17-01-20, 14:55 | #14101 |
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Joined: Jul 2016
Posts: 1,900
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Why are you using the false condition field to remove the QuestItem1 from inventory? Shouldn't you have both "add dual pistols" and "remove QuestItem1" on the same TG (10)?
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17-01-20, 15:01 | #14102 | |
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Joined: Nov 2007
Posts: 7,581
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Quote:
Well - this is the first time I've really used GTs and TGs so I'm learning ^^) I used a condition because otherwise Lara would start the level with the guns in her inventory. I ONLY want her to have them after picking up the 'fake' quest item 1.. Then, immediately remove QuestItem1 from her inventory, leaving the real guns there (so ingame it looks like you just picked up some normal guns, like every other pickup) This was to avoid a bug with the revolver slot - where the 'revolver' item doesn't show in the level (its invisible) At the moment this is the best I got - works fine but as I say the fake 'guns' are still present. If I set the GT to ALWAYS, she has the Automatic Pistols at the start by default, which is not what I want. I want her to pick them up Trying different combos and I have no idea what works and what doesn't - unless anyone can tidy the script up for me so it works properly? I'm not really sure what I'm doing with it TBQH Last edited by dcw123; 17-01-20 at 16:01. |
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17-01-20, 16:11 | #14103 | |
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Joined: Jul 2016
Posts: 1,900
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You're confusing "condition" and "false condition field"
Condition it's the one you have on TG 12, false condition field is what you have on TG 11, which in your case it's not a false condition You just have to merge both triggers into TG 10, which is the "true condition field", which means that when the condition is true, that TG will be performed (but I guess you know that already) This is how it should be: Quote:
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18-01-20, 14:39 | #14104 |
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Joined: Nov 2004
Posts: 1,531
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What LoreRaider said. To put it another way, your GlobalTrigger was saying "If TG 12 is true, do TG 10, otherwise do TG 11". That meant it was trying to remove the questitem only when the questitem was not in the inventory...
I should also point out that your globaltrigger is currently executing constantly. If you just want the globaltrigger to trigger once, you should use FGT_SINGLE_SHOT. Last edited by SSJ6Wolf; 18-01-20 at 20:27. |
19-01-20, 13:41 | #14105 |
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Joined: Nov 2007
Posts: 7,581
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Thanks guys.. as I say, still learning hehe
Little bit over my head with it all - but the more I use them, the more I'll understand |
19-01-20, 13:53 | #14106 |
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Joined: Oct 2019
Posts: 57
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Hi guys. This might be a silly question. Is there a way to change the ambient colour on all statics in all rooms through scripting?
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19-01-20, 21:57 | #14107 |
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Joined: Jul 2003
Posts: 33,352
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Isn't Customize= CUST_WATERFALL_SPEED used for scrolling textures on objects?
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20-01-20, 15:22 | #14108 |
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Joined: Mar 2019
Posts: 687
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20-01-20, 16:31 | #14109 |
Member
Joined: Jul 2016
Posts: 1,900
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Yes, it works for any object that has scrolling texture applied
Make sure you don't have another line like that in your script on [Level] section, maybe it's conflicting |
20-01-20, 16:59 | #14110 |
Member
Joined: Dec 2017
Posts: 534
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Letsmakeghost, not only it is possible, but also it is very easy. Do you know how to use FLEP patches?
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