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#391 |
Historian
Join Date: Apr 2013
Posts: 343
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Thanks for the new update
![]() ![]() I would like to ask, how can I set Sophia to work? Because when I put Sophia object to my level and put AI Ambush under her and trigger her, she is still forzen... Last edited by Ado Croft; 26-02-23 at 19:17. |
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#392 |
Explorer
Join Date: Nov 2019
Location: Polska
Posts: 780
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Hi
for sophia to work, you put AI_X1 not AI_AMBUSH. You then give AI_X1 ocbs like 0,1,2...n where n is the any number followed by another (3,4,5 - depends how many AI_X1'S you put) and make sure to put ocb 1 to sophia
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Chronicles Lara: "Whatever" Last edited by Kubsy; 26-02-23 at 19:33. |
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#393 |
Historian
Join Date: Apr 2013
Posts: 343
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#394 |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 434
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how to make statistics on the completion of the level displayed? how to do it in trng I know, but how in ten?
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#395 |
Professor
Join Date: Dec 2013
Location: Venus
Posts: 4,315
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Every time I launch tomb engine, it immediately crashes. What do I do?
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Celebrate your talent, your creativity. |
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#396 |
Hobbyist
Join Date: Nov 2020
Posts: 19
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#397 | |
Historian
Join Date: Aug 2010
Location: Germany, Cologne
Posts: 430
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Sometimes, it helps to look in Engine Folder. There you find a subfolder called "Logs". There you find a TENLog.txt. Look there for any notifications about possible crashes.
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TE - the place to unleash your creativity. |
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#398 |
Student
Join Date: Jan 2014
Location: Japan
Posts: 221
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First of all, I would like to thank everyone involved in the development of this great tool!
![]() I would also like to thank everyone who has written tutorials! ![]() Recently, I have been touching with TEN and Lua little by little. Yesterday, I successfully launched my level. But today, I tried to export node scene to written Lua, I failed to launch my level. Loadbar goes to the right and the title scene comes back. Here is my cave.lua LevelFuncs.OnLoad = function() end LevelFuncs.OnSave = function() end LevelFuncs.OnStart = function() end LevelFuncs.ExportedNodeFunction = function(activator) LevelFuncs.Engine.Node.AddInventoryItem(TEN.Objec ts.ObjID.HARPOON_ITEM, 0) end LevelFuncs.OnControlPhase = function() end LevelFuncs.OnEnd = function() end end And Gameflow.lua -- First test level cave = Level.new() cave.nameKey = "cave" cave.scriptFile = "Scripts\\cave.lua" cave.ambientTrack = "107" cave.levelFile = "Data\\cave.ten" cave.loadScreenFile = "Screens\\rome.jpg" ・ ・ ・ InventoryItem.new( "tut1_hand_sirius", ObjID.PUZZLE_ITEM8, 0, 0.5, Rotation.new(270, 180, 0), RotationAxis.X, -1, ItemAction.USE ) } Flow.AddLevel(cave) I don't know where I made a mistake. ![]() And I have a question. Since I exported node scene to lua, I don't need volume trigger in the map, right? Any suggestion would be appreciated. ![]() Edit Found it! I delete "end" from "LevelFuncs.OnStart = function() end" LevelFuncs.OnLoad = function() end LevelFuncs.OnSave = function() end LevelFuncs.OnStart = function() LevelFuncs.ExportedNodeFunction = function(activator) LevelFuncs.Engine.Node.AddInventoryItem(TEN.Object s.ObjID.HARPOON_ITEM, 0) end LevelFuncs.OnControlPhase = function() end LevelFuncs.OnEnd = function() end end Then my level starts! But lara does not have harpoon gun from the start. ![]() She will get it where I placed volume trigger. ![]() Last edited by Alisa97; 22-04-23 at 05:46. |
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#399 | |
Explorer
Join Date: Nov 2019
Location: Polska
Posts: 780
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Chronicles Lara: "Whatever" Last edited by Kubsy; 22-04-23 at 09:08. |
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#400 | |
Student
Join Date: Jan 2014
Location: Japan
Posts: 221
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It goes back to title screen as before. ![]() TENLog.txt gave me this error. [error] A Lua error occurred while running a level; DoFlow: Scripts\cave.lua:10: <eof> expected near 'end' Last edited by Alisa97; 22-04-23 at 09:56. |
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