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#421 |
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Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,157
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I have no idea how controllers work exactly, but if a keyboard also still works, can they then avoid the issue by using the keyboard for saving the game? So keep the controller for moving Lara around and the inventory and such, but use the keyboard for saving/loading only. Because if this is possible, I should add a "when using a controller" readme file. ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#422 |
Archaeologist
Join Date: Jul 2007
Location: United Kingdom
Posts: 1,831
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Would anyone happen to have a more up to date Wad containing the objects for a TR1 Inventory and Options based on the Script JMN has provided quite some pages back?
Another two questions since I recently got back into this is how would I go about having the Rings not be affected by Room light and also how would I go about removing certain items such as Binoculars and Flares? Much appreciated! ![]()
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"She will live on forever in our hearts." Last edited by TombRaiderTim; 08-08-21 at 13:17. |
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#423 |
Archaeologist
Join Date: Jul 2016
Location: Italy
Posts: 1,636
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I don't have a wad with TR1 objects, but I can answer the other questions
About inventory lighting, you can set the inventory to react to a specific room light using cust_cinv_lighting For the number of objects at the start of the level, you can still use "Equipment=" command and set the amount to 0, that way you won't have that object anymore in the inventory ![]()
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#424 | |
Archaeologist
Join Date: Jul 2007
Location: United Kingdom
Posts: 1,831
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Customize= CUST_CINV_LIGHTING, 1, IGNORE, IGNORE, IGNORE, IGNORE This should allow for the ambient light from said room number 1 to be the chosen lighting for the Inventory but it does not seem to be working. EDIT: Nevermind, should have included the XYZ position. ![]()
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"She will live on forever in our hearts." Last edited by TombRaiderTim; 08-08-21 at 14:28. |
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#425 | |
Historian
Join Date: Dec 2013
Location: UK
Posts: 307
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![]() EDIT: Ahh, you managed to work through it. Nevermind! |
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#426 |
Archaeologist
Join Date: Jul 2007
Location: United Kingdom
Posts: 1,831
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Alright, got a little issue already. I was just trying to add to the script the options to change the SFX of the ring menus themselves but for some reason, whenever I add them, the ring menu reverts to the original TR4 menu.
Customize= CINV_SFX_INVENTORY_OPEN, 109 Customize= CINV_SFX_INVENTORY_CLOSE, 111 Customize= CINV_SFX_RING_ROTATE, 108 Customize= CINV_SFX_RING_CHANGE, IGNORE
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#427 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,157
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It has to be like this: Customize= CUST_CINV_SFX, CINV_SFX_INVENTORY_CLOSE, *** So you are missing the CUST_CINV_SFX command.
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#428 |
Archaeologist
Join Date: Feb 2006
Location: Irvine, California
Posts: 1,496
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I've been having trouble with the font on an Examine 2 object. I have the following script to turn the font yellow:
Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_2, IGNORE, IGNORE, IGNORE, CL_YELLOW, IGNORE, IGNORE, ENABLED However, the font still appears as gray in-game. Have I done something incorrect?
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Archaeologist in Irvine, California Last edited by Craig Michaels; 14-08-21 at 10:59. |
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#429 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,157
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If you click in this last field you can see this, in NG-Centre, "Enabled (CINV_TRUE/FALSE)". So the word enabled is not the command to use in this case.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#430 | |
Archaeologist
Join Date: Feb 2006
Location: Irvine, California
Posts: 1,496
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Code:
Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_2, IGNORE, IGNORE, IGNORE, CL_YELLOW, IGNORE, IGNORE, CINV_TRUE ![]() I'll keep experimenting but if anyone spots the problem, let me know! I've been able to change the color of other inventory text no problem. EDIT: The issue does not occur when I use the *exact* same script for the EXAMINE3 object . . . I can just switch to using that slot, but I'm really confused by the lack of color change for EXAMINE2. Has anyone else had this issue? EDIT 2: SOLVED (BUG?) I finally solved the issue by experimenting with all three "EXAMINE" commands in the code. I did the following in my script: Code:
Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_1, IGNORE, IGNORE, IGNORE, CL_RED, IGNORE, IGNORE, CINV_TRUE Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_2, IGNORE, IGNORE, IGNORE, CL_YELLOW, IGNORE, IGNORE, CINV_TRUE Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_3, IGNORE, IGNORE, IGNORE, CL_WHITE, IGNORE, IGNORE, CINV_TRUE "EXAMINE_1" actually changed the color of the first half of the script on the Examine2 object. "EXAMINE_2" actually changed the color of the script on the Examine3 object. "EXAMINE_3" actually changed the color of the second half of the script on the Examine2 object. I hope this information is useful to others, or happy to find out how I might be wrong or doing the code incorrectly. In any case, I can now get the script the color I want, it's just the code is discombobulated with what actually appears (unless I've misunderstood it).
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Archaeologist in Irvine, California Last edited by Craig Michaels; 17-08-21 at 04:12. |
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