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#121 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,708
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What a cool approach, Loch!
Since i've been using reusable torches, I actually do the opposite and use a bunch of triggers to put the torch out every time it's dropped or thrown ![]()
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#122 |
Student
Join Date: Dec 2004
Location: Oz
Posts: 187
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Yeh nice Justin, thats an aproach I might use instead for another day, saves on the stress of losing the torch and thinking you've softlocked and all the backtracking potentially involved.
I couldn't find a solution so I ended up just using a smoke effect instead of a flame - so it looks less strange when in the water and is still easier to find when it's dropped. |
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#123 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,708
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Nice! That's shallow water, right? Lara still can't pick up a torch in deep water?
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Nothing is impossible, just impractical |
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#124 |
Student
Join Date: Dec 2004
Location: Oz
Posts: 187
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Yeh, that's the shallow water only.
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#125 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,197
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![]() Quote:
![]() (It might only work with a reusable torch though... I use that in my levels.) Or does it need to be thrown on a burnable floor or something at some point?
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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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#126 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,708
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Oh so that's what I saw in your video! How did you manage that?? Did you add triggers to put the torch away when players use the weapon shortcut keys? (This is how I extinguish the torch)
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#127 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,197
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Can't use the weapons when Lara is holding a torch.
So condition that Lara is holding any torch, then disable draw weapon.
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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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#128 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,708
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Wait that stops the weapon shortcut, too?? Nice!
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Nothing is impossible, just impractical |
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#129 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,197
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I'm using this script to prevent drawing of weapons while on a swingpole and when holding a torch:
Code:
; ---- disable drawing of weapon and look while swinging around ---- ; ---- disable drawing of weapon while swinging around, while performing the custom torch animation, while holding any torch ---- TriggerGroup= 21, $8000, 467, $1E, $8000 + TGROUP_OR, 582, $1E, $8000 + TGROUP_OR, 584, $1E, $8000 + TGROUP_OR, 585, $1E, $8000 + TGROUP_OR, 16, $23 ; condition that Lara is performing animation 467 (swingpole swing around), or 582, 584, 585 (torch animations), or it holding any torch. TriggerGroup= 22, $2000, 51, $A, $2000, 51, $14 ; disable "draw weapon" forever (use other action/effect to disable it) TriggerGroup= 23, $2000, 52, $A, $2000, 52, $14 ; enable "draw weapon" when conditions are not true GlobalTrigger= 11, -1, GT_CONDITION_GROUP, -1, 21, 22, 23 *** EDIT *** Just tested in one of the levels and she does not draw pistols when hitting 1 or space when holding a torch.
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 08-10-21 at 20:04. |
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#130 |
Student
Join Date: Aug 2021
Posts: 103
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Well, now I know what Justin is doing on Monday…
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