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Old 29-09-12, 13:51   #5011
klona
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I did not change anything in the script.
I used the script that was present in the tutorial.
(backed up the original script file, drag and dropped the tutorial script.)
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Old 03-10-12, 03:25   #5012
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Coder in progress...

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Old 22-10-12, 00:56   #5013
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Hey guys, I just have a few questions. I just started getting more comfortable with the level editor and I've had a mountain of problems (though not as many at all as I anticipated), most of which I've figured out by lurking. I tried finding answers to these new problems I'm having, but I didn't find much in the range of working with the NGLE, so please bear with me if this is all old news. hahaha

I have a static overhead light that I want to add an electrical humming sound to. I made a new wad in the wadmerger by copying animating4 from the cleopal.WAS and then I replaced the mesh with my overhead light in strpix. I plugged it back into the wadmerger and I successfully got it to play BEETLE_CLK_WHIRR (which I plan to replace later) by adding it to the 0 frame on the first animation and by creating a trigger for Lara to walk over in the NGLE. The problem I'm having though is that the sound is very jolted and keeps cutting off before it can complete. I've messed around with it, but I'm still a bit lost. I was wondering if there was a way I could either correct that or use some kind of flipeffect in its place? I was considering making it a part of the background track and then using a flipeffect to change it when she enters a new room, but I want it to emanate from that specific tile.

I had another question, but I think I just found the answer. : P Thank you in advance!
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Old 22-10-12, 09:38   #5014
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So the sound should be looping, right?

When I edit the wad sounds with Screamer I noticed a tickbox "looped". To make the sound repeat itself smoothly I had to tick this box.
In WADMerger Sound Manager you need to click on the L (so it turns red) to make a sound loop.

Another thing that seemed to work is have the name of the sample start with "l_" which is how most looping samples names start. No idea why that would work though... it might just have been that I've used a slot that already had "looping" in its settings.

Also, make sure that the animation of the object has as many frames as it takes for the sound to play completely.
So if you have a 1 second sound, you need a 30 frames in the animation.
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Old 22-10-12, 19:30   #5015
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Ahh, I see. That makes a lot of sense. I increased the number of frames when I was experimenting, but it didn't seem to do a whole lot. I'll try looping it this time and adding more frames. Thank you!
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Old 23-10-12, 19:30   #5016
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Question Ammo Script help

Edit: Never mind. I got it working.

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Old 28-10-12, 17:24   #5017
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Do the springboards from TR2 work in TRNG? Where can I get them?
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Old 31-10-12, 18:12   #5018
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I'm on the verge of pulling out all of my hair.
Help.
Okay, so:
The puzzle is like, you have to put 4 specific pushables on 4 specific squares.
I tried using Heavyswitches and put the OCBs for each pushable that matches the heavyswitches on the squares.
I did that, and during testing it I noticed that when I put 3 out of 4 pushables at their place, then remove one and put the last one i did not put before, the door still triggers!
Is there a way where I can only make the door open when ALL pushables are on the block?

Side Note: I don't want the pushables to freeze in their place when ONE of them happens to be on the correct square.

Thanks in Advance.
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Old 02-11-12, 09:28   #5019
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No one wants to help?
(or nobody knows the answer?)
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Old 05-11-12, 18:23   #5020
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Is it possible to "kill" any objects as in "let them and their colission disappear"?

I know it works for animating, but will it also work for the puzzle_done for example?

Forum Effect: I think I found the right trigger
; Set Trigger Type - ACTION 13
; Exporting: TRIGGER(5389:0) for ACTION(-1)
; <#> :
; <&> : Perform (E) flipeffect on <#>object
; (E) : 21: Hide object. Makes #ANIMATING invisible
; Values to add in script command: $4000, 65535, $150D
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