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Old 19-06-22, 21:17   #15351
Titak
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Quote:
Originally Posted by Richard_trle View Post
does TRNG has the same moveable limitation as TRLE? I mean, having more than 255 moveables can cause issues?
I have more than that in my levels and haven't noticed any issues so far.
I do however place some random objects in a seperate room. The ID's of these objects are below 255 and when I need to place another enemy I delete one of these and then place the enemy, so it gets the ID of the deleted object.

I've once been told that it is better to have enemy ID's below 255.
No idea why though and this might not be the case anymore...
(I'm still using NGLE+TRNG btw)
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Old 19-06-22, 21:36   #15352
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Quote:
Originally Posted by Titak View Post
I have more than that in my levels and haven't noticed any issues so far.
I do however place some random objects in a seperate room. The ID's of these objects are below 255 and when I need to place another enemy I delete one of these and then place the enemy, so it gets the ID of the deleted object.

I've once been told that it is better to have enemy ID's below 255.
No idea why though and this might not be the case anymore...
(I'm still using NGLE+TRNG btw)
This totally makes sense, i bet the engine has issues with moveables changing rooms if the id is above 255. I was also thinking of using this trick for the Burning Torch if it works that way.

I know that infinite ammo also works this way (ocb 128 i think to respawn ammo). The ammo object needs to have id 255 or lower if i recall correctly.
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Old 20-06-22, 07:22   #15353
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^just to clarify, the ammo respawn thing you said it's correct, but only when the ID is below 255 in the compiled level (so the listed ID's you see when you look at the level in fexinspect for example)

Also the only problem with moveables above that amount is only for torches, enemies are untouched
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Old 20-06-22, 11:29   #15354
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Originally Posted by LoreRaider View Post
(so the listed ID's you see when you look at the level in fexinspect for example)
Aha, thanks!
Is there a way to control that #?
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Old 20-06-22, 15:59   #15355
AkyV
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Always the smallest ID is added the next time.
So eg. if there are 817 objects already placed, but you delete the object with ID 143, then the next object placed will get ID 143.
As Titak said. Eg. a simple statue can have any ID, so you can delete and replace it, meanwhile also placing the object you want.

Last edited by AkyV; 20-06-22 at 16:03.
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Old 20-06-22, 16:03   #15356
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Originally Posted by AkyV View Post
Always the smallest ID is added the next time.
So eg. if there are 817 objects already placed, but you delete the object with ID 143, then the next object placed will get ID 143.
Right, that's how the item id works, is Lore talking about the same thing? It sounds like the game compikes a different id?
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Old 20-06-22, 16:44   #15357
AkyV
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The game and the editor IDs can be different.

Make a new level, then see your room list. It has Room 0 in the first slot, i.e. Slot 0. Then make a room in Slot 9. It will be Room 9. No more rooms in your level now, only these two.
In the game the ID's are in a continuous order, so the game handles Room 9 as Room 1.

The situation is the same with item IDs.

Last edited by AkyV; 20-06-22 at 16:45.
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Old 20-06-22, 16:47   #15358
justin
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Quote:
Originally Posted by AkyV View Post
The game and the editor IDs can be different.

Make a new level, then see your room list. It has Room 0 in the first slot, i.e. Slot 0. Then make a room in Slot 9. It will be Room 9. No more rooms in your level now, only these two.
In the game the ID's are in a continuous order, so the game handles Room 9 as Room 1, i.e. in the second room slot.

The situation is the same with item IDs.
Right right, so it acts exactly as i thought, thanks

This is why i sometimes need to make empty rooms to make sure "change room type" triggers work
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Old 20-06-22, 16:49   #15359
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Quote:
Originally Posted by justin View Post
Right right, so it acts exactly as i thought, thanks

This is why i sometimes need to make empty rooms to make sure "change room type" triggers work
F609 of my Plugin#3 fixes it.
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Old 21-06-22, 08:57   #15360
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I want Lara to position in Front of a NPC (to interact with the NPC).
Therefore I notice the index of the NPC (940) and type this in my Script:

Diagnostic= ENABLED
; -- Shows Lara info and NPC Info --
DiagnosticType= DGX_LARA + DGX_ANIMATION, IGNORE
LogItem= FLI_SHOW_DIFFERENCES, 940

It works good, there are some infos ingame for the Test Position Command:



(fyi: The minimal value of ZDistanceMin and ZDistanceMax (4) is a result of taking the screenshot (ALT + PRINT).. Lara begins to jump while taking the screen..)

But when I interprete this information and type this in my Test Position Command:

TestPosition= 2, IGNORE, ANIMATING3_MIP, -298-512, -298+512, 0-512, 0+512, 4-512, 4+512, 32126-$0800, 32126+$0800, 0, 0, 0, 0
Animation= 444,KEY1_ACTION,IGNORE,FAN_ALIGN_TO_ENV_POS,ENV_IT EM_TEST_POSITION,2,IGNORE,2

when she will positioned, Lara rotates 180 degrees in front of the NPC. Like in this picture.



What did I wrong?
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