08-02-20, 22:17 | #14121 |
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Joined: Jul 2009
Posts: 2,022
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I'm trying to make it so if Lara steps on a square or is near a static object, it becomes visible and if she steps away from it it becomes invisible. I have a feeling this would be a combination of a CONDITION trigger and a FLIPEFFECT trigger (The set visibility of static one) but I can't quite seem to get the setup to work right, I think I'm messing it up on the CONDITION side of things. Any ideas?
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09-02-20, 17:41 | #14122 |
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Joined: Dec 2011
Posts: 4,872
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My upcoming third plugin has a condition trigger to examine the distance between Lara and a Static. All you need is to use it in a Globaltrigger.
Released soon, now it is already being beta-tested. |
09-02-20, 20:20 | #14123 |
Member
Joined: Nov 2007
Posts: 7,581
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Slight issue.. not sure how to fix.
I want sharks and barracuda in the same level - but sadly all objects use the Hammerhead slot. Could I use the Hammerhead MIP for the barracuda instead? I did find a barracuda (not the original tr2 one though) which uses the crocodile slot.. but its really big - almost as big as the sharks. It functions wonderfully though in water.. I was thinking maybe I could edit the meshes to make it shorter, then make the back couple of meshes invisible? The only reason why I wanna do this is so they can have their own individual SFX (instead of sharing) In TR2 only the sharks made noise when they chomp attacked.. everything else was silent EDIT: OK So I used SkateboardKids Xian fish from TR2 (hammerhead) and placed it into the Hammerhead MIP slot. Normally this meant that I could just trigger the MIP and it would trigger like a normal enemy, right? Except here.. the fish is like a statue, visible but doesn't move or attack or respond to anything. The regular shark works fine. Perhaps if I use scripting AssignSlot? Last edited by dcw123; 09-02-20 at 20:57. |
09-02-20, 21:03 | #14124 | |
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Joined: Mar 2019
Posts: 687
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Quote:
Are you using the harpoon ? (my plugin destroy it, so if true dont use my plugin) if not you could use my plugins: https://www.tombraiderforums.com/sho...8&postcount=11 it's abandonned but this entity is working fine just be carefull this entity will want to exit the water since it's use the croc_zone (water and floor in TR4) so use gray sector or 2 click floor. (all the entity is pretty working but some bug is discovered), if i have the will maybe i will fix it one day. with my plugin you can use all slot (except LARA related obj and effect/emitter, something like that). if you just want entity, you found it PS: you can found a example script in the .zip PS2: dont use the snowmobile/snowmobile gun since it's not finished ! (if you dont care about the static/obj collision) Last edited by TokyoSU; 09-02-20 at 21:11. |
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09-02-20, 21:08 | #14125 | |
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Joined: Nov 2007
Posts: 7,581
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Quote:
I'm not sure I understand.. so your harpoon plugin breaks the Hammerhead MIP? A regular hammerhead shark works perfect 100%. I used the Assign slot for the barracuda and this time the swap worked. However, it swims too low and missed Lara when it tries to bite her. I think I'll just use the croc idea with edited meshes as it worked fine for me (even if the fish is a LOT bigger than its TR2 version, but I could edit this with some mesh work) Either that or I'll just have to stick to sharks only and not use barracuda... As for the link you sent me.. it requires a password and I have no idea what it is - assuming its the same as the beta testing forum, but I can't remember the code lol |
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09-02-20, 21:33 | #14126 |
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Joined: Apr 2012
Posts: 10,343
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09-02-20, 21:52 | #14127 | ||
Moderator
Joined: Jul 2003
Posts: 33,352
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Quote:
MIPs were used to have a less detailed version of an enemy when seeing it from a certain distance. AssignSlot should work, but like you said, you would like to have seperate sfx for each fish, and this is not possible with the AssignSlot. Quote:
Remember that you can also scale meshes in WADMerger Animation Editor. And after scaling you should move them back together to form the smaller version of the fish. |
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09-02-20, 22:07 | #14128 | |
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Joined: Nov 2007
Posts: 7,581
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Quote:
I'll try this also. Anyone else used TokyoSU's TR2 enemies yet? I'm scared to use it incase it breaks any other plugins I'm using (classic inventory etc) Its truly amazing work - seeing TR enemies acting as they should.. Swear TR4 port versions of all past enemies are screwed up.. like the AI is messed up. Tigers etc running into walls and in circles.. mostly ignoring Lara instead of making a beeline for her as they should (which this plugin does) Seeing proper pathfinding and all the original animations is so cool. Really hope this gets continues.. maybe for TR5Main? Having people recreate TR1,2,3 levels properly without issue without resorting to the Unofficial Editor after like 20 years of TRLE would be crazy. |
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09-02-20, 22:10 | #14129 |
Member
Joined: Apr 2012
Posts: 10,343
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that plugin is beyond finished, the enemies probably have worse AI than TR4
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09-02-20, 22:44 | #14130 | |
Member
Joined: Mar 2019
Posts: 687
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Quote:
so before saying anything that you dont know or tested dont insult a plugins without test, maybe released it was a mistake in the first place since it's not totally finished. |
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