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Old 17-03-20, 11:15   #14181
AkyV
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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".
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Old 18-03-20, 22:05   #14182
sampiza
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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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Old 18-03-20, 22:17   #14183
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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:
#DEFINE LARA_ID 0
Organizer=1,FO_LOOP+FO_ENABLED+FO_TICK_TIME,IGNORE ,1,1,1,5
Triggergroup=1,$5000,LARA_ID,$0036,$2000,232,$01FF ,$2000,275,$001C
Triggergroup=5,$5000,LARA_ID,$0036,$2000,232,$01FF ,$2000,276,$001C
LARA_ID is the ID of Lara in the Level. it is used to set Lara as the Current Item for V Rotation manipulation

Last edited by TR-Freak; 18-03-20 at 22:23.
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Old 18-03-20, 22:51   #14184
Krystian
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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.
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Old 18-03-20, 23:27   #14185
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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?
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Old 19-03-20, 07:03   #14186
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Quote:
Originally Posted by Titak View Post
Nice find indeed!

Now that this is known, could that camera issue when climbing around corners on a ladder be solved as well?
the one that "push" the camera upward and recover to lara ?
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Old 19-03-20, 09:59   #14187
TR-Freak
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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
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Old 19-03-20, 10:00   #14188
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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.
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Old 19-03-20, 10:19   #14189
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Quote:
Originally Posted by Titak View Post
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.
oh i see now
i will need to fix that for my project :x
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Old 19-03-20, 14:13   #14190
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Quote:
Originally Posted by TR-Freak View Post
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
You shouldn’t use the false trigger group for a single shot global trigger. The global trigger is still checked constantly, so it will keep firing the false trigger group until the condition is met (and then again afterwards).

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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