17-03-20, 11:15 | #14181 |
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Joined: Dec 2011
Posts: 4,881
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Two more tips:
- "Kill object" Action (I am not at my home computer, the exact trigger name does not come to my mind) - "Custom Flags (Different flags in according with object type) (Byte)" Item Memory Zone field, Value 0 forced here is "not active/deactivated". |
18-03-20, 22:05 | #14182 |
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Joined: Sep 2015
Posts: 520
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I used an action trigger to kill an animating object but if I save the game after triggering it and reload, the object reappears again. How to make that not happen?
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18-03-20, 22:17 | #14183 | |
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Joined: Jan 2008
Posts: 5,140
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TR3 and TR4 have a weird camera:
it only updates it's position if Lara's "real" position changes. I.e. when climbing up onto something, The Camera stays where it is and just looks at Lara until this animation stops. In TR4 this is most noticable when pushing items around because the Camera stays where it is when you started pushing. I have found a little workaround, because I haven't found a way to properly force a camera Position update. Before: https://streamable.com/od99s After: https://streamable.com/ckp7j The trick is to add and subtract 1 from Lara's V Rotation in a loop via an organizer. I tried changing Lara's Position but it messed up Climbing and grabbing. Here's the script: Quote:
Last edited by TR-Freak; 18-03-20 at 22:23. |
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18-03-20, 22:51 | #14184 |
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Joined: May 2010
Posts: 1,187
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^ Nice find! Simple but effective
The TR4 camera has always annoyed me, it's a good thing they ended up fixing it for TR5. Now all I need is a way to replicate the camera work in the various 'around corners' type animations, like shimmying and climbing. |
18-03-20, 23:27 | #14185 |
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Joined: Jul 2003
Posts: 33,359
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Nice find indeed!
Now that this is known, could that camera issue when climbing around corners on a ladder be solved as well? |
19-03-20, 07:03 | #14186 |
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Joined: Mar 2019
Posts: 687
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19-03-20, 09:59 | #14187 |
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Joined: Jan 2008
Posts: 5,140
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Can someone tell me how i can execute a Global Trigger that is GT_CONDITION_GROUP with FGT_SINGLE_SHOT_RESUMED properly?
No matter what I do, the IdOnFalseTriggergroup gets executed immediately |
19-03-20, 10:00 | #14188 |
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Joined: Jul 2003
Posts: 33,359
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The one where it stays on the side of the corner where Lara was before going around the corner.
We have to hit the look button to make the camera look at Lara again. It is also in TR_Freak's video. |
19-03-20, 10:19 | #14189 |
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Joined: Mar 2019
Posts: 687
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19-03-20, 14:13 | #14190 | |
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Joined: Nov 2004
Posts: 1,531
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Quote:
You should use tgroup_else in the true trigger group if you want if/else logic when the condition is met. |
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