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Old 28-02-21, 19:08   #20481
THOR2010
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is there a script editor for tr2/3, i thought i remember seeing one recently but i cant find it!
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Old 28-02-21, 19:33   #20482
PedroTheGamer
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^ TombPCEditor is one tho.
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Old 01-03-21, 22:16   #20483
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I found a useful site for anyone who wants to make textures - World History Pics. All images are public domain taken by a professional. Many continents are represented - especially Asia. I'm finding it very useful.

https://worldhistorypics.weebly.com/gallery.html
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Old 02-03-21, 00:33   #20484
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can someone tell me how to make a bonus level after finish last level? as in my case and level 10. as soon as we get the last secret and the game sees this the trigger changes to go straight to level 10(9 is a credit stuff) after the credits. how can I do this?

thanks in advance
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Old 02-03-21, 04:48   #20485
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Hi Pedro.

I have not tried to do it yet, but my current plan is use AkyV's plugin 1, and use his condition trigger 125:

125:Statistics. <#> Secrets have been found so far in (E) the level/game


So in the last level, there is a finish trigger that goes to level 9, credits, but if that condition trigger is true, that finish trigger could be changed to level 10. (Maybe a flipmap, or just making a condition triggergroup. "If condition trigger 125 is true, do this, else do that"...)

Example:

Code:
Parameters= PARAM_NUMBER_RELATION, 60, FREL_MORE+FREL_EQUAL, 5

Triggergroup= 80, >
$018000, 60, $27D,> ; If it has found 5 secrets.
$2000,82,$000A,> ;Do this jump to bonus level. (10)
TGROUP_ELSE+ >  ;Else...
$2000,82,$0009 ;Do this jump to credits level. (9)

;To activate, put in the level a trigger with the code: $2000,371,$0050
Be aware the red numbers may vary in different projects, deppending of when you have the plugin installed, if you had others plugins like the classic inventory installed before, that number could 02, or higher...

Green numbers are the same.

Blue number is the number of secrets

Grey numbers are the id of the levels (in hexadecimal, so: 10=0A, 11=0B, 12=0C, 13=0D, 14=0E, 15=0F)
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Old 02-03-21, 09:47   #20486
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Hi! It's quite strange that I couldn't find the answer anywhere - is there a way to fix collision on parallel bars? Lara grabs the air above the bars, and I've seen this problem in a lot of levels. Is it fixable?
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Old 02-03-21, 11:00   #20487
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Although the consecuences may looks similar (Lara floating over the bar) the reason may be different.

- It may be a problem with the bar collision or root displacement.
- It may be a problem with the animation (being the Lara's animation the one to be displaced).
- It may be a problem with the outfit or character proportions.


But I think that yes, it's possible to have Lara grabbing the bars, in an acceptable way.

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Old 02-03-21, 11:02   #20488
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Thank you so much,@adngel for your help, I am a disappointment at scripiting plus this will help me a lot! Thank you
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Old 02-03-21, 18:05   #20489
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Sorry but my problem with Wadmerger 198 beta3 is not solved.

It wont launch and has an error : Component 'Comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid
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Old 03-03-21, 18:43   #20490
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Sorry Leeloo, I've got no idea about what the Wadmerger problem could be.


/------------------------------------/


I've got doubts, is there any tutorial or any place with info about customize enemies behaviours?

I'm trying to design an underwater boss enemy, maybe a hammerhead shark variation, something that could figth with the harpoon gun.

However, the shark tends to be chasing the player all the time, having the shark on the back means that or you swime away from him, or you stop and shoot it (acepting to receive its attacks)

Is there any way to force any AI behavour on some moment? (Like every 10 secs, activate an AI_Ambush, or make him somehow, ignore Lara? like if it wouldn't have detected her).

Also, is there any way about how the Animation State ID works? Is it possible to create a custom one? (Like, if Lara is in front and at X distance, then activate State Y with an long tackle animation?.
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