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Old 20-06-19, 22:04   #13601
Die Basis
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I have several editors listed in NG Scripter and the one where I tested your plugin didn't have it properly installed. So everything ist fine now.

The only thing is that the mummy is triggerd while the static is still in the final movement. Guess it has to do with the more or equal and less or equal degree numbers. :-)

But thanks anyway , the main thing is that it works now. And there are a number of other interesting new triggers I would like to try.
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Old 21-06-19, 17:38   #13602
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You are welcome!
Anyway, if you are sure that the rotating Static is stopped at a well-defined degree to control that action, then perhaps you can try a really tiny intrerval, like 89-91 instead of 88-92, or perhaps equality with 90-90.
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Old 23-06-19, 20:54   #13603
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Question

The LARA_DOUBLE object has a different shine effect than other objects in a wad.
Does anyone know which sprite is used for the shin-effect on LARA_DOUBLE?
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Old 23-06-19, 21:03   #13604
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Lara double's first mesh has the SKY_GRAPHICS as shine effect. That's why the SKY_GRAPHICS from cleopal.wad is a photo of the room where LARA_DOUBLE is
The SKY_GRAPHICS appear also if you make Lara's butt shiny (Lara's first mesh).
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Old 24-06-19, 06:49   #13605
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Thank you for help, sapper, caesum.
I remembered it's something simple but was in a hurry.

Oh btw sapper we had a strpix problem on the meeting.
Thot and me took older WinXP laptops for travel purpose.
He got that error "can't find entry point in kernel 32.dll".
This even after manually including all dll files requested.
We got assimp32, msvcp, msvcr… identical on both PCs.
But in my case revision 18s has worked but not in his…
Is there some prerequisity we missed?
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Old 24-06-19, 14:05   #13606
Titak
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Quote:
Originally Posted by LGG_PRODUCTION View Post
Lara double's first mesh has the SKY_GRAPHICS as shine effect. That's why the SKY_GRAPHICS from cleopal.wad is a photo of the room where LARA_DOUBLE is
The SKY_GRAPHICS appear also if you make Lara's butt shiny (Lara's first mesh).
SKY_GRAPHICS it is!
I had a SKY_GRAPHICS in my wad, but it contained 4 images and nothing was visible on the mesh. So I imported the one-image SKY_GRAPHICS from the cleopal wad and now it works.
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Last edited by Titak; 24-06-19 at 14:09.
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Old 25-06-19, 05:35   #13607
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Quote:
Originally Posted by DJ Full View Post
Thank you for help, sapper, caesum.
I remembered it's something simple but was in a hurry.

Oh btw sapper we had a strpix problem on the meeting.
Thot and me took older WinXP laptops for travel purpose.
He got that error "can't find entry point in kernel 32.dll".
This even after manually including all dll files requested.
We got assimp32, msvcp, msvcr… identical on both PCs.
But in my case revision 18s has worked but not in his…
Is there some prerequisity we missed?
msvc runtime and assimp are all you should need.

Are both Win XP PCs service pack 3?

I think you need service pack 3 otherwise the msvc runtime is no good.
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Old 28-06-19, 18:24   #13608
Caesum
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Is there any way to make Lara and/or motorboats respect statics collisions? When Lara is swimming with head above the water she ignores collision of all statics. Same thing when she's driving a boat.
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Old 28-06-19, 18:49   #13609
AkyV
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Perhaps CUST_SET_STILL_COLLISION for Lara?

(CUST_BIKE_VS_ENEMIES is good for jeeps, and - with the customizations in it asa well - for bikes, but I think it doesn't work with water vehicles.)

EDIT:
Some more helps, perhaps:
https://www.tombraiderforums.com/sho....php?p=7136058

Last edited by AkyV; 28-06-19 at 18:51.
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Old 28-06-19, 19:43   #13610
Caesum
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Ahh, thank you! Actually I have managed to work around this by putting doors where the static is, and it is quite handy in my case as I want to get rid of the object later.

Another question, is there a condition that checks if a movable is moving with X speed?

EDIT2: Any way to make boat activate HEAVY trigger when Lara is NOT driving it?

Last edited by Caesum; 28-06-19 at 20:34.
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