. And ofcourse that stayed in place when killing the statue-plinth. I wonder why I had it set up like this though... This whole addition of picking up the crossbow again afterwards is way more recent. Well, issue solved then it seems. |
20-07-20, 21:27 | #14459 |
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Joined: Dec 2008
Posts: 13,122
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Oops! lol Glad it's solved!
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20-07-20, 21:38 | #14460 | |
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Joined: Jul 2003
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Quote:
Instead, the setup uses a GT with GT_SELECTED_INVENTORY_ITEM which is the crossbow item. And yes, it is solved now. Had to use the "kill enemy" trigger to make sure Lara could indeed pick up the items from the pedestal afterwards. My my... why can things that seem so easy can turn out to be so difficult. |
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