29-03-20, 09:51 | #14211 |
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nvm.
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29-03-20, 14:50 | #14212 | |||
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thanks all!
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29-03-20, 18:27 | #14213 | |
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Joined: Jul 2010
Posts: 256
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EDIT: I got an epiphany... What if I'm using placeholder uncorrectly? TR-Freak how do you write a placeholder in a script command? You just write down #1000 instead of the number the script command was expecting? Because I'm starting to think that the problem is that the script command is interpreting #1000 as a value and not as a placeholder... Last edited by Gancian; 29-03-20 at 18:33. |
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30-03-20, 07:38 | #14214 |
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you dont write a placeholder in the script, you write it it as a String in to the English.txt.
You display the String that has this placeholder. For example you can write a (NGString) that says "I have #800 apples in my bag". the "#800" will be replaced by the value of the CurrentValue variable and will display "I have 900 apples in my bag" within the game. You can of course just have a string "#1000". which just displays BigText variable Edit: Does someone know why my Sixshooter doesnt light the environment when fired? I also have FWEAP_ADD_GUNSHELL to add a gunshell but it doesnt work either. I dont have any other customization for the revolver and removing any weapon customization doesnt solve it. Last edited by TR-Freak; 30-03-20 at 07:43. |
31-03-20, 10:07 | #14215 | |
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EDIT: Nevermind anything I've said. There was an error in my setup, I just corrected it and BOOM, I discovered that examine objects do not accept placeholder text at all. ^^' I don't know about your other problem... I modified my sixshooter with your same parameters and it does leave shells and light the environment. Last edited by Gancian; 31-03-20 at 10:38. |
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04-04-20, 02:40 | #14216 |
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Joined: Nov 2018
Posts: 83
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Boundaries on moving objects
By following the "Moving Objects with Scripts and Flipeffects" tutorial (https://www.tombraiderforums.com/sho...d.php?t=211942), I have successfully setup a puzzle where Lara has to use a lever in order to move a static object onto the correct tile, where I have placed a heavy trigger.
With the use of PARAM_MOVE_ITEM and flipeffects, there are no issues with moving the object itself, but unfortunately I don't know how to set a boundary on the moving object. In other words, I don't want the player to accidentally move the object outside of the boundary of the room. How do I apply a constraint to where a static object can be moved? I tried the grey box icon on the left side of the editor, but that didn't stop the object from being accidentally moved outside of the room. |
04-04-20, 10:31 | #14217 |
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The first thing that came to my mind was, that you could (heavy) trigger kind of a "click" sound when the object reaches the correct tile (so that the player knows it's the correct tile) and then also (heavy) trigger a flipmap of that room with the lever, so that you can delete any triggers underneath the lever in the flipped room to make it not usable anymore. Because you can only have one heavy trigger, you could make a triggergroup for everything.
Maybe there is an easier way, but this should work, too. ^.^ |
04-04-20, 11:54 | #14218 |
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^
That could indeed work. It will disable the setup once the object has reached the correct tile. Assuming that the object can't be moved around the correct tile that is. Otherwise it could still move into walls before it reaches the correct tile. Since one switch is used (right?) to move the object, I'm also assuming that the object can move in one direction only. In case you'd rather not disable the setup once the correct tile is reached, you could place a heavy-trigger for a flipeffect to move the object back to its original position when it reaches the tile in front of the wall. So, let's say the object can move 5 tiles east before going into the wall. So on the tile in front of the wall you put a heavy-trigger to move it 5 tiles west, back to where it came from. |
04-04-20, 18:31 | #14219 |
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Thank you, both. I'll use a flipmap and that should be fine. As soon as the object is moved onto the correct tile using a lever, the flipmap will be activated via a heavy trigger. Afterwards, the lever controlling the object will no longer do anything, so the player can't accidentally move the object out of the room.
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06-04-20, 10:55 | #14220 |
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Joined: Jul 2010
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I'm not sure if I'll ever go through with this, but I'd like to create a plugin myself. Nothing complicated (I guess), just something fancy to have two different flares in the same level. I just can't decide between classic TR-flare or new TR4-glowstick so I was thinking "Why not both?"
Do you think something like that might be possible through the use of plugins? Because I can't think of a better option via scripting alone. |
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